Towards Intelligent Computer Assisted
Educational Role-Play
Mei Yii Lim1 , Ruth Aylett1 , Sibylle Enz2 , Michael Kriegel1 , Natalie Vannini3 ,
Lynne Hall4 , and Susan Jones4
1
School of Mathematical and Computer Sciences,
Heriot Watt University,
Edinburgh, EH14 4AS, Scotland
{myl, ruth, michael}@macs.hw.ac.uk
2
Otto-Friedrich-Universitaet Bamberg,
Kapuzinerstrasse 16,
D-96045 Bamberg, Germany
sibylle.enz@unibamberg.de
3
Universitaet Wuerzburg
Lehrstuhl für Psychologie IV
Roentgenring 10, D-97070 Wuerzburg
natalie.vannini@psychologie.uni-wuerzburg.de
4
School of Computing and Technology,
University of Sunderland
{lynne.hall, susan.jones}@sunderland.ac.uk
Abstract. This paper investigates how graphically displayed intelligent
virtual actors, mobile devices and innovative interaction modalities can
support and enhance educational role-play as well as deepen the sense
of engagement and presence in participants to produce more successful
learning. The discussion will be presented using a showcase from the
eCIRCUS project, ORIENT, an application combining virtual and real
life role-play for social and emotional learning.
Keywords: Educational role-play, social and emotional learning, intelligent virtual actors, innovative interaction modalities
1
Introduction
Role-play (RP) is a vital tool across a wide range of education and training
scenarios, from adults in organisational or therapeutic contexts to children in
schools. RP has been proposed as an engaging way to help solve inter-personal
problems and increase team cohesion (eg. [1, 2]). It covers several aspects of
Bandura’s Social Learning Theory [3], for example, in emphasizing the difference between the acquisition and the performance of behaviour as well as the
importance of providing secure settings for the experimentation with new behavioural strategies. Role-play supports the creation of knowledge and meaning
from concrete - though imagined - experiences (“prehearsal”, [4]) and uses social
interaction and emotional engagement as mechanisms for a learner-centred constructivist approach. It can be used for organisation-based learning where more
conventional eLearning approaches are not effective given that the social setting
may be a crucial factor to the success of the learning process.
If RP is embedded in an educational setting and is guided by a facilitator,
the testing of new behavioural strategies is immediately followed by feedback
from the social environment (the facilitator and the other players) serving as a
source of information for the role-player about the appropriateness or suitability
of their actions. Social interaction is used as the stimulus for challenging and
changing existing beliefs and can result in significant behavioural changes because it is easier to empathise with another person under certain circumstances
if one has experienced something similar. Therefore, through RP, empathy can
be evoked when an individual attempts to understand another by imagining
the other’s perspective. It consequently influences the subjective evaluation of a
person regarding his or her social skills and accordant self-efficacy.
The educational impact of role-play draws on the ‘willing suspension of disbelief’ by participants who commit to the roles they have been asked to play.
Producing this feeling of social presence in the role-play world involves willingness to participate, the production of supporting materials, skilled facilitation
and often the use of extra supporting actors. None of this is easy. For these reasons, the use of virtual worlds, providing opportunities for exploration, practice,
experiments and construction, seem a desirable way of augmenting traditional
learning tools. These allow for experiential learning in safe and secure learning
environments, in particular for social and emotional learning in complex social
situations without the risks that the learner faces in a real social situation. This
paper presents an attempt to take advantage of the aforementioned benefits of
role-play in cultural awareness education.
2
State-of-the-art
The obvious example of technology-based role-play is of course massively multiplayer online games such as World of Warcraft and Everquest. These are however
entirely computer based and do not take advantage of new generations of interaction technology allowing the role-play to take place in the real rather than
the virtual world. Though strongly social in nature, the rich human interaction
modalities of voice, face, body are severely limited by the impoverished repertoire of graphical avatars, the use of keyboard and mouse as the interaction
mechanism, and the lack of geographical co-location.
One of the earliest attempts to deal with these issues was the so-called Alternate Reality Game, Majestic, launched by Electronic Arts in 2001. It aimed at
blurring the lines between fact and fiction, and players were given clues via mysterious midnight phone calls, anonymous e-mails and faxes, and fake websites.
