31,087 research outputs found

    Affect and believability in game characters:a review of the use of affective computing in games

    Get PDF
    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Editorial: Positive Technology: Designing E-experiences for Positive Change

    Get PDF
    While there is little doubt that our lives are becoming increasingly digital, whether this change is for the better or for the worse is far from being settled. Rather, over the past years concerns about the personal and social impacts of technologies have been growing, fueled by dystopian Orwellian scenarios that almost on daily basis are generously dispensed by major Western media outlets. According to a recent poll involving some 1,150 experts, 47% of respondents predict that individuals’ well-being will bemore helped than harmed by digital life in the next decade, while 32% say people’s well-being will bemore harmed than helped. Only 21% of those surveyed indicated that the impact of technologies on people well-being will be negligible compared to now (Pew Research Center, 2018)

    Smart Conversational Agents for Reminiscence

    Full text link
    In this paper we describe the requirements and early system design for a smart conversational agent that can assist older adults in the reminiscence process. The practice of reminiscence has well documented benefits for the mental, social and emotional well-being of older adults. However, the technology support, valuable in many different ways, is still limited in terms of need of co-located human presence, data collection capabilities, and ability to support sustained engagement, thus missing key opportunities to improve care practices, facilitate social interactions, and bring the reminiscence practice closer to those with less opportunities to engage in co-located sessions with a (trained) companion. We discuss conversational agents and cognitive services as the platform for building the next generation of reminiscence applications, and introduce the concept application of a smart reminiscence agent

    Enhancing Students’ Motivation in the EFL Classroom Through Life is Strange: A Digital Game-Based Learning Scenario Proposal

    Full text link
    Màster Universitari de Formació del Professorat de Secundària Obligatòria i Batxillerat, Facultat d'Educació, Universitat de Barcelona. Curs: 2022-2023. Tutora: Gemma López[eng] This research study introduces a learning scenario integrating the video game Life is Strange (DontNod, 2015) into the English as a foreign language (EFL) classroom. It explores the viability and practicality of incorporating digital game-based instruction into English language learning and investigates its impact on student motivation and engagement. The development and partial implementation of the learning scenario in the 4th of ESO classroom are guided by design principles that align with language learning objectives and follow the task-based supported language teaching (TSLT) methodology. Results indicate that the integration of the video game in the instruction generates a substantial learning experience. Students exhibit increased motivation and engagement, actively participating in the tasks. In conclusion, incorporating the video game Life is Strange into instruction effectively fosters student motivation in English language learning. Further research is needed to explore long-term effects, but video games in education promise to enhance student motivation and create engaging learning experiences.[cat] Aquest estudi de recerca presenta una situació d’aprenentatge que integra el videojoc Life is Strange (DontNod, 2015) a l'aula d'anglès com a llengua estrangera. L'objectiu és explorar la viabilitat per incorporar l'ensenyament basat en jocs digitals en l'aprenentatge de la llengua anglesa i investigar el seu impacte en la motivació dels estudiants. El desenvolupament i la implementació parcial de l'escenari d'aprenentatge a l'aula de 4t d'ESO es guien per uns principis de disseny que s'alineen amb els objectius d'aprenentatge, tot i seguint la metodologia TSLT (task-based language teaching). Els resultats indiquen que la integració del videojoc a la classe genera una experiència d'aprenentatge substancial. Els estudiants mostren una major motivació i compromís, participant activament en les activitats d'aprenentatge. En conclusió, la incorporació del videojoc Life is Strange a l’aula fomenta de manera efectiva la motivació dels estudiants en l'aprenentatge de la llengua anglesa. Es necessiten més investigacions per explorar els efectes a llarg termini, però l'ús de videojocs a l'educació és prometedor per millorar la motivació dels estudiants i crear experiències d'aprenentatge atractives

