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Enilda Romero-Hall
ID&T PhD. Candidate
Darden College of Education
Old Dominion University

Low versus High Intensity Emotion in
Animated Pedagogical Agents
A Qualitative Study

Company

LOGO
Overview
1. Introduction
2. Literature Review
3. Purpose Statement & Research Question
4. Operationalized Variables
5. Research Paradigm & Tradition
6. Methodology
7. Results
8. Discussion
2
Introduction
Computer–Mediated
Instruction
Content
Representation
Animated
Pedagogical Agents
Emotion

• Web–based Instruction
• Instructional Simulations
• Serious Games
• Text
• Audio
• Images
• Animations
• Interface Agent
Characteristics
• Character Building Qualities

Text • Low Intensity
• High Intensity

Text

3
Literature Review
 Quantitative Inquiries






Positive Results for both Learning and Learner’s Perception
(Lester et al., 1997; Atkinson, 2002)
Failed to Obtain Significant Results for Either Variable
(Adcock et al, 2006; Craig, Gholson, & Driscoll, 2002)
Mix Results
(Baylor & Riu, 2003; Bickmore & Picard, 2005).

 Qualitative Inquiries


Phenomenological Exploration - Conversational Agent
(Veletsianos & Miller, 2008)
4
Purpose Statement &
Research Questions
Purpose
TEXT
TEXT
TEXT
TEXT
To describe the lived experiences of the learners as they interact with an
emotionally expressive animated pedagogical agent in a computer–mediated
instructional environment.

Research Questions
a. How do learners perceive low intensity emotionally
expressive agents?
b. How do learners perceive high intensity emotionally
expressive agents?

5
Operationalized Variables

Low Intensity Emotion
-Soft emotional tone in the voice
-Eyebrow, mouth, and cheek movements were subtle and gentle
-Head movement was limited and delicate.

High Intensity Emotion
-Strong emotional tone in the voice, with very high pitch and intonation
-Eyebrow, mouth, and cheek movements were exaggerated
-Significant amount of head movement.

6
Tradition & Paradigm

Post-Positivism

Phenomenology

7
Methodology
Participants (8)
Educational Games

Entertainment Games

News

Research

Social Networking

Email

Distance Education Courses

Accounting/Finance

Word Processing

Data storage (i.e., data bases)

Graphics

Other (please specify)

Competent

2% 2%
4%

9%

Proficient

Expert

25%
6%
13%

50%

15%
11%
25%

4%
15%
17%
2%

Purpose of Computer Use

Experience with Computers
8
Methodology
Individual Interviews

Data Sources
Guided Reflection Journals

Demographic Questionnaire
Coding

Transcripts

Keywords

Data Analysis
Themes

Codebook
9
Results
Theme 1: Perceived
Importance




Could be implement to support the
learning experience of the students
(both treatments)
 Guide the student throughout the
instructional content
 Emotional cues would highlight
important content
“Animated agents were not worth the
effort” (both treatments)

10
Results
Theme 2: Perceived
Enjoyment




Some of the critical comments were
related to the interaction controls and
lack of detail in the physical appearance
of agent - clothing (both treatments)
Complementary comments were related
to the physical appearance of the
animated agent – black male (both
treatments)

11
Results
Theme 3: Perceived
Humanness of the Agent




All participants perceived the agent as
“professional looking”, “sharp dresser,”
“very modern” and someone that “looked
like a professor.” (both treatments)
The humanness of the agent was easily
discredited by lack of proper facial
expression of emotion or other qualities like
lack of synchronization between audio and
mouth movements (both treatments)

12
Results
Theme 4: Perceived Barriers for
Implementation








The agent was distracting to the participant
(both treatments)
“Animated agent lack the ability to feel emotion
therefore they are not capable of expressing
emotion in a natural manner” (High intensity)
Unreliable technology and lack of trust on
technological advances (High intensity)
The students and their lack of interest on
computer–mediated environments (High
intensity)
13
Results
Theme 5: Suggestions for
Improvement


The agent should be use to “act
things out” (Low Intensity)



The agent should provide verbal or
textual feedback (Low intensity)



Motion was a suggestion from
participants (both treatments)

14
Discussion
-Across all themes, more similarities than differences in the lived experiences
of the participants
-Emotion intensity may not play a role in the perception of the participants
interacting with animated pedagogical agents
-Participants in both treatments suggest that animated pedagogical agents
could provide instruction that is both engaging and interesting to the learner
-There is also significant evidence that participants in both treatment felt that
the agent was distracting in some instances
-Limitation: the number of participants
-Limitation: The content was mainly negative facial and verbal emotion
expressions.
15
Acknowledgement

Special thanks to:
Dr. Ginger Watson , Doctoral Advisor
Dr. Danica Hays, Qualitative Research Instructor
Nicole Cox, Student at Old Dominion University