It failed as a game, but subsequently a distinct genre of pervasive games both
for entertainment and education has come into being, often drawing on the wide
availability of mobile devices. Educational examples include Virus [5], Paranoia
syndrome [6], Virtual Savannah [7] and Environmental Detective [8].
A challenge for a technology-supported role-play lies in the role usually played
by the human facilitator (often referred to as game master) in shaping the narrative experience and the pedagogical outcomes, which usually depends on postrole-play reflection or debriefing. Without feedback prompting reflection on the
role-play, the transfer to real-world settings cannot be ensured. Current work
in Interactive Narrative divides into ‘plot-based approaches, in which events
are pre-authored, and ‘character-based approaches, in which narrative structure is generated by interaction - emergent narrative [9]. An example of work
that adopted the ‘character-based’ approach is the software FearNot! [10]. In
FearNot!, characters run the FAtiMA [11] architecture, including a generative
planner. Plot-centred approaches may also involve generative planning [12] but
risk conflict between pre-determined outcomes and character freedom-to-act,
problematic in role-play where human actors require interactional freedom with
each other and the virtual actors.
Our software showcase for the eCircus project, ORIENT addresses issues
mentioned above and takes a first step towards intelligent computer assisted
educational role play. In the following sections we are going to discuss this project
in detail.
3
Role-playing in ORIENT
The motivation for creating ORIENT was to transfer the empathic learning concepts applied in FearNOT! for anti-bullying education to the domain of intercultural empathy. ORIENT (Overcoming Refugee Integration with Empathic
Novel Technology) provides a RP and story framework for virtual actors that
establish credible and empathic relations with the learners. It aims to develop
models within which narrative engagement and empathy can be used to understand social, cognitive and emotional learning processes through RP. Its focus is
on integration of refugee/immigrant children in schools. It attempts to create an
environment to support affective engagement in social and emotional learning by
investigating methods that allow individuals and groups to interact in physical
as well as the virtual world, with user roles including both spectator and actor.
Although there has been plentiful research on empathy, there is limited
knowledge and understanding of the role of empathy for technology-enhanced
learning processes. This problem is exacerbated by a lack of holistic models for
the social and emotional process that consider intrapersonal (cognitive, affective), interpersonal (role-play), and situational variables that are at the basis of
learning processes. ORIENT tries to address this issue. Its innovative approach
offers the possibility to explore physiological, psychological and cognitive aspects
of social and emotional learning provided through interactive educational RP to
reach an improved understanding of learning processes on an intrapersonal as
well as an interpersonal level.
3.1
The Game
ORIENT is designed to be played by a group of 3 teenage users between the
age of 13 and 14, each a member of a spaceship crew. Their mission takes them
to a small planet called ORIENT, which is inhabited by an alien race, the nature loving Sprytes. These are autonomous affective characters with individual
personalities able to express emotions.
The Sprytes culture has been defined based on a subset of Hofstede dimensions [13]. The dimensions of cultural variability according to Hofstede individualism-collectivism; uncertainty avoidance; power distance; and masculinityfemininity - exist in all cultures at the cultural and individual level and one characteristic within each dimension tends to predominate. Individualism pertains
to societies in which the ties between individuals are loose while collectivism
pertains to societies in which people from birth onwards are integrated into
strong cohesive ingroups. The dimension of uncertainty avoidance deals with
the degree, to which members of a culture try to avoid uncertainty. The power
distance is the extent to which the less powerful members of institutions and
organisations accept that power is distributed unequally. Lastly, masculine and
feminine cultures are particularly differentiated through gender role distribution.
The Sprytes are collectivistic, being largely compassionate with each other and
live in a group where the majority holds power. They are hierarchically organised (high power distance) hence believe in using force to influence others and
they take uncertainty as threat (high uncertainty avoidance). Gender is absent
in the culture and their graphical representation as can be observed in Figure
1(a) and Figure 1(b). Additionally, they are gestural creatures where gestures
form an important mean of communication as shown in Figure 1(b) where one
of the Spryte is scolding the users while the other is expressing its anger through
a gesture, unique to the Spryte culture.
