The persona effect: affective impact of animated pedagogical agents
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
User Modeling and User-Adapted Interaction
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IEEE Computer Graphics and Applications
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CHI '00 Extended Abstracts on Human Factors in Computing Systems
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ISMAR '04 Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality
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International Journal of Human-Computer Studies
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AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
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Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
An observational study of children interacting with an augmented story book
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
A domain-independent framework for modeling emotion
Cognitive Systems Research
Context-Aware Cognitive Agent Architecture for Ambient User Interfaces
Proceedings of the 13th International Conference on Human-Computer Interaction. Part III: Ubiquitous and Intelligent Interaction
Development of a mobile rhythm learning system based on digital game-based learning companion
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
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Recently, many researchers have studied on agent-based edutainment systems to improve students' learning experiences. In this paper, we present ARGarden which makes users experience an interactive flower gardening with a learning companion squatting on an augmented picture. The companion perceives users' actions as well as situations in the learning environment and appraises the perceived information autonomously. Then, it presents peer support to help participants' problem-solving through anthropomorphic expressions. We developed our system on a mobile device and visualized a learning companion as an animated bluebird. We also demonstrated the implemented system at an exhibition and evaluated the effectiveness of our system through the observation of participants' responses to the demonstration. In this evaluation, we found that the bluebird as a learning companion helped users to experience how to properly grow the flower in our edutainment setting. Finally, we expect possibilities that an augmented learning companion is one of the key factors for developing effective edutainment applications.