| Literature DB >> 35910190 |
Abstract
In this paper, we discuss whether the history of a learning experience, containing action and emotion information, is useful for review of the experience in game-based learning using virtual space. We developed a game-based story generation system that automatically generates scripts in real time by using a player's emotions and actions. The system has two functions: a game-based experiential learning environment and automatic story generation. The system provides the player with a virtual world and a virtual tool operated by using a hand controller and a display. The system recognizes the player's real-time emotions through facial expressions, and it outputs reactions based on these emotions and actions via a knowledge-based system when the player operates the tool. Then, it outputs scripts based on the emotions and the history of actions. We evaluated the system by conducting experiments with university students as subjects. As a result, subjects found the stories generated by this system interesting because they were based on the player's experience in the game and used the player's behavioral history and emotions. If we consider this as a record of the learning experience, the learning history is an impressive record accompanied by emotions. Thus, historical information that records the actions and emotions of the learner in real time is considered effective because it allows the learner to recall his or her own experiences after the game experience. The results suggest that the historical information, including the learner's real-time actions and emotions, is helpful for review in learning. There is a possibility that experiential learning through games using virtual spaces, such as the one used in this study, will become widespread in the future. In such cases, it will be necessary to examine the learning effects of using historical information with emotions. Therefore, we believe that the results and discussions in this study will be useful for experiential learning using virtual spaces.Entities:
Keywords: affective computing; emotions; facial expression; game-based learning; operational history; story generation
Year: 2022 PMID: 35910190 PMCID: PMC9334706 DOI: 10.3389/frai.2022.874106
Source DB: PubMed Journal: Front Artif Intell ISSN: 2624-8212
Figure 1Overview of the proposed story generation system.
Figure 2Bird's-eye view of the virtual space in the system, which represents an office and a break room.
List of interactive objects in the system.
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|---|---|---|
| Desk | Document | Fear, disgust |
| Book | Anger, sadness, surprise | |
| Snack | Joy, contempt, none | |
| Vending machine | Cola | Fear, disgust, sadness, surprise |
| Money | Joy, anger, contempt | |
| Cockroach | None |
Figure 3Oculus touch.
Figure 4Example of player operation: taking a snack from the desk by using the virtual hand. Text: “You happily took the snack out of the vending machine”.
Figure 5Example of player operation: eating a snack by using the virtual hand.
Figure 6Example of player operation: taking a cockroach from the vending machine by using the virtual hand.
Figure 7Example of script generation and visualization. Text: “You nervously took the cola out of the vending machine”.
Example of a generated story.
| 1 | You had been sleeping for some time because you were tired from work. |
| 2 | You woke up at your own workplace with no one around. |
| 3 | You noticed that the copier was moving, and you went to the front of the copier. |
| 4 | A black circle was printed on a piece of paper that emerged from the copier. |
| 5 | You felt a sense of strangeness and touched the black circle. |
| 6 | Suddenly, your hand was sucked into the circle. |
| 7 | You were surprised and removed your hand. |
| 8 | You took a book out of the desk with surprise. |
| 9 | You put the book back with surprise. |
| 10 | You took documents out of the desk with a lack of interest. |
| 11 | You put the documents back with a lack of interest. |
| 12 | You took a book out of the desk with surprise. |
| 13 | You put the book back with surprise. |
| 14 | You were holding the paper in your hand, but you did not feel like doing anything. |
| 15 | You decided to spend the day at the office. |
| 16 | In the morning, the paper was back to its original state, and you told your colleagues what you had experienced. |
Words generated from player emotions and actions.
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|---|---|---|---|
| Joy | Happily | Hold trigger and pull hand | Took out |
| Fear | Afraid, nervously | Release trigger while shaking | |
| Disgust | Disgustingly | Swing controller | Threw away |
| Sadness | Sadly | Release trigger | Put back |
| Surprise | With surprise | Bring object to character's body | |
| Contempt | With contempt | Got | |
| None | Bring object to character's head | Ate/drank |
List of questionnaire items.