Fig. 1. (a)A Spryte explaining their life cycle; (b)Angry gesture to the user for stepping
on a little tree
According to Baylor and Ryu [14], a social relationship between learners and
agent builds a key mechanism to foster interaction and promote learning within
a computer-based learning system. The users task in ORIENT is to prevent a
catastrophe in the form of a meteorite that is on destruction course with the
planet. During the mission, the users will have a chance to witness the Sprytes
eating habits, life cycles - recycling the dead (Figure 1(a)), educational styles,
family formation and value system - trees are sacred (Figure 1(b)). This general
story framework allows the users to appreciate cultural differences by trying to
integrate themselves into an alien culture in order to gain the aliens’ trust and
eventually work together with them to save the planet. They can achieve this by
empathising and exhibiting acceptable social conduct at different stages of the
interaction to help and avoid enraging the Sprytes. Once a positive relationship
is established between agents and users, motivation and interest are enhanced,
hence constructive learning is possible [15].
In addition to the cultural-awareness function, ORIENT can be seen as a
team building exercise where users play as a single entity rather than as individuals, distinguishing the application from other role-playing games. Although
each user has a different role, these roles are closely related and all users have the
same goal in the game. The main purpose of communication is to engage in social
interaction as opposed to accomplish a task as efficiently as possible. Attitudes,
emotions and behavioural reactions are prompted through the Sprytes that are
reflected upon and discussed in the team of learners that collaboratively try to
meet a common goal through understanding and empathising with members of
this other culture.
The virtual world setting is of crucial importance here: it encourages the experimentation with different behavioural strategies and thus leads to the exploration of other experiences, behaviour and ways of thinking. The setting presents
a possibility for the users to experience encounters and relations with members
of another culture and engage affectively. The users can learn in safe and secure
environments without the risks that they might face in real complex social situations, allowing them to experience the character’s emotions and problems in
a distanced way, while being at the same time engaged in what happens to the
characters.
Running real life role-plays can be very expensive with respect to manpower
and time for developing appropriate scenarios, for executing and facilitating
them, analysing them and providing proper feedback for the learner. The use of
virtual actors in ORIENT both reduce the expense and complication of organising role-play where real actors might otherwise have to have been used, and
help to reinforce ‘in-role’ behaviour in learners by supporting the believability
of the role-play world.
3.2
The ORACLE
Moreover, ORIENT includes the ORACLE (Onboard Resource Agent for Cultural and Liaison Engagements 2), an embodied computer character running on
a mobile phone device that plays the role of a human facilitator. The ORACLE
performs its pedagogical function by asking appropriate questions and providing
help during the mission to motivate and keep the users engaged. It stimulates
users’ reflection on events and experiences in ORIENT by commenting on users’
actions and by encouraging the recording of both personal and collective diaries.
It can interact with the users reactively (users ask a question and ORACLE
replies) or proactively (intervenes when necessary to help the users fulfil a task).
When the mission is completed, the ORACLE carries out a “debriefing” session
with the user where they report on the information collected during the mission,
allowing transfer of acquired experiences to real world situations.
4
4.1
Technology
System Components
Fig. 2. ORIENT system components
Figure 2 gives an overview of the main components that constitute the ORIENT system. At the core of the system is a world model that stores various
elements of the virtual world using logical representations. The virtual world is
presented to the user as 3D graphics rendered in the Ogre3D graphics engine.
The users can interact with the world through a variety of tangible interaction
devices (see section 4.2). The characters inhabiting this world are represented
by autonomous agents, each of whose cognitive processes are simulated by a
separate agent mind program that receives perceptions from and sends actions
for execution to the global world model. These characters have autobiographical
memory, individual personalities, a model of the Spryte culture, and improvisational capabilities to enable social and emotional learning through RP and
affective engagement in a complex social environment. The affective mind is being built upon FAtiMA [11] combined with the PSI [16] model. Affective models
are seen here as a key component of virtual actors given the need to affectively
engage participants and spectators in the dramatic environment. For more information on the agent mind, please refer to [17]. A language engine transforms
speech-acts into utterances and subsequently a speech synthesizer creates gibberish speech that matches the utterance. Similar to the agent mind, the ORACLE
perceives events in the world and responds to them by displaying feedback and
help to the users.
