284 research outputs found

    FearNot! An Anti-Bullying Intervention: Evaluation of an Interactive Virtual Learning Environment

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    Original paper can be found at: http://www.aisb.org.uk/publications/proceedings.shtm

    Age Appropriate? Sundance’s Women Filmmakers Come Next

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    Suggesting new plot elements for an interactive story

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    We present a system that uses evolutionary optimization to suggest new story-world events that, if added to an existing interactive story, would most improve the average interactive experience, according to author-supplied criteria. In doing so, we aim to apply some of the ideas from drama-managed storytelling, such as authorial aesthetic control, in an unguided setting more akin to emergent storytelling: rather than guiding or directing a player towards an experience in line with an author’s aesthetic goals, the storyworld is augmented with new content in a way that will tend to align with an author’s goals, even if the player is not guided. In this paper, we present an offline system, and demonstrate its robustness to a number of variations in authorial criteria and player-model assumptions. This is intended to lay the groundwork for a future system that would generate new content online, allowing for interactive stories larger than those explicitly written by the author.peer-reviewe

    Virtual learning intervention to reduce bullying victimization in Primary School: a controlled trial

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    Background: Anti-bullying interventions to date have shown limited success in reducing victimization and have rarely been evaluated using a controlled trial design. This study examined the effects of the FearNot anti-bullying virtual learning intervention on escaping, and reducing overall victimization rates among primary school students using a nonrandomized controlled trial design. The program was designed to enhance the coping skills of children who are known to be, or are likely to be, victimized. Methods: One thousand one hundred twenty-nine children (mean age, 8.9 years) in twentyseven primary schools across the UK and Germany were assigned to the FearNot intervention or the waiting control condition. The program consisted of three sessions each lasting approximately 30 minutes over a three-week period. The participants were assessed on selfreport measures of victimization before and one and four weeks after the intervention or the normal curriculum period. Results: In the combined sample, baseline victims in the intervention group were more likely to escape victimization at the first follow-up compared with baseline victims in the control group (adjusted RR, 1.41; 95% CI, 1.02-1.81). A dose-response relationship between the amount of active interaction with the virtual victims and escaping victimization was found (adjusted OR, 1.09; 95% CI, 1.003-1.18). Subsample analyses found a significant effect on escaping victimization only to hold for UK children (adjusted RR, 1.90; CI, 1.23-2.57). UK children in the intervention group experienced decreased victimization rates at the first follow-up compared with controls, even after adjusting for baseline victimization, gender and age (adjusted RR, 0.60; 95% CI, 0.36-0.93). Conclusions: A virtual learning intervention designed to help children experience effective strategies for dealing with bullying had a short-term effect on escaping victimization for a priori identified victims, and a short-term overall prevention effect for UK children. Keywords: anti-bullying intervention, victimization, virtual learning, controlled trial Abbreviation: FearNot: Fun with Empathic Agents to achieve Novel Outcomes in Teaching Trial Registration: Clinical Trials Registry, NCT0059733

    Towards Learning ‘Self’ and Emotional Knowledge in Social and Cultural Human-Agent Interactions

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    Original article can be found at: http://www.igi-global.com/articles/details.asp?ID=35052 Copyright IGI. Posted by permission of the publisher.This article presents research towards the development of a virtual learning environment (VLE) inhabited by intelligent virtual agents (IVAs) and modeling a scenario of inter-cultural interactions. The ultimate aim of this VLE is to allow users to reflect upon and learn about intercultural communication and collaboration. Rather than predefining the interactions among the virtual agents and scripting the possible interactions afforded by this environment, we pursue a bottomup approach whereby inter-cultural communication emerges from interactions with and among autonomous agents and the user(s). The intelligent virtual agents that are inhabiting this environment are expected to be able to broaden their knowledge about the world and other agents, which may be of different cultural backgrounds, through interactions. This work is part of a collaborative effort within a European research project called eCIRCUS. Specifically, this article focuses on our continuing research concerned with emotional knowledge learning in autobiographic social agents.Peer reviewe

    Triggering core emotional responses from interactive narratives

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    Interactive narrative video games are considered capable of engendering emotional responses from players. This idea extends from the presupposition that the player has a level of control over the outcome of an interactive narrative's story, and therefore develops an emotional connection to it. However, interactive narratives are unlike any other form of narrative, and cast the player as part author and part audience. To better account for this dual role, I propose the term viewer-user instead of player. The prescriptive nature of story choices in interactive narratives inhibits the viewer-user from making an emotional investment. Drawing on my acting training, I explore how emotional connections are made in narratives, and how interactive narratives need to be rethought in order to truly engage the viewer-user as a successful medium

    Player agency in interactive narrative: audience, actor & author

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    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

    E-Drama: Facilitating Online Role-play using an AI Actor and Emotionally Expressive Characters.

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    This paper describes a multi-user role-playing environment, e-drama, which enables groups of people to converse online, in scenario driven virtual environments. The starting point of this research – edrama – is a 2D graphical environment in which users are represented by static cartoon figures. An application has been developed to enable integration of the existing edrama tool with several new components to support avatars with emotionally expressive behaviours, rendered in a 3D environment. The functionality includes the extraction of affect from open-ended improvisational text. The results of the affective analysis are then used to: (a) control an automated improvisational AI actor – EMMA (emotion, metaphor and affect) that operates a bit-part character in the improvisation; (b) drive the animations of avatars using the Demeanour framework in the user interface so that they react bodily in ways that are consistent with the affect that they are expressing. Finally, we describe user trials that demonstrate that the changes made improve the quality of social interaction and users’ sense of presence. Moreover, our system has the potential to evolve normal classroom education for young people with or without learning disabilities by providing 24/7 efficient personalised social skill, language and career training via role-play and offering automatic monitoring

    Identifying Characters of “Where Angel Fear to Tread Novel” in Teaching Literary Work

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    The aim of the research is to identify some characters in the novel Where Angels Fear to Tread in teaching literary works. In learning of characters, someone will understand about the term of the interests, desires, emotions, and moral those form the individual within a story. Library research was used in thid study. The experts divide characters become two characters; they are central characters and additional characters. Central characters are a character who takes the greatest part in the main character or a figure that is most telling. Volume appearance of the main character more than the other characters. Meanwhile, additional characters or subordinate figures are figures that appear once or several times, figures that support or assist the central figure. In the novel Where Angels Fear To Tread, writer found some figures or characters such as: Mrs. Herriton, Lilia, Philip, Gino, and Carroline Abbot. Each of them had different characters; Mrs Herriton was a selfish and arrogant because she came from a high social status. Lilia was a patient and never denied what was ruled by her mother in-low although sometimes she was often treated her like slaves. Philip was figured as a handsome man, his tolerance and empathy were high. Gino was figured as stupid character. Miss Abbott as a nice, quiet, dull, and friendly
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