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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)
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)
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)
Entity Relationship Modelling (ERM) is a fundamental skill in database design. Though ERM concepts are simple, the modelling process itself is a complex activity. Novice ER modellers make systematic errors in their models. Current tool-based support for learning ER modelling is limited, since it concentrates on notation at the expense of methodology, and(More)
The VICTEC (Virtual ICT with Empathic Characters) project provides an opportunity to explore the use of animated characters in a virtual environment for educational issues such as bullying behaviour. Our research aim was to evaluate whether an early prototype of the VICTEC demonstrator could provide useful information about character and story(More)
The VICTEC (Virtual ICT with Empathic Characters) project explores the use of animated characters in virtual environments for educational issues, such as bullying behaviour. 76 participants evaluated a prototype of the VICTEC demonstrator. Results revealed high story believability with character conversation rated as convincing and interesting whilst(More)
This poster considers the use of storyboards, in a classroom setting with children in the 8-12 age group. The storyboarding method allowed children to both generate and evaluate scenarios for a virtual world populated by synthetic characters for exploring bullying issues. This approach has assisted children in the process of visualising agent design and(More)
This paper provides a high level overview of a game called ORIENT which aims at cultural and emotional learning by engaging adolescents in a role-play with virtual characters in a virtual world. The paper focuses on defining and explaining the learning objectives, and gives an overview of how we intend to achieve these objectives using narrative concepts,(More)
In most cases authors are permitted to post their version of the article (e.g. in Word or Tex form) to their personal website or institutional repository. Authors requiring further information regarding Elsevier's archiving and manuscript policies are encouraged to visit: Keywords: Educational role-play game Intercultural empathy Innovative interaction(More)