Enhancing protective role-playing behaviors through avatar-based scenarios

C. Hughes, Thomas Hall, Kathleen M. Ingraham, J. A. Epstein, Darin E. Hughes
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引用次数: 5

Abstract

This paper describes a virtual environment, called CollegeLiVE that presents users with an experience centered on realistic social interactions that first-year college students likely encounter. The virtual characters and settings present participants with typical situations that can challenge them to address peer pressure surrounding alcohol consumption and related situations from walking or driving while inebriated as well as determining how best to handle undue pressure placed on others to drink or engage in sexual activity. The employment of digital puppeteering in addition to agent-based control of virtual characters (avatars) makes this virtual environment potentially helpful in enhancing protective skills meant to reduce risky drinking practices and associated behaviors. The presence of a human-in-the-loop avoids the shortcomings of pure agent-based control, affording an experience in which avatars respond appropriately to both verbal and nonverbal cues in dialogues with a user. Reflection (self assessment of how one handled different situations) and after-action review (feedback about one's performance from a coach) enhances learning from the experience.
通过基于头像的场景增强保护性角色扮演行为
本文描述了一个名为CollegeLiVE的虚拟环境,它向用户展示了一种以大学一年级学生可能遇到的现实社会互动为中心的体验。虚拟角色和设置向参与者展示了典型的情况,这些情况可以挑战他们解决饮酒周围的同伴压力,以及醉酒时走路或开车的相关情况,以及确定如何最好地处理他人饮酒或进行性活动的过度压力。除了基于代理的虚拟角色控制之外,数字木偶的使用使得这个虚拟环境可能有助于提高保护性技能,从而减少危险的饮酒行为和相关行为。人在循环的存在避免了纯粹基于代理的控制的缺点,提供了一种体验,在与用户的对话中,虚拟角色对口头和非口头提示都做出了适当的反应。反思(一个人如何处理不同情况的自我评估)和事后回顾(教练对一个人表现的反馈)有助于从经验中学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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