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It is important for artificial agents to accurately infer human emotions in order to provide believable interactions. However, there is currently a lack of empirical results supporting affective agent to propose effective computational models for this purpose through analyzing individual profile information and the interaction outcomes. In this paper, we bridge this gap with a game-based empirical...
Prospective memory, the ability to remember doing future tasks without being reminded, is a critical ability in everyday life. As the elderly are vulnerable to age-related declines in prospective memory, it is important to prevent this decline in advance. In this demonstration, we develop an agent-based game for practicing prospective memory. It can potentially provide a convenient and natural way...
The elderly often struggle when interacting with technologies. This is because the software and hardware components of the technologies are not familiar to the elderly's mental model. This is a lack of empirical studies about how the concept of familiarity can be infused into the design of interactive technology systems to bridge the digital divide preventing today's elderly people from actively engaging...
With the world population aging rapidly, improving the quality of life for senior citizens has become an important societal issue. Parkinson's Disease (PD) is one of the most debilitating neuro-degenerative disorders that seriously affect the seniors' quality of life. In recent years, video games have been shown to be a viable way through which partial rehabilitation for PD can be carried out in a...
Teachable agents help students learn more effectively through the benefits of learning-by-teaching. Our field study has shown that learners do not benefit fully from learning with teachable agents due to a lack focus in engaging in learning tasks. We propose the persuasive teachable agent user model as a means to understand individual user learning needs through persuasion theory in order to address...
To take the advantage of computer-aided learning, more and more educational researchers realize the importance of encouraging teenagers to learn in their virtual life. To make the design and development of virtual games continuous and smooth, teachers should be involved in the learning content design iteratively. To this end this paper proposes an authoring tool which extends the teachable agent in...
The cognitive radio (CR) based IEEE 802.22 is a standard for wireless regional area networks (WRANs), which is allowed to utilize TV bands when no interference is present to incumbents (i.e. TV receivers and microphones). Compared to other existing networks, it has larger coverage range and provides broadband access in rural and remote areas with performance comparable to DSL and cable modems. It...
This paper describes ongoing learning and intelligent agent research involving a new class of educational Interactive and Digital Media (IDM) that integrates computational intelligent agents with the functionality and affordances of 3D Multi-User Virtual Environment (MUVE). This research builds upon a proof-of-concept VIRTUAL SINGAPURA immersive learning environment project. Ongoing technical development...
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