4.2
Interaction Modalities
Empathic engagement can be enhanced through the use of innovative interaction devices to provide children with more intuitive interfaces to express affect.
An empirical study showed that sensor-equipped toys, for example, SenToy [18],
provide an affective means of self expression which is an essential requirement
for successful RP. The work by Fails and collegues [19] who investigated different
versions of the Hazard Room Game that contains elements of RP and interactive story telling indicated that interacting in a physical interactive environment
may increase the learner’s interest and understanding compared to a traditional
desktop-based version. Additionally, Dow and colleagues [20] found that Augmented Reality contributed to an enhanced sense of presence as opposed to a
desktop-based or speech-based interface.
Another issue of concern in ORIENT or any other educational RP applications is how interfaces can help to foster social interaction between learners.
Inkpen and colleagues [21] observed that by giving each learner an input device,
a positive effect on collaboration when solving a puzzle can result even if only
one learner could interact at a time. A study by Mandryk and colleagues [22] revealed that learners preferred to play the game with friends than by themselves
and that the learners spent a great deal of time interacting with each other.
Another study exploring different multi-user settings for pervasive games [23]
revealed that a positive effect on collaboration in RP can be achieved through
an appropriate distribution of interaction devices. Clear evidence was observed
that organised interaction within a group is possible through a setting where
each user was assigned a role via an interaction device with a dedicated function, hence, balancing the level of interactivity and avoiding dominant users.
Overall, there is empirical evidence that learners seem to be more engaged and
more active when playing on a computer with multiple input devices than when
using a computer by themselves.
Fig. 3. Interactions: (a)performing a gesture using the WiiMote, (b)navigating using
the Dance Mat and (c)RFID scanning
Based on these studies, ORIENT’s user interface was designed to be physical
and tangible as shown in Figure 3. Full body interaction and movement in the
physical space, particularly important in social behaviour and culturally specific
interaction are supported. Each user is assigned a role which relates to a specific
interaction device that has unique functions. These devices are a mobile phone, a
Dance Mat and a WiiMote. All these devices are necessary to achieve the overall
goal of the game. Bluetooth communication is utilised for both the mobile phone
and the WiiMote while the Dance Mat is connected to the computer through
USB.
The interaction techniques supported by the mobile phone, a Nokia NFC 6131
include RFID-based input and speech recognition. RFID tags are embedded in
real world objects that also have existence in the virtual world. The user who
is assigned to use the mobile phone selects objects by touching them and uses
a “magic word” (character’s name) to grab a character’s attention. In response,
the Sprytes speak an alien gibberish language, which is generated on the fly by a
speech synthesizer and appears as translated subtitles on the screen. Navigation
in the virtual world is achieved through the Dance Mat which is operated by a
second user. The user can move forward, backward and turn left or right allowing
them to explore the virtual world.
The WiiMote is used for three-dimensional gesture recognition based on motion data derived from accelerometer sensors. As aforementioned, the Sprytes
are gestural creatures, thus, the third user performs different gestures for expressing communicative content. With interaction supported through large and
micro screens, physical interfaces and multi-modal interaction devices, we hope
the users’ motivation to learn about the Sprytes’ culture, their engagement in
the interaction and collaboration between them can be enhanced.
5
Evaluation
The evaluation of ORIENT was designed as an in-role experience for adolescent
users in UK and Germany: Four groups of three adolescents in each country
interacted with ORIENT. Participants were given the roles of applicants to a
mission of Space Command with the aim of exploring the alien planet of ORIENT, while the evaluation team played the roles of members of Space Command.
One session comprised a duration of approximately two hours. The evaluation of
ORIENT focused on two inter-related themes: participants’ inter-cultural awareness and behaviour; and their immersion and engagement in interactions with
ORIENT. The pedagogical and psychological evaluation aimed to investigate
the effectiveness of ORIENT in fostering cross-cultural acceptance through the
promotion of collaborative practices and the appreciation of similarities and differences between cultures. In addition to the psychological and pedagogical aims
of evaluating ORIENT, our aim was also to evaluate the technology, focusing on
intelligent computer assisted RP and our approach to accessing it using unusual
interaction devices. Table 1 details the constructs that we aimed to measure and
the approach taken to achieve this.
