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Design and implementation of an educational virtual pet using the OCC theory
This paper presents the design and implementation of a virtual pet with educational purposes. Because owners experience a wide range of emotions as a result of interactions with their virtual pets, the goal of this software is capture the attention of children by taking advantage of the emotional ti...
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Published in: | Journal of ambient intelligence and humanized computing 2012-03, Vol.3 (1), p.61-71 |
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Main Authors: | , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
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Summary: | This paper presents the design and implementation of a virtual pet with educational purposes. Because owners experience a wide range of emotions as a result of interactions with their virtual pets, the goal of this software is capture the attention of children by taking advantage of the emotional ties which form, using playtime to introduce educative elements. With this in mind, it is possible to make conscious the process whereby children are most likely to quit eating candy to achieve healthy eating habits. It models a virtual pet using Ortony, Clore and Collins’ theory as a framework to implement a cognitive structure of emotions and a Behavior Cognitive Task Analysis to elucidate the components necessary to simulate behaviors. The designed system utilizes a fuzzy cognitive map like engine inference. The latter is the product of a causal matrix that takes into account all the elements included in the behavior we want to simulate. |
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ISSN: | 1868-5137 1868-5145 |
DOI: | 10.1007/s12652-011-0089-4 |