16
Question & Comments
eromero@odu.edu

17

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Low Versus High Intensity Emotion in Animated Pedagogical Agents

  • 1. Enilda Romero-Hall ID&T PhD. Candidate Darden College of Education Old Dominion University Low versus High Intensity Emotion in Animated Pedagogical Agents A Qualitative Study Company LOGO
  • 2. Overview 1. Introduction 2. Literature Review 3. Purpose Statement & Research Question 4. Operationalized Variables 5. Research Paradigm & Tradition 6. Methodology 7. Results 8. Discussion 2
  • 3. Introduction Computer–Mediated Instruction Content Representation Animated Pedagogical Agents Emotion • Web–based Instruction • Instructional Simulations • Serious Games • Text • Audio • Images • Animations • Interface Agent Characteristics • Character Building Qualities Text • Low Intensity • High Intensity Text 3
  • 4. Literature Review  Quantitative Inquiries    Positive Results for both Learning and Learner’s Perception (Lester et al., 1997; Atkinson, 2002) Failed to Obtain Significant Results for Either Variable (Adcock et al, 2006; Craig, Gholson, & Driscoll, 2002) Mix Results (Baylor & Riu, 2003; Bickmore & Picard, 2005).  Qualitative Inquiries  Phenomenological Exploration - Conversational Agent (Veletsianos & Miller, 2008) 4
  • 5. Purpose Statement & Research Questions Purpose TEXT TEXT TEXT TEXT To describe the lived experiences of the learners as they interact with an emotionally expressive animated pedagogical agent in a computer–mediated instructional environment. Research Questions a. How do learners perceive low intensity emotionally expressive agents? b. How do learners perceive high intensity emotionally expressive agents? 5
  • 6. Operationalized Variables Low Intensity Emotion -Soft emotional tone in the voice -Eyebrow, mouth, and cheek movements were subtle and gentle -Head movement was limited and delicate. High Intensity Emotion -Strong emotional tone in the voice, with very high pitch and intonation -Eyebrow, mouth, and cheek movements were exaggerated -Significant amount of head movement. 6
  • 8. Methodology Participants (8) Educational Games Entertainment Games News Research Social Networking Email Distance Education Courses Accounting/Finance Word Processing Data storage (i.e., data bases) Graphics Other (please specify) Competent 2% 2% 4% 9% Proficient Expert 25% 6% 13% 50% 15% 11% 25% 4% 15% 17% 2% Purpose of Computer Use Experience with Computers 8
  • 9. Methodology Individual Interviews Data Sources Guided Reflection Journals Demographic Questionnaire Coding Transcripts Keywords Data Analysis Themes Codebook 9
  • 10. Results Theme 1: Perceived Importance   Could be implement to support the learning experience of the students (both treatments)  Guide the student throughout the instructional content  Emotional cues would highlight important content “Animated agents were not worth the effort” (both treatments) 10
  • 11. Results Theme 2: Perceived Enjoyment   Some of the critical comments were related to the interaction controls and lack of detail in the physical appearance of agent - clothing (both treatments) Complementary comments were related to the physical appearance of the animated agent – black male (both treatments) 11
  • 12. Results Theme 3: Perceived Humanness of the Agent   All participants perceived the agent as “professional looking”, “sharp dresser,” “very modern” and someone that “looked like a professor.” (both treatments) The humanness of the agent was easily discredited by lack of proper facial expression of emotion or other qualities like lack of synchronization between audio and mouth movements (both treatments) 12
  • 13. Results Theme 4: Perceived Barriers for Implementation     The agent was distracting to the participant (both treatments) “Animated agent lack the ability to feel emotion therefore they are not capable of expressing emotion in a natural manner” (High intensity) Unreliable technology and lack of trust on technological advances (High intensity) The students and their lack of interest on computer–mediated environments (High intensity) 13
  • 14. Results Theme 5: Suggestions for Improvement  The agent should be use to “act things out” (Low Intensity)  The agent should provide verbal or textual feedback (Low intensity)  Motion was a suggestion from participants (both treatments) 14
  • 15. Discussion -Across all themes, more similarities than differences in the lived experiences of the participants -Emotion intensity may not play a role in the perception of the participants interacting with animated pedagogical agents -Participants in both treatments suggest that animated pedagogical agents could provide instruction that is both engaging and interesting to the learner -There is also significant evidence that participants in both treatment felt that the agent was distracting in some instances -Limitation: the number of participants -Limitation: The content was mainly negative facial and verbal emotion expressions. 15
  • 16. Acknowledgement Special thanks to: Dr. Ginger Watson , Doctoral Advisor Dr. Danica Hays, Qualitative Research Instructor Nicole Cox, Student at Old Dominion University 16