“…Some of the latest are MEGA (Camurri et al, 2004), NECA (Gebhard et al, 2004), VICTEC (Hall et al, 2005), NICE (Corradini et al, 2005), HUMAINE (Camurri et al, 2005) and COMPANIONS (Wilks, 2006), to mention just a few.…”
“…Some of the latest are MEGA (Camurri et al, 2004), NECA (Gebhard et al, 2004), VICTEC (Hall et al, 2005), NICE (Corradini et al, 2005), HUMAINE (Camurri et al, 2005) and COMPANIONS (Wilks, 2006), to mention just a few.…”
“…The evaluation of the Scripted FearNot was achieved through a large scale study, further discussed in [5]. This large scale evaluation event called "Virtually Friends" was held at the University of Hertfordshire, UK, in June 2004, and involved 345 children aged 9-11 years.…”
Section: Methodsmentioning
confidence: 99%
“…Each child then individually interacted with FearNot on standard PCs for approximately 30 minutes. After the interaction with FearNot children completed a theory of mind questionnaire [4] and a Character Evaluation Questionnaire [5].…”
Abstract. This paper discusses FearNot, a virtual learning environment populated by synthetic characters aimed at the 8-12 year old age group for the exploration of bullying and coping strategies. Currently, FearNot is being redesigned from a lab-based prototype into a classroom tool. In this paper we focus on informing the design of the characters and of the virtual learning environment through our interpretation of qualitative data gathered about interaction with FearNot by 345 children. The paper focuses on qualitative data collected using the Classroom Discussion Forum technique and discusses its implications for the redesign of the media used for FearNot. The interpretation of the data identifies that the use of fairly naïve synthetic characters for achieving empathic engagement appears to be an appropriate approach. Results do indicate a focus for redesign, with a clear need for improved transitions for animations; identification and repair of inconsistent graphical elements; and for a greater cast of characters and range of sets to achieve optimal engagement levels.
“…Hall et al [6], for example, studied the role of so called "empathic engagement" with synthetic characters in a virtual learning environments for kids. The scope of this empathic engagement, however, is slightly different from what we are investigating in this study, as it referred mostly to the children's compassion and empathy towards virtual characters.…”
SUMMARYThe topic of Human Computer Interaction (HCI) has been gathering more and more scientific attention of late. A very important, but often undervalued area in this field is human engagement. That is, a person's commitment to take part in and continue the interaction. In this paper we describe work on a humor-equipped casual conversational system (chatterbot) and investigate the effect of humor on a user's engagement in the conversation. A group of users was made to converse with two systems: one with and one without humor. The chat logs were then analyzed using an emotive analysis system to check user reactions and attitudes towards each system. Results were projected on Russell's two-dimensional emotiveness space to evaluate the positivity/negativity and activation/deactivation of these emotions. This analysis indicated emotions elicited by the humorequipped system were more positively active and less negatively active than by the system without humor. The implications of results and relation between them and user engagement in the conversation are discussed. We also propose a distinction between positive and negative engagement.
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