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Mediating Effects of Avatar Realism on Motivation inGame Based Learning - Review

Kogilathah Segaran, Faculty of Art, Computing and Creative Industry,Universiti Pendidikan Sultan Idris, 35900 Tanjong Malim, Perak, MALAYSIA, Ahmad Zamzuri Mohamad Ali, Wee Hoe Tan, Faculty of Art, Computing and Creative Industry,Universiti Pendidikan Sultan Idris, 35900Tanjong Malim, Perak, MALAYSIA, Faculty of Art, Computing and Creative Industry,Universiti Pendidikan Sultan Idris, 35900Tanjong Malim, Perak, MALAYSIA
2019 Online Journal for TVET Practitioners  
There were dearth studies conducted on how the realism level of an avatar in DGBL would influence the emotions of a learner since researchers stated that emotions practiced throughout a learning method  ...  This paper also discusses the finding related to motivation and emotion factors in DGBL, relation between realism in avatar and emotion, relation between motivation, emotion and realism of avatar in DGBL  ...  Acknowledgement The authors wish to thank those who graciously gave their time, kind co-operation and encouragement which help us in completion of this study.  ... 
doi:10.30880/ojtp.2019.04.02.010 fatcat:flukyipf2jbkxphdaokow3h5ni

Corroborating Emotion Theory with Role Theory and Agent Technology: a Framework for Designing Emotional Agents as Tutoring Entities

Bogdan Florin Marin, Axel Hunger, Stefan Werner
2006 Journal of Networks  
A way to determine the best agents (services) to be implemented is to identify who the actors are in the object of study, which roles they play, and (if possible) what kind of knowledge they use.  ...  social minds which is a constructive approach toward understanding social intelligence in humans and other animals.  ...  Dynamics of the Agent 's state: the way the pedagogical agent's affective state changes over time; Response decay: the way that an emotion felt by the pedagogical agent evolves, in the absence of new specific  ... 
doi:10.4304/jnw.1.4.29-40 fatcat:3d5lceqcfzafxm6tz2dqv65tia

Emotional agents - state of the art and applications

Mirjana Ivanovic, Zoran Budimac, Milos Radovanovic, Vladimir Kurbalija, Weihui Dai, Costin Bădică, Mihaela Colhon, Srdjan Ninkovic, Dejan Mitrovic
2015 Computer Science and Information Systems  
The first part is devoted to an overview of the state-of-the-art in emotional intelligence research with emphasis on emotional agents.  ...  The last part of the paper discusses research activities for designing an agent-based architecture, in which agents are capable of reasoning about and displaying some kind of emotions based on emotions  ...  This work was supported by the Ministry of Education, Science and Technological Development of Serbia, through project no.  ... 
doi:10.2298/csis141026047i fatcat:jkzz7ugutjg7tb4dbq7ti7ljn4

Evaluating Anthropomorphic Product Recommendation Agents: A Social Relationship Perspective to Designing Information Systems

Lingyun Qiu, Izak Benbasat
2009 Journal of Management Information Systems  
The animated characters were designed with Oddcast’s SitePal, a Flash-based animation design tool that can integrate both animated characters and speech output with textual content.  ...  Increasing believability in animated pedagogical agents. In Proceedings of the First International Conference on Autonomous Agents. New York: ACM Press, 1997, pp. 16-21. 70.  ... 
doi:10.2753/mis0742-1222250405 fatcat:tt5ixgzm5fbvngyyjtfbewh3oi

Networked Learning and Postdigital Education

Vivien Hodgson, David McConnell
2019 Postdigital Science and Education  
One from the perspective of the online distant learner and their experience of networked learning; the other from the perspective of tutors, which focuses on the challenges they face in moving into the  ...  This paper considers the positon of networked learning in higher education learning and teaching in the postdigital era.  ...  and Chris Jones in addition to its lead author Vivien Hodgson.  ... 
doi:10.1007/s42438-018-0029-0 fatcat:s565mibujvgqjguqhl6rkjwuxa

