Lynne E. Hall

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When building agents and synthetic characters, and in order to achieve believability, we must consider the emotional relations established between users and characters, that is, we must consider the issue of "empathy". Defined in broad terms as "An observer reacting emotionally because he perceives that another is experiencing or about to experience an(More)
Virtual environments are now becoming a promising new technology to be used in the development of interactive learning environments for children. Perhaps triggered by the success of computer games, VEs are now seen as an emergent and engaging new way by which children learn experimental sciences and other disciplines. Inhabiting these IVEs there can be(More)
This paper discusses the development of a believable agent-based educational application designed to develop inter-cultural empathy for 13-14 year old students. It considers relevant work in cultural taxonomy and adaptation to other cultures as well as work showing that users are sensitive to the perceived culture of believable interactive characters. It(More)
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(More)
This paper presents FearNot, a virtual learning environment populated by synthetic characters interacting in bullying scenarios, aimed at 8-12 year old children. FearNot was designed within the VICTEC project where a key aim was to ensure that children participated in the design process. A range of techniques were used to gain children’s input. This paper(More)
Mobile computing devices are becoming increasingly prevalent in a huge range of physical guises, offering a considerable market opportunity for software. Mature Artificial Intelligence technologies offer the potential to create compelling software for the mobile platform. However, few intelligent applications have been developed for mobile devices. This(More)
This paper considers affective interactions to achieve empathic engagement with synthetic characters in virtual learning environments, in order to support and induce the expression of empathy in children. The paper presents FearNot!, a school based virtual learning environment, populated by synthetic characters used for personal, social and health(More)
BACKGROUND Anti-bullying interventions to date have shown limited success in reducing victimization and have rarely been evaluated using a controlled trial design. This study examined the effects of the FearNot! anti-bullying virtual learning intervention on escaping victimization, and reducing overall victimization rates among primary school students using(More)