Embodied and Embedded Intelligence: Actor Agents on Virtual Stages

Athabasca University, experimental biologist, cogsci, cognitive aging.

  • Simulations
    • Simulation of the environment
      • Procedural/core skills
      • (Driving)
    • Simulation of the person
      • Medical simulations
      • High fidelity mannequins
      • Hire actors to portray “standard patients” (also in law, other professional education)
  • Animated pedagogical agents
    • Can be defined a animated computer-generated characters that respond to user input, adapt to user behaviour, and facilitate learning in a computer based learning environment
    • APAs important, increase “bandwidth” of communication between students and computers through paralinguistic features
    • increase sense of ease and comfort, fulfill need for personal connection
    • stimulate essential learning activities, such as exploration, attending, reflection
    • improve cognitive outcomes in memory, problem solving and comprehension
    • the persona effect
      • the mere presence of an animated agent will have a strong positive effect on learner and learner experience
      • related to Media Equation of Reeve and Nass - biologically predisposed to interact with people (rely on built up memory structures and routines that we have established to interact with people)
      • evidence for this is weak or equivocal at best
        • related to the visual appearance of avatars - how does this affect people's experience and interaction
    • Taxonomies
      • actor agents (programmable) (Payr)
      • conversational abilities (Veletsianos) - embodied?
    • endowing actor agents with conversational abilities (ie embodied intelligence) and historical appeal (historical figures) should enhance intrinsic interest and motivational pull
    • actor agents
      • Freudbot
        • story grammar design
        • conversational rules around turn-taking
        • embodied knowledge through narratives and stories, prompted by users
        • results: doesn't do that well on questionnaire
  • Virtual worlds
    • computer-generated scene or world immerse themselves and interact with other users/avatars and in-world objects
    • is there an “immersion effect” (ref “persona effect”)
    • embedded intelligence - a capacity for the virtual world to respond intelligently to user behaviour in order to maintain a sense of immersion
  • Actor agents on virtual stages
    • “Robotars”
    • Freudbot on Athabasca U Island
  • Challenges
    • multiple users
    • controlling the interactional space
      • can't just let them loose in open virtual worlds
    • beyond conversational intelligence
      • gestures, emotional affective processing
    • the “uncanny valley”
      • subjective chat experience with Freud - no image condition, more positive experience and more likely to want to chat again