    The Impact of Task-Based Interactive Storytelling on EFL Learners’ Motivation

    Get PDF
    Designing engaging writing activities can be a challenge for English as a Foreign Language (EFL) teachers since students generally show little motivation towards writing in English. For this reason, a didactic proposal based on writing and presenting an interactive fantasy story was designed. This didactic proposal was implemented in a secondary school with L2 English learners aged 15-16 for four weeks over 7 sessions of 50 minutes. Four groups consisting of 14, 21, 21 and 22 students, respectively, took part in this study. Data was collected through a survey, and conclusions were that the use of interactive storytelling in the EFL classroom did motivate the participants of this study. Factors that decreased their motivation were related to stress and time management problems, lack of imagination, linguistic issues, and a perceived lack of freedom.El profesorado de Inglés como Lengua Extranjera (ILE) suele encontrar dificultades a la hora de diseñar actividades relacionadas con la escritura debido a la falta de motivación generalizada hacia el desarrollo de dicha habilidad. Por ello, se ha diseñado una unidad didáctica basada en la redacción y posterior presentación interactiva de una historia de fantasía en la asignatura de ILE en un Instituto de Educación Secundaria con estudiantes de L2 inglés de entre 15 y 16 años durante cuatro semanas con un total de 7 sesiones de 50 minutos. La propuesta didáctica se implementó en 4 grupos, conformados por 14, 21, 21 y 22 alumnos, respectivamente. Los datos se recogieron mediante un cuestionario, del que se concluyó que el uso de la narración interactiva en el aula de ILE motivaba a los participantes de este estudio. Los factores que disminuían su motivación estaban relacionados con el estrés y los problemas de gestión del tiempo, la falta de imaginación, los problemas lingüísticos y la percepción de falta de libertad.Departamento de Didáctica de la Lengua y LiteraturaMáster en Profesor de Educación Secundaria Obligatoria y Bachillerato, Formación Profesional y Enseñanzas de Idioma

    D4.2 How-to manual for the implementation of SO-CLOSE's digital storytelling tools

    Get PDF
    A guide for future users in the implementation process of the SO-CLOSE tool

    Affective issues in learning technologies: emotional responses to technology and technology's role in supporting socio-emotional skills

    Get PDF
    This paper focuses on some of the author's research studies over the past thirty years and places these in a wider context to reflect on research into affective issues in learning technologies over this period, and to consider whether and how the issues uncovered by research have changed as technologies have developed over time. Three issues are given particular attention: firstly the reasons for learners' use or lack of use of technologies for their learning; secondly adult learners' attitudes towards using technology for learning and thirdly how technology might support socio-emotional development and expression in children. The discussion of these issues is framed by two of the author's research projects. For the first two issues this is an early study of students' perceptions and attitudes towards using computers for tutorial learning in 1980. The factors that influenced the students' use of the computer tutorials are discussed (including access, assessment and anxiety about using computers) and also the extent to which some of these factors persist for many learners using (or not using) technologies today. The discussion of the third issue draws on a series of studies conducted in the 1990s to investigate whether educational technology could support children and young people's emotional expression and communication and development of socio-emotional skills. Finally the paper considers how these kinds of issues have been taken forward and how they are represented in contemporary research and suggests that trust is an important factor in using learning technologies

    Player agency in interactive narrative: audience, actor & author

    Get PDF
    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Affective issues in learning technologies: emotional responses to technology and technology's role in supporting socio-emotional skills

    Get PDF
    This paper focuses on some of the author's research studies over the past thirty years and places these in a wider context to reflect on research into affective issues in learning technologies over this period, and to consider whether and how the issues uncovered by research have changed as technologies have developed over time. Three issues are given particular attention: firstly the reasons for learners' use or lack of use of technologies for their learning; secondly adult learners' attitudes towards using technology for learning and thirdly how technology might support socio-emotional development and expression in children. The discussion of these issues is framed by two of the author's research projects. For the first two issues this is an early study of students' perceptions and attitudes towards using computers for tutorial learning in 1980. The factors that influenced the students' use of the computer tutorials are discussed (including access, assessment and anxiety about using computers) and also the extent to which some of these factors persist for many learners using (or not using) technologies today. The discussion of the third issue draws on a series of studies conducted in the 1990s to investigate whether educational technology could support children and young people's emotional expression and communication and development of socio-emotional skills. Finally the paper considers how these kinds of issues have been taken forward and how they are represented in contemporary research and suggests that trust is an important factor in using learning technologies

    Looking into Foreign Languages and Multimodal Creativity as a Tool for Pedagogical Innovation in Higher Education: The JASM Project - Open Window onto the World

    Get PDF
    The innovation of pedagogical practices is a challenge currently faced by higher education, in which the student is the main actor in the learning process. The aim of this project is to develop collaborative work, using multimodality in communication, adapted to the professional context, as a strategy to foster the learning of foreign languages. The JASM project ([Janela aberta sobre o mundo].Open Window onto the World: Foreign Languages, Multimodal Creativity and Pedagogical Innovation in Higher Education), developed by a multidisciplinary team, rests upon an active learning dynamic based on projects, through the creation of digital narratives focused on the linguistic and cultural diversity of a city in Beira Alta, Viseu. The use of several action-research approaches allowed students of the undergraduate course in media studies at the School of Education in Viseu to develop a multilingual and multicultural awareness, in a creative, collaborative, and interdisciplinary environment.info:eu-repo/semantics/publishedVersio
    corecore