将动画教学主体作为激励支持者融入互动系统

P. D. Silva, A. Madurapperuma, A. Marasinghe, M. Osano
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引用次数: 1

摘要

在现代社会,孩子们喜欢以多种方式与电脑互动,例如玩游戏、网上学习、聊天等。这种兴趣可以通过创建适应不同情绪状态和儿童与他们互动强度的互动系统来有效地开发他们的个性。现有的许多游戏都是为了打败孩子而设计的,而不是鼓励他们获胜。此外,许多这些系统既不考虑情绪状态,也不考虑情绪的强度。本文提出了一种基于多智能体的交互式儿童情感识别系统。社会主体使用认知和非认知因素实时估计儿童的情绪强度,自主/智能主体使用认知和非认知因素实时估计儿童的情绪强度,自主/智能主体使用基于儿童情绪强度的适应模型来改变游戏状态。动画教学代理以互动的方式提供动机帮助,以鼓励系统的适应。结果表明,情感手势识别模型对儿童情绪的识别率高达82.5%以上,社会代理(情绪估计强度)与观察者的反馈除低强度水平外有较强的关系。
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Integrating Animated Pedagogical Agent as Motivational Supporter into Interactive System
In modern world, children are interested in interacting with computers in many ways, for e.g. game playing, ELearning, chatting etc. This interest could be effectively exploited to develop their personality by creating interactive systems that adapt to different emotional states and intensities of children interacting with them. Many of the existing games are designed to beat the children rather than encourage them to win. Further, many of these systems do not take neither the emotional state nor the intensity of emotions into consideration. In this paper we present an interactive multi-agent based system that recognizes child’s emotion. A social agent uses cognitive and non-cognitive factors to estimate a child’s intensity of emotions in real time and an autonomous/intelligent agent uses cognitive and non-cognitive factors to estimate a child’s intensity of emotions in real time and an autonomous/intelligent agent uses an adaptation model based on the intensity of child’s emotion to change the game status. An animated pedagogical agent gives motivational help to encourage the adaptation of the system in an interactive manner. Results show that affective gesture recognition model recognizes a child’s emotion with a considerably higher rate of over 82.5% and the social agent (estimate intensity of emotion) has strong relationship with observers’ feedback except in low intensity levels.
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