
Bibliography
Bates, J. (1994). The role of emotion in believable agents. Communications
of the ACM, 37:7, July, pp. 122-125.
Notes: This article presents an original view on
the process of making agents engaging and human-like by exploring
the way artists in different fields have achieved the creation
of "believable characters". The author uses Disney examples throughout
the article, to exemplify characters that convey human-like emotions
and behaviors, and establish their believability with the audience
in a way that would be more than desirable in pedagogical agents.
This believability has an obvious relation with motivational factors.
Dehn, D.M., Van Mulken, S. (2000). The Impact of Animated Interface
Agents: a Review of Empirical Research. International Journal
of Human-Computer Studies, Vol. 52, No. 1.
Notes: The authors of this article have taken
the most salient empirical research carried out on animated agents
in the last decade, and have compared those studies based on the
kind of agents looked at, the kind of domain in which the agents
were used, the kind of tasks performed by the users, and the kind
of results obtained. Charts are included comparing all studies,
covering both the cognitive and the affective domains.
Ekman P., Friesen (1992). Emotion in the human face. Cambridge:
CUP.
Notes: This book includes a whole set of
categories, charts, and samples of different facial expressions,
their meaning, and their social use. The book also includes principles,
ideas, and a general framework to understand emotion in social
settings. As a drawback, the facial expressions categories are
culture-bound (they are based on an European, Anglo-Saxon model),
and their usefulness for cross-culture research is not addressed.
Elliott, C., Lester, J.C., and Rickel, J. (1997). Integrating
affective computing into animated tutoring agents. In Proceedings
of the IJCAI Workshop on Animated Interface Agents: Making Them
Intelligent, pages 113--121, Nagoya, Japan.
Notes: The authors of this paper explore
the affective reasoner approach as a necessary component in the
creation of agents. They experiment with the integration of that
approach into two extant tutoring systems. In doing so, they propose
an architecture to include personality and emotional responses
in virtual tutoring agents. This paper has parts that are quite
specific and technical, but still there are some theoretical principles
that can be transferred and applied to different contexts.
Hietala, P., & Niemirepo, T. (1998). The competence of learning
companion agents. International Journal of Artificial Intelligence
in Education, 9, 178-192.
Notes: This journal article argues the need
for more than one agent to be available to users, as a way of
targeting individual needs and interests, as well as different
personality types and learning styles. The issue of learner control,
and how that enhances user interaction and engagingness, is examined.
At the same time, social agency and the role and personality of
the agent is taken as a very important area to consider when embedding
animated agents in educational software.
Koda, T., Maes, P. (1996). Agents with faces: the effect of personification.
Proceedings of the 5th IEEE International Workshop on robot and
Human Commnication (RO-MAN'96), pp. 189-194.
Notes: This work is one of the most cited
ones in animated agent research. The different experiments carried
out by this group cover both the cognitive and affective areas.
For the cognitive areas, issues like problem-solving, as well
as content recall and transfer, are analyzed. For the affective
domain, the authors examine the way users experience their interaction
with animated agents. Those agents are assessed according to labels
such as likeability, intelligence, ease of use, user level of
comfort, etc. Most of these categories are rooted in emotional
perception of the agent, and self-reporting instruments are used.
Lester, J.C., Converse, S.A., Kahler, S.E., Barlow, S.T., Stone,
B.A., and Bhoga, R.S. (1997). The Persona Effect: Affective Impact
of Animated Pedagogical Agents. In CHI '97, pp. 359--366. ACM
Press.
Notes: This article describes a study carried
out in a middle school, where a hundred participants interacted
with an animated pedagogical agent. The aim of the study was to
analyze what influence the persona effect would have on the students'
learning experience.
Moreno, R. (2001). Cognitive and Motivational Consequences of
Adapting an Agent Metaphor in Multimedia Learning: Do the Benefits
Outweigh the Costs? Proceedings of WebNet 2001 World Conference,
pp. 873-878. Norfolk, VA: AACE Press.
Notes: This report describes a series of
5 experiments carried out on different aspects of the user of
animated agents in instructional settings. The different experiments
compared agent features like appearance, voice quality, and role.
Most of the findings are statistically significant in the "motivation"
area, while recall and transfer do not show statistically significant
differences among groups. Some samples of the instrument used
to measure motivation are included.
Picard, R. W. (1995). Affective computing. MIT Media Lab Perceptual
Computing Group Technical Report No. 321, Massachusetts Institute
of Technology.
Notes: This article seems to be a "classic"
in the area of affective computing, and it is constantly referenced
by other articles exploring the use of emotions and motivation
in animated agents. The author gives a nice overview of emotions
from a neurological, psychological, and other perspectives. She
also introduces the idea that emotions have generally been considered
"non-scientific", since "…scientific principles are derived from
rational thoughts, logical arguments, testable hypotheses, and
repeatable experiments". She then explains the idea of "affective
computing", i.e., "…computing that relates to, arises from, or
deliberately influences emotions."
Prendinger, H., and Ishizuka, M. (2001). Social role awareness
in animated agents. In Proceedings 5th International Conference
on Autonomous Agents (Agents-01).
Notes: This article explores the concept
of agents as "affective reasoners" and their desirable "social
competences". This line of thought believes that for agents to
be motivating, for them to have an impact in the affective domain,
they themselves should be capable of displaying some emotions.
As user's motivation has an emotional component, agents would
be more appealing if they could display some human-like emotions
as part of their behavior, which would let them take a more "social"
role in the agent-user interaction.