19 February 2018: Danai Korre Title: Embodied conversational agents and serious games: A review Abstract: Based on statistics, the game industry is the fastest growing entertainment industry. This fast growth is based on the popularity of games especially among younger people, therefore, making them a great medium to obtain information and knowledge [1] The trends favored this opportunity and the result was the development of serious games, both informative and entertaining [2].The technological advances in computing in terms of software and hardware allowed the animated agents to become even more visually appealing to the user during real-time problem-solving advice. It is known that in applications with pedagogical purposes virtual people can increase the learning effectiveness [3] while virtual humans enhance the presentation of information and it is proven to significantly provoke learner motivation and retention [4]. Also, according to other findings [3] on how the persona effect can have a positive impact on students, it has been proven that lifelike agents perceived as being credible, helpful and entertaining. These lifelike behaviors that virtual agents exhibit along with their presence in the virtual environment such as a serious game, can play a motivational role and the more expressive they are the more useful they get for the user [3]. In this talk, we are going to explore the fields of conversational interfaces and multimodal interaction with a focus on ECAs and serious game applications. [1] Lenhart, A., Kahne, J., Middaugh, E., Rankin Macgill, A., Evans, C., Vitak, J., 2008. Teens, Video Games, and Civics: Teens’ gaming experiences are diverse and include significant social interaction and civic engagement. Pew Internet Am. Life Proj. 1–64. https://doi.org/10.1016/j.chembiol.2006.01.005 [2] EikeFalk Anderson, Leigh McLoughlin, Fotis Liarokapis, Christopher Peters, Panagiotis Petridis, and Sara Freitas. Developing serious games for cultural heritage: a state-of-the-art review. Virtual Reality, 14(4):255{275, 2010. [3] Lester, J.C., 1996. The persona effect: Affective impact of animated pedagogical agents. In: Proceedings of the Conference of Human Factors in Computer Systems (CHI-97), pages 359–366, Atlanta, GA, 1996. [4] Sims, E.M., 2007. Reusable, lifelike virtual humans for mentoring and role-playing. Computers & Education, 49(1), pp.75–92. Available through: ScienceDirect database. Feb 19 2018 14.00 - 15.00 19 February 2018: Danai Korre Embodied conversational agents and serious games: A review IF 4.31/4.33
19 February 2018: Danai Korre Title: Embodied conversational agents and serious games: A review Abstract: Based on statistics, the game industry is the fastest growing entertainment industry. This fast growth is based on the popularity of games especially among younger people, therefore, making them a great medium to obtain information and knowledge [1] The trends favored this opportunity and the result was the development of serious games, both informative and entertaining [2].The technological advances in computing in terms of software and hardware allowed the animated agents to become even more visually appealing to the user during real-time problem-solving advice. It is known that in applications with pedagogical purposes virtual people can increase the learning effectiveness [3] while virtual humans enhance the presentation of information and it is proven to significantly provoke learner motivation and retention [4]. Also, according to other findings [3] on how the persona effect can have a positive impact on students, it has been proven that lifelike agents perceived as being credible, helpful and entertaining. These lifelike behaviors that virtual agents exhibit along with their presence in the virtual environment such as a serious game, can play a motivational role and the more expressive they are the more useful they get for the user [3]. In this talk, we are going to explore the fields of conversational interfaces and multimodal interaction with a focus on ECAs and serious game applications. [1] Lenhart, A., Kahne, J., Middaugh, E., Rankin Macgill, A., Evans, C., Vitak, J., 2008. Teens, Video Games, and Civics: Teens’ gaming experiences are diverse and include significant social interaction and civic engagement. Pew Internet Am. Life Proj. 1–64. https://doi.org/10.1016/j.chembiol.2006.01.005 [2] EikeFalk Anderson, Leigh McLoughlin, Fotis Liarokapis, Christopher Peters, Panagiotis Petridis, and Sara Freitas. Developing serious games for cultural heritage: a state-of-the-art review. Virtual Reality, 14(4):255{275, 2010. [3] Lester, J.C., 1996. The persona effect: Affective impact of animated pedagogical agents. In: Proceedings of the Conference of Human Factors in Computer Systems (CHI-97), pages 359–366, Atlanta, GA, 1996. [4] Sims, E.M., 2007. Reusable, lifelike virtual humans for mentoring and role-playing. Computers & Education, 49(1), pp.75–92. Available through: ScienceDirect database. Feb 19 2018 14.00 - 15.00 19 February 2018: Danai Korre Embodied conversational agents and serious games: A review IF 4.31/4.33
Feb 19 2018 14.00 - 15.00 19 February 2018: Danai Korre Embodied conversational agents and serious games: A review