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首页> 外文期刊>Applied Artificial Intelligence >LEARNING BY FEELING: EVOKING EMPATHY WITH SYNTHETIC CHARACTERS
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LEARNING BY FEELING: EVOKING EMPATHY WITH SYNTHETIC CHARACTERS

机译:通过情感学习:通过综合特征激发同理心

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Virtual environments (VEs) are now becoming a promising new technology to be used in the development of interactive learning environments for children. Perhaps triggered by the success of computer games, VEs are seen as an emergent and engaging new way by which children can learn experimental sciences and other disciplines. Inhabiting these IVEs can be agents or intelligent characters that are responsible, far events that happen in the environment and make it not predictive or completely controlled. However, to build such environments, in particular, if populated by synthetic characters, one needs to carefully address the problem of how do the learners respond to the characters in the virtual environment. Do learners like the characters? Do learners identify themselves with characters in virtual environments? This relation between learners and characters in virtual environments can be studied in several perspectives. In this paper, we will focus primarily on the issue of empathy as one desirable aspect of the affective interaction between learners and synthetic characters. In particular, we will defend that in order for such affective relations to happen, characters should be created and designed taking into account what we call the proximity factor. This is based on the fact that children are found to respond more empathically to those that are perceived as similar to the self than those who are perceived as dissimilar (Barnett 1987). This appears to be the case when similarity is defined in terms of a shared characteristic, such as sex (Bryant 1982), race or in terms of shared personal experiences (Bryant 1982). Thus, designing characters aiming at pedagogical empathic interactions, we should carefully address how close the learner will feel with the synthetic characters developed in terms of situation, behavior or even physical appearance.
机译:虚拟环境(VE)现在正成为一种有前途的新技术,可用于开发儿童的交互式学习环境。 VEs可能是由计算机游戏的成功触发的,它被视为儿童可以学习实验科学和其他学科的一种新兴且引人入胜的新方式。居住在这些IVE中的可以是负责任的代理人或聪明的人物,是在环境中发生的远距离事件,无法对其进行预测或完全控制。然而,为了建立这样的环境,特别是如果由合成字符填充,则需要仔细解决学习者如何对虚拟环境中的字符做出响应的问题。学习者喜欢角色吗?学习者是否在虚拟环境中用角色来识别自己?虚拟环境中学习者与角色之间的这种关系可以从多个角度进行研究。在本文中,我们将主要关注移情问题,这是学习者与合成角色之间情感互动的一个理想方面。特别是,我们将捍卫为了使这种情感关系发生,在创建和设计角色时应考虑到我们所谓的邻近因素。这是基于这样一个事实,即发现孩子对那些被认为与自己相似的孩子比那些被认为与异样的孩子更能同情的反应(Barnett 1987)。当根据共同特征(例如性别)(Bryant 1982),种族或共同经验(Bryant 1982)来定义相似性时,情况似乎就是这样。因此,在设计针对教学共情互动的角色时,我们应该仔细地解决学习者与情况,行为甚至身体外观方面发展起来的合成角色之间的亲密感。

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