The uses of cognitive training technologies in the treatment of autism spectrum disorders

Sam V Wass, Kaska Porayska-Pomsta
2013 Autism  
In each case, we examine the evidence of the degree of post-training improvement observed following the intervention, including evidence of transfer to altered behaviour in ecologically valid contexts.  ...  We conclude that a number of technological interventions have found that observed improvements within the computerised training paradigm fail to generalise to altered behaviour in more naturalistic settings  ...  Acknowledgements The authors thank Thusha Rajendran and Emily Jones for reading drafts of this article.  ... 
doi:10.1177/1362361313499827 pmid:24129912 fatcat:wkkzitt4gvdprgmaut2kmtc7sm

Curiosity

Qiong Wu, Chunyan Miao
2013 ACM Computing Surveys  
This paper reviews existing models of computational curiosity in light of psychological theories which are beneficial to building models of human cognition and designing humanlike agents.  ...  We first study theories in psychology to shed light on the underpinnings of human curiosity, where a two-step process is proposed to serve as a general model for analyzing curiosity.  ...  Pedagogical agents as tutors have been designed for achieving instructional functions [Johnson 2001 ].  ... 
doi:10.1145/2543581.2543585 fatcat:ywv7crwpqjcm5okv7jt6cuu7oq

Process drama in the virtual world – a survey

Magy Seif El Nasr, Athanasios V. Vasilakos, Joanna Robinson
2008 International Journal of Arts and Technology  
Process drama is a form of improvisational drama where the focus is on the process rather than the product. This form of improvisational activities has been used extensively in many domains.  ...  Creative drama is a form of process drama that focuses on the use of story dramatization techniques; it has been extensively used to promote language and literature skills as well as creative and critical  ...  These strategies can then be used by designers to influence the dramatic structure of the experience and push for more participant emotional involvement.  ... 
doi:10.1504/ijart.2008.019875 fatcat:awqon3czi5h3lkd7y2mgyelzia

A Technical and Conceptual Framework for Serious Role-Playing Games in the Area of Social Skill Training

Julia Othlinghaus-Wulhorst, H. Ulrich Hoppe
2020 Frontiers in Computer Science  
We propose a system architecture that is based on three components: (1) AI-controlled chatbots that adapt to the player's behavior, (2) a multi-agent blackboard system as the backbone in order to keep  ...  opportunities for serious role-playing games in the area of social skills training.  ...  ACKNOWLEDGMENTS The authors would like to thank several students and employees of the University of Duisburg-Essen who were involved in the design, development, evaluation, and publication of the mentioned  ... 
doi:10.3389/fcomp.2020.00028 fatcat:zzuvs2xpireetebld3co6yzeqy

Digital Language Learning (DLL): Insights from Behavior, Cognition, and the Brain

Ping Li, Yu-Ju Lan
2021 Bilingualism: Language and Cognition  
In this digital era, our theories and practices for the learning and teaching of second languages (L2) have lagged behind the pace of scientific advances and technological innovations.  ...  Because of its highly interdisciplinary nature, DLL can serve as an approach to integrate cognitive, social, affective, and neural dimensions of L2 learning with new and emerging technologies including  ...  in the relevant projects, to Hyeonjeong Jeong and Brian MacWhinney for their helpful discussions, and to Sean McMinn for his comments on an earlier draft of the article.  ... 
doi:10.1017/s1366728921000353 fatcat:vdvqxi523ngv5c24jpm47xg2oy

