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Recognizing the emotional state of human and virtual instructors

机译:认识到人类和虚拟教练的情绪状态

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Students' learning from an instructional video could be affected by the instructor's emotional stance during a lesson. A first step in investigating this emotional design hypothesis is to determine whether students perceive the emotions displayed by an instructor during an instructional video. Building on Russell's (1980, 2003) model of core affect and the media equation theory (Reeves & Nass, 1996) this study investigated how well participants were able to perceive different emotions portrayed by a human and virtual instructor (i.e., animated pedagogical agent) in a video lecture on statistics. Participants were shown short video clips of either a human instructor or virtual instructor displaying four different emotions: happy, content, bored, and frustrated. The participants were asked to rate how well each video clip displayed each of those four emotions. Participants were able to recognize each of the emotions displayed by the instructor but were much better at distinguishing between positive (happy and content) and negative (bored and frustrated) emotions than between active (happy and frustrated) and passive (content and bored) emotions. Furthermore, participants were able to recognize the emotions of the instructor for both the human instructor and the animated agent. However, emotions that involved higher activity (happy and frustrated) were more easily recognized in a human instructor than an animated agent. This research shows that learners are aware of the emotions being portrayed by an instructor, both human and animated agent, and establishes the first link in the chain between how the emotional tone displayed by an instructor affects learning outcomes.
机译:学生从教学视频中学的学习可能会受到教练在课程中的情感姿势的影响。调查这种情绪化设计假设的第一步是确定学生是否在教学视频期间察觉教师显示的情绪。在罗素(1980年,2003)核心影响和媒体方程理论模型(Reeves&Nass,1996)上建立了这项研究调查了参与者如何能够感知人类和虚拟教练描绘的不同情绪(即动画教学代理人)在统计的视频讲座中。参与者显示了人类教练或虚拟教练的短视频剪辑,展示了四种不同的情绪:快乐,内容,无聊和沮丧。要求参与者评估每个视频剪辑如何显示每种四种情绪。参与者能够认识到教师展示的每一个情绪,但在积极(快乐和内容)和负面(无聊和沮丧)的情感方面比积极(快乐和沮丧)和被动(内容和无聊)情绪相比,更好。此外,参与者能够识别人类教练和动画代理人的教练的情绪。然而,涉及更高活动(快乐和沮丧)的情绪比动画代理商在人类教练中更容易被认可。本研究表明,学习者了解教师,人类和动画代理人描绘的情绪,并在指导员显示的情绪音调如何影响学习结果之间建立链中的第一个链接。

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