Table 1. Constructs and Corresponding Instruments
CONSTRUCTS
INSTRUMENT/MEASUREMENT
APPROACH
Demographic characteristics & Cultural Participant Questionnaire
Profile
Cultural Intelligence
Cultural Intelligence Scale [24]
Perception & expectations of game play Qualitative/open instrument to assess preinteraction views
Knowledge about the Sprytes/ORIENT Story/Task Comprehension exercise
Outgroup/cultural view (with regards to Cultural Activities Questionnaire (amalgathe outgroup ”Sprytes”)
mating the Intergroup Anxiety Scale [25] &
the General Evaluation Scale [26])
Device Use
Usability evaluation questionnaire with closed
questions/discussion
Response to ORIENT & Sprytes
Based on the Character Evaluation Questionnaire [27] and by interaction observation
Feedback on interactions with ORIENT Questionnaires, discussion groups, creation of
(e.g. graphics, speech, storyline, agent be- diaries / storybooks
lievability, etc.)
The main findings from the evaluation were that:
– Overall participants rated the prototype positively and readily engaged with
it and with one another, with interactions indicating that this approach
has the potential to foster cooperation among the user group. However, the
–
–
–
–
prototype needs additional content and structure to make the encounter with
the Spryte culture a pedagogically meaningful experience.
Participants were able to identify similarities and differences between their
own and the culture of the Sprytes. The Sprytes and their culture were
considered to be engaging, the differences appeared to be believable and
credible with participants interested in participating in Spryte activities.
Sprytes have no obvious individuality at present but appear as cultural
stereotypes thus reducing the potential of the formation of empathic relationships between users and Sprytes. This lack of individuality also reduces
the coherence of the storyline and the believability of the characters.
Differences were seen between the German and UK samples. Although UK
teenagers had an increased awareness of intercultural norms and experiences,
they were more negative than German teenagers towards the Sprytes. UK
participants felt that the Sprytes considered them to be enemies, whilst
German teenagers felt that the Sprytes thought they were friends.
Participants found the interaction devices and approach challenging but engaging. However, the effort and challenges of such interactions frequently
absorbed more user time than the Sprytes and ORIENT did, with an inappropriate focus on devices rather than interaction. In order to enable the
users to explore, understand, and flexibly react to the cultural encounter
with and the specific problems of the Spryte culture, the interaction with
the virtual world should be more intuitive and seamless as is currently the
case.
These findings highlight the potential of ORIENT to foster cooperation
amongst the participants and that participants could readily identify differences
and similarities between the virtual culture of ORIENT and the participants’
own culture. However, although participants could appreciate the distinct culture
of the Sprytes they were unable to distinguish between the individual Sprytes
themselves. This provides the challenge of making the agents individual and discrete personalities and behaviours within a coherent culture more obvious. The
user experience would also be improved through making the interaction more
intuitive and easier to control, and by adding content to the story in order to
provide more room for exploration.
6
Conclusion
ORIENT provides a novel approach to social learning through RP by integrating
pedagogical self-learning and learning in a collaborative environment providing
individuals with new ways to acquire, contribute and exploit knowledge and
thereby learn. It presents a model of narrative engagement and empathy. Novel
interaction modalities have also been applied to improve user engagement. Some
evidence has been observed from the initial evaluation that ORIENT enhances
collaboration among learners and learners are able to see a distinct culture in
the Sprytes.
Acknowledgements
This work was partially supported by European Commission (EC) and is currently funded by the eCIRCUS project IST-4-027656-STP with university partners Heriot-Watt, Hertfordshire, Sunderland, Warwick, Bamberg, Augsburg, Wuerzburg
plus INESC-ID and Interagens. The authors are solely responsible for the content of this publication. It does not represent the opinion of the EC, and the EC
is not responsible for any use that might be made of data appearing therein.
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