Aesthetic edits for character animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Behaviour, realism and immersion in games
CHI '05 Extended Abstracts on Human Factors in Computing Systems
FearNot! Involving Children in the Design of a Virtual Learning Environment
International Journal of Artificial Intelligence in Education
Achieving empathic engagement through affective interaction with synthetic characters
ACII'05 Proceedings of the First international conference on Affective Computing and Intelligent Interaction
Fully generated scripted dialogue for embodied agents
Artificial Intelligence
Ontology-based examinational students work retrieval
CompSysTech '08 Proceedings of the 9th International Conference on Computer Systems and Technologies and Workshop for PhD Students in Computing
But that was in another country: agents and intercultural empathy
Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
A Story Authoring System for Children
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Emotional body language displayed by artificial agents
ACM Transactions on Interactive Intelligent Systems (TiiS) - Special Issue on Affective Interaction in Natural Environments
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This paper discusses FearNot, a virtual learning environment populated by synthetic characters aimed at the 8-12 year old age group for the exploration of bullying and coping strategies. Currently, FearNot is being redesigned from a lab-based prototype into a classroom tool. In this paper we focus on informing the design of the characters and of the virtual learning environment through our interpretation of qualitative data gathered about interaction with FearNot by 345 children. The paper focuses on qualitative data collected using the Classroom Discussion Forum technique and discusses its implications for the redesign of the media used for FearNot. The interpretation of the data identifies that the use of fairly naïve synthetic characters for achieving empathic engagement appears to be an appropriate approach. Results do indicate a focus for redesign, with a clear need for improved transitions for animations; identification and repair of inconsistent graphical elements; and for a greater cast of characters and range of sets to achieve optimal engagement levels.