The persona effect: affective impact of animated pedagogical agents
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
The design of guided learner-adaptable scaffolding in interactive learning environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interaction tactics for socially intelligent pedagogical agents
Proceedings of the 8th international conference on Intelligent user interfaces
Modeling coping behavior in virtual humans: don't worry, be happy
AAMAS '03 Proceedings of the second international joint conference on Autonomous agents and multiagent systems
ICALT '01 Proceedings of the IEEE International Conference on Advanced Learning Technologies
Life-Like Characters: Tools, Affective Functions, and Applications (Cognitive Technologies)
Life-Like Characters: Tools, Affective Functions, and Applications (Cognitive Technologies)
Embodied conversational agents on a common ground
From brows to trust
Computers in Human Behavior
Special issue on dialog systems for health communication
Journal of Biomedical Informatics - Special issue: Dialog systems for health communications
The validity of a virtual human experience for interpersonal skills education
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
"She is just stupid"-Analyzing user-agent interactions in emotional game situations
Interacting with Computers
Hi-index | 0.00 |
Researchers are generally trained to administer informed consent by studying approved guidelines, but still can fail to satisfactorily answer questions from potential participants. An application using a virtual character allowed novice participants to practice administering informed consent. This character was designed to behave as a potential participant for a study and asked many of the questions research participants typically ask, such as queries about the study itself, the sponsor, timing, selection procedures, confidentiality, voluntariness, benefits and risks, and contact information. The user responded to the character's queries as if speaking with a true potential research participant. The application was effective even after only brief usage. In a laboratory experiment, novice participants who practiced with the virtual character were later more effective in conducting informed consent interviews with a human interviewee than those who were trained only with written materials. Thus, simulated learning-by-doing improved informed consent skills. Implications for related health dialog applications are discussed.