Children’s Emotional Interpretation of Synthetic Character Interactions (original) (raw)

e���Motional Learning in Primary Schools: FearNot! An Anti-bullying Intervention Based on Virtual Role-play with Intelligent Synthetic Characters

ECEL 2007: 6th European Conference on E-Learning: Copenhagen Business School, Denmark, 4-5 October 2007, 2007

Abstract: Addressing the problems of bullying in schools, this paper presents a novel and highly innovative pedagogical approach building on the immersive power of virtual role-play. Educational role-play is widely accepted as a powerful instrument to change attitudes and behaviour, but faces some difficulties and disadvantages when applied to sensitive social issues in the classroom. This paper shows how the FearNot! software application, developed within the scope of the EU-funded project eCIRCUS (Education through ...

A study into the believability of animated characters in the context of bullying intervention

The VICTEC (Virtual ICT with Empathic Characters) project provides an opportunity to explore the use of animated characters in a virtual environment for educational issues such as bullying behaviour. Our research aim was to evaluate whether an early prototype of the VICTEC demonstrator could provide useful information about character and story believability, physical aspects of the characters and story comprehensibility. Results from an evaluation with 76 participants revealed high levels of bullying story believability and character conversation was rated as convincing and interesting. In contrast, character movement was poorly rated. Overall the results imply that poor physical aspects of characters do not have detrimental effects on story believability and interest levels with the demonstrator. It is concluded that even at this early design phase, the demonstrator provides a suitable means to explore how virtual environments in terms of character and storyline believability may a...

Designing Empathic Agents: Adults Versus Kids

Intelligent Tutoring Systems, 2004

An evaluation study using a trailer approach of a Virtual Learning Environment populated with animated characters focusing on physical bullying was carried out with three stakeholder groups, (children, teachers and experts) to examine their attitudes and empathic styles about the characters and storyline believability. Results from 127 children and 95 adults revealed that children expressed the most favourable views towards the characters and the highest levels of believability towards the bullying storyline. Results are discussed in terms of the importance of child-informant processes in leading the design of child-based systems and the use of animated cartoon characters alongside storyline narratives to incite engaging interactions.

Encoding Theory of Mind in Character Design for Pedagogical Interactive Narrative

Advances in Human-Computer Interaction, 2014

Computer aided interactive narrative allows people to participate actively in a dynamically unfolding story, by playing a character or by exerting directorial control. Because of its potential for providing interesting stories as well as allowing user interaction, interactive narrative has been recognized as a promising tool for providing both education and entertainment. This paper discusses the challenges in creating interactive narratives for pedagogical applications and how the challenges can be addressed by using agent-based technologies. We argue that a rich model of characters and in particular a Theory of Mind capacity are needed. The character architect in the Thespian framework for interactive narrative is presented as an example of how decision-theoretic agents can be used for encoding Theory of Mind and for creating pedagogical interactive narratives.

Feeling and Reasoning: A Computational Model for Emotional Characters

Lecture Notes in Computer Science, 2005

Interactive virtual environments (IVEs) are now seen as an engaging new way by which children learn experimental sciences and other disciplines. These environments are populated by synthetic characters that guide and stimulate the children activities. In order to build such environments, one needs to address the problem of how achieve believable and empathic characters that act autonomously. Inspired by the work of traditional character animators, this paper proposes an architectural model to build autonomous characters where the agent's reasoning and behaviour is influenced by its emotional state and personality. We performed a small case evaluation in order to determine if the characters evoked empathic reactions in the users with positive results.

Implications of gender differences for the development of animated characters for the study of bullying behavior

Computers in Human Behavior, 2007

This paper considers the impact of gender on the design of animated agents that aim to evoke empathy and to encourage children to explore issues related to bullying. High fidelity storyboards containing bullying scenarios were presented to 80 ten year old children from two schools. Children individually completed a questionnaire that focused on amongst other things the empathic relationship between the child and the characters in the storyboard. Results indicate significant differences between the genders, with greater levels of empathy and comprehension achieved when characters are of the same gender as the child. This has considerable implications for the design of animated characters for bullying scenarios, requiring that the gender of the child is taken into account when designing animated characters and the scenarios they participate in.