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|---|---|---|
| Q1 | The generated story is interesting. | 5-point scale |
| Q2 | The generated story is natural. | 5-point scale |
| Q3 | Between a story with emotion information and a story without it, which one gives you a better image of the situation or flow of the scene? | 2-point scale |
| Q4 | The tutorial is easy to understand. | 5-point scale |
| Q5 | The story generation phase is easy to operate. | 5-point scale |
| Q6 | I could easily make a story. | 5-point scale |
| Q7 | The story was made from my own actions. | 5-point scale |
| Q8 | I want to make a story using the system again. | 5-point scale |
| Q9 | I want to make a story in another situation (virtual space). | 5-point scale |
List of SD method scales.
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| |
|---|---|
| Natural | Unnatural |
| Intellectual | Emotional |
| Funny | Boring |
| Varied | Monotonous |
| Absurd | Sensible |
| Induced boredom | Induced concentration |
| Dynamic | Static |
| Unique | Common |
| Active | Passive |
| Hard to read | Easy to read |
Questionnaire items and scoring.
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|---|---|
| Strongly disagree | 1.00 |
| Disagree | 2.00 |
| Unsure | 3.00 |
| Agree | 4.00 |
| Strongly agree | 5.00 |
SD method items and scoring.
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|---|---|---|
| Very negative | Left | −3.00 |
| Rather negative | Left | −2.00 |
| Fairly negative | Left | −1.00 |
| Neither | – | 0.00 |
| Fairly positive | Right | 1.00 |
| Rather positive | Right | 2.00 |
| Very positive | Right | 3.00 |
Questionnaire results.
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|---|---|---|---|---|---|---|
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| Story is interesting | 5% | 61% | 6% | 22% | 6% |
| Q2 | Story is natural | 0% | 45% | 11% | 33% | 11% |
| Q4 | Tutorial is easy to understand | 44% | 28% | 11% | 17% | 0% |
| Q5 | Easy to operate | 11% | 39% | 17% | 33% | 0% |
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| Easy to make story | 56% | 33% | 5% | 6% | 0% |
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| Story made from my own actions | 72% | 11% | 6% | 11% | 0% |
|
| Want to make story again | 67% | 16% | 0% | 17% | 0% |
|
| Want to make story in another situation | 72% | 22% | 0% | 6% | 0% |
| Sentence with emotion information | Sentence without emotion information | |||||
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| Scene imagination | 94% | 6% | |||
Figure 8Semantic profiles.
Descriptive statistics for each scale of the SD method.
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|---|---|---|---|
| Natural | Unnatural | 0.06 | 2.00 |
| Intellectual | Emotional | 0.56 | 2.18 |
| Funny | Boring | −1.22 | 1.96 |
| Various | Monotonous | 0.61 | 2.45 |
| Absurd | Sensible | −0.39 | 1.91 |
| Induced boredom | Induced concentration | 1.22 | 1.83 |
| Dynamic | Static | −0.50 | 2.12 |
| Unique | Common | −1.39 | 1.61 |
| Active | Passive | −1.17 | 1.76 |
| Hard to read | Easy to read | 0.67 | 2.00 |
Factor loading list.
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| |
|---|---|---|---|---|
| Various | Monotonous |
| −0.279 | 0.261 |
| Dynamic | Static |
| −0.024 | −0.241 |
| Funny | Boring |
| 0.290 | −0.043 |
| Became bored | Concentrated | – | – | 0.050 |
| Intellectual | Emotional | −0.317 | −0.199 | −0.240 |
| Active | Passive | 0.063 |
| 0.658 |
| Unique | Common | 0.091 |
| −0.042 |
| Natural | Unnatural | 0.134 | – | 0.037 |
| Hard to read | Easy to read | −0.168 | 0.233 |
|
| Absurd | Sensible | 0.163 | −0.228 |
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| Load sum of squares after rotation | 2.722 | 2.322 | 1.098 | |
| Contribution rate (%) | 31.036 | 15.409 | 10.435 | |
| Cumulative contribution rate (%) | 31.036 | 46.445 | 56.880 | |
Factor correlation matrix.
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|---|---|---|---|
| 1 | 1.00 | 0.277 | −0.055 |
| 2 | 0.277 | 1.00 | 0.077 |
| 3 | −0.055 | 0.077 | 1.00 |
Factor interpretation.
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|---|---|---|---|
| 1 | Monotonous, static, boring, became bored | 2.722 | Non-immersivity |
| 2 | Became bored, passive, common, natural | 2.322 | Non-novelty |
| 3 | Easy to read, sensible | 1.098 | Narrativity |