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 victimization, 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 27 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 self-report 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, .60; 95% CI, .36-.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.
With robot technology entering more and more our private lives, the resulting ethical impact on society gets into the focus of social robotics. The present research focuses on individuals and their hopes and objections related to the potential social roles of robots in the future: via an online questionnaire, 328 participants indicated their expectations as to when these social roles for robots will become reality (distance rating) as well as their affective judgement of these roles (valence rating). Results indicate that while judgements are overall rather negative, the negativity is associated with characteristics of the respective social role (social context, distance rating) as well as with characteristics of the participants (gender, age, professional background). The findings are discussed regarding their impact on future work, including the development of ethical guidelines for social robotics.
Bullying victimization among primary school students proved moderately stable over a 9-week period. Individual characteristics were more influential in predicting the stable victim role than class-level factors. Our findings have implications for the identification of stable victims in primary school and early preventative bullying programs.
This work proposes an initial memory model for a long-term artificial companion, which migrates among virtual and robot platforms based on the context of interactions with the human user. This memory model enables the companion to remember events that are relevant or significant to itself or to the user. For other events which are either ethically sensitive or with a lower long-term value, the memory model supports forgetting through the processes of generalisation and memory restructuring. The proposed memory model draws inspiration from the human short-term and long-term memories. The short-term memory will support companions in focusing on the stimuli that are relevant to their current active goals within the environment. The long-term memory will contain episodic events that are chronologically sequenced and derived from the companion's interaction history both with the environment and the user. There are two key questions that we try to address in this work: 1) What information should the companion remember in order to generate appropriate behaviours and thus smooth the interaction with the user? And, 2) What are the relevant aspects to take into consideration during the design of memory for a companion that can have different types of virtual and physical bodies? Finally, we show an implementation plan of the memory model, focusing on issues of information grounding, activation and sensing based on specific hardware platforms.
Abstract. This paper investigates how graphically displayed intelligent virtual actors, mobile devices and innovative interaction modalities can support and enhance educational role-play as well as deepen the sense of engagement and presence in participants to produce more successful learning. The discussion will be presented using a showcase from the eCIRCUS project, ORIENT, an application combining virtual and real life role-play for social and emotional learning.
Role-play can be a powerful educational tool, especially when dealing with social or ethical issues. However, while other types of educational activity have been routinely technology-enhanced for some time, the specific problem of supporting educational role-play with technology has only begun to be tackled recently. Within the eCIRCUS project we have designed a framework for technology-enhanced role-play with the aim of educating adolescents about intercultural empathy. This work was influenced by related fields such as intelligent virtual agents, interactive narrative and pervasive games. In this paper, we will describe the different components of our role-play technology by means of a prototype implementation of this technology, the ORIENT showcase. Furthermore we will present results of our evaluation of ORIENT. Ó
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