The persona effect: affective impact of animated pedagogical agents
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Modeling and evaluating empathy in embodied companion agents
International Journal of Human-Computer Studies
The politeness effect: Pedagogical agents and learning outcomes
International Journal of Human-Computer Studies
Designing nonverbal communication for pedagogical agents: When less is more
Computers in Human Behavior
More than face-to-face: empathy effects of video framing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ACM international workshop on multimedia technologies for distance learning (MTDL 2009)
MM '09 Proceedings of the 17th ACM international conference on Multimedia
Towards the improvement of self-service systems via emotional virtual agents
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
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Studies indicate that making learners feel good is important only minor to clear knowledge transformation. Many studies have tried to use virtual humans as a part of interface in learning systems to increase the effect of instructions. Based on social interaction and pedagogical theories, many e-learning systems use animated films or virtual reality to boost human-computer engagement and ease their negative emotions. However, affective learning systems still need much research to improve their functionalities and usability. This study proposed a convenient approach to develop an emotionally interactive learning system; learners can express their emotions by mouse-clicking while learning. A virtual human was created to empathically react to learners in proactive and reactive ways to encourage and persuade them into persistent learning and help achieve their goals. Experimental results show that, averagely, subjects can tell virtual human's emotions and agree to its empathic reactions. Persuasion conducted by virtual human could not increase subjects' learning time, but could significantly increase their completion rate of exercises.