Adaptivity Challenges in Games and Simulations: A Survey

Ricardo Lopes, Rafael Bidarra
2011 IEEE Transactions on Computational Intelligence and AI in Games  
He graduated in electronics engineering at the University of Coimbra, Portugal, and received his PhD in computer science from Delft University of Technology.  ...  Among them, we discuss the use of gameplay expectations, learning preferences and assessment data in the integrated adaptation of game worlds, scenarios and quests.  ...  ACKNOWLEDGMENT We thank the anonymous reviewers of this article for their insightful comments.  ... 
doi:10.1109/tciaig.2011.2152841 fatcat:yfvywtxvnfc4pnyxmxdwwn6bpi

Britchenko Igor. University as a core of e-learning ecosystem/Polishchuk Y., Kornyliuk A., Britchenko I.//14th conference reader, Prague: Center for Higher Education Studies Location: Microsoft, Prague, CZECH REPUBLIC Date: JUN 20-21, 2019. – P. 309-319 [article]

Igor Britchenko, Polishchuk Yevhenia, Kornyliuk Anna
2020 figshare.com  
The concept and the main stakeholders of E-learning ecosystem are investigated at the article.  ...  In addition, to develop a set of recommendations to the universities of collaboration roadmap.  ...  Acknowledgements The authors wish to thank the students of the 5th grade of a secondary (K9) classroom in Vienna, Austria, for their collaboration in the study!  ... 
doi:10.6084/m9.figshare.13330865.v2 fatcat:cduog2cknfcyzdvnmihqylawdu

Intangible Cultural Heritage and New Technologies: Challenges and Opportunities for Cultural Preservation and Development [chapter]

Marilena Alivizatou-Barakou, Alexandros Kitsikidis, Filareti Tsalakanidou, Kosmas Dimitropoulos, Chantas Giannis, Spiros Nikolopoulos, Samer Al Kork, Bruce Denby, Lise Buchman, Martine Adda-Decker, Claire Pillot-Loiseau, Joëlle Tillmane (+13 others)
2017 Mixed Reality and Gamification for Cultural Heritage  
In so doing, it covers the state of the art in technologies that could be employed for access, capture and analysis of ICH in order to highlight how specific new technologies can contribute to the transmission  ...  It covers the state of the art in technologies that could be employed for access, capture and analysis of ICH in order to highlight how specific new technologies can contribute to the transmission and  ...  , style, activity, etc.) from the motion capture sequence, etc.  Motion capture for animation: the use of motion capture, performed either in real-time or offline, to animate virtual characters using  ... 
doi:10.1007/978-3-319-49607-8_5 fatcat:dznbd7gnrnefxnztwzh5ju77d4

Affective Brain-Computer Interfaces [chapter]

Rafael Calvo, Sidney D'Mello, Jonathan Gratch, Arvid Kappas, Christian Mühl, Dirk Heylen, Anton Nijholt
2015 The Oxford Handbook of Affective Computing  
On the other hand, basic research in neuroscience advances our understanding of the neural processes associated with emotions.  ...  On the one hand, applied fields such as affective computing aim at the development of applications that adapt to changes in the user states and thereby enrich the interaction, leading to a more natural  ...  The Virtual Guide The Virtual Guide 3 is an embodied conversational agent that also resides in the Virtual Music Center, just as Karin. This agent is able to give directions.  ... 
doi:10.1093/oxfordhb/9780199942237.013.024 fatcat:oia3yvk7hbf7ta6magl6bzjx6u

PROFESSIONAL DEVELOPMENT THROUGH PARTICIPATORY DESIGN [article]

Kinley Kinley
2015 The PhD Series of the Faculty of the Humanities  
The focus of the research is on pedagogical design with the concept of how to enhance the use of technology in teaching by the tutors to enhance learning and ultimately fit the philosophy of 21 st century  ...  If I can be trained in the use software to make such animation, a virtual Lab can be designed for my students. Many students should be able to design animations for their lessons in schools.  ...  The following conceptual frame work is developed based on the literature reading carried out in relation to the topic of study, some general observation, reflection as a member of the same community and  ... 
doi:10.5278/vbn.phd.hum.00008 fatcat:me2vwyiekvb7ndvttsuliousmm
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