Effects of Pedagogical Agent's Personality and Emotional Feedback Strategy
on Chinese Students' Learning Experiences and Performance: A Study Based on
Virtual Tai Chi Training Studio
Learning Feedback
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Bian, Yulong
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Yang, Chenglei
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Guan, Dongdong
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Xiao, Sa
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Gao, Fengqiang
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Shen, Chia
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Meng, Xiangxu
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.433-444
© Copyright 2016 ACM
Summary: In virtual learning environment, both personality and emotional features of
animated pedagogical agents (APAs) may influence learning. To investigate this
question, we developed four APAs with two distinct personality types and two
sets of gestures expressing distinct emotional feedback. Effects of APAs'
personality types and emotional feedback strategies on learning experiences and
performance were assessed experimentally using a virtual Tai Chi training
system. Fifty six participants completed the experiment. Results showed that
positive emotional feedback strategy led to better learning experiences and
performance than negative feedback strategy. Moreover, personality type had
significant effect on learning. Choleric APAs led to better performance than
Phlegmatic APAs. Personality types moderated the effect of emotional feedback
on learning satisfaction. Our study demonstrates that APAs with distinct
personality types and emotional feedback are important design parameters for
virtual learning environments.
Dexmo: An Inexpensive and Lightweight Mechanical Exoskeleton for Motion
Capture and Force Feedback in VR
VR & Feedback
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Gu, Xiaochi
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Zhang, Yifei
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Sun, Weize
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Bian, Yuanzhe
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Zhou, Dao
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Kristensson, Per Ola
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1991-1995
© Copyright 2016 ACM
Summary: We present Dexmo: an inexpensive and lightweight mechanical exoskeleton
system for motion capturing and force feedback in virtual reality applications.
Dexmo combines multiple types of sensors, actuation units and link rod
structures to provide users with a pleasant virtual reality experience. The
device tracks the user's motion and uniquely provides passive force feedback.
In combination with a 3D graphics rendered environment, Dexmo provides the user
with a realistic sensation of interaction when a user is for example grasping
an object. An initial evaluation with 20 participants demonstrate that the
device is working reliably and that the addition of force feedback resulted in
a significant reduction in error rate. Informal comments by the participants
were overwhelmingly positive.
The Proteus Effect: Influence of Avatar Appearance on Social Interaction in
Virtual Environments
Social Media
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Bian, Yulong
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Zhou, Chao
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Tian, Yu
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Wang, Peng
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Gao, Fengqiang
HCI International 2015: 17th International Conference on HCI: Posters'
Extended Abstracts, Part II
2015-08-02
v.5
p.78-83
Keywords: Proteus effect; Virtual environment; Avatar; Shyness; Social interaction
© Copyright 2015 Springer International Publishing Switzerland
Summary: In virtual interactions, avatars can affect people's perceptions, attitudes,
and behaviors consciously or unconsciously, which is known as the Proteus
effect. The study created a new paradigm of "virtual scenario simulation" to
investigate the impact of avatars on social behavior in different social
interaction contexts. Experiment 1 investigated the impact of avatars on social
participation level in participating-social-interaction contexts. Experiment 2
extended the work to maintaining-interaction context. Results showed that: (1)
both situational factor (social interaction contexts) and individual factor
(shyness level) could affect the occurrence of the Proteus effect. (2) The
Proteus effects were moderated by the social interaction contexts. (3) In the
maintaining- interaction context, the Proteus effects were moderated by the
level of shyness.
CKGHV: a comprehensive knowledge graph for history visualization
Other
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Zhu, Yingzhen
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Cao, Xinyi
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Bian, Yali
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Wu, Jiangqin
JCDL'14: Proceedings of the 2014 ACM/IEEE-CS Joint Conference on Digital
Libraries
2014-09-08
p.437-438
Keywords: Educational institutions
Keywords: Electronic publishing
Keywords: Encyclopedias
Keywords: History
Keywords: Internet
Keywords: Visualization
Keywords: Knowledge Learning
Keywords: Overview graph
Keywords: Text visualization
© Copyright 2014 IEEE
Summary: How to help users learn history efficiently is a problem. To solve it, We
proposed CKGHV (Comprehensive Knowledge Graph for History Visualization). This
paper focuses on analyzing character relationship of the three kingdoms, and
proposed a visualization called overview map. Wordcloud and radiogram present
information of battle and character relationship.
Simulation-Based Discomfort Prediction of the Lower Limb Handicapped with
Prosthesis in the Climbing Tasks
Human Modeling Applications in Health and Rehabilitation
/
Fu, Yan
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Li, Shiqi
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Yin, Mingqiang
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Bian, Yueqing
DHM 2009: 2nd International Conference on Digital Human Modeling
2009-07-19
p.512-520
Keywords: discomfort modeling; prosthesis socket; motion analysis; climbing tasks
Copyright © 2009 Springer-Verlag
Summary: This paper generalizes a discomfort model for climbing tasks of the
handicapped with prosthesis limb. The model is integrated, by ICT technology,
into the simulated task scenario to indicate to what extent the climbing task
causes discomfort and to analyze the direct cause of discomfort at the
micro-motion level. Furthermore, it can predict the potential harm and
accidents in the climbing tasks by calculating the accumulated biomechanical
results of joints posture displacement and torque. Meanwhile the research
focuses on the analysis on each movement of around the prosthesis socket, which
will provide analysis tool for the design of prosthesis from the point of
comfort.