
The Inclusion of the Phenomenon of consciousness within the Design and Analysis of a Pedagogical Agent
PROCEEDINGS
Lourdes Sanchez-Guerrero, Universidad Autonoma Metropolitana-Unidad Azcapotzalco, Mexico ; Ana Lilia Laureano-Cruces, Javier Ramírez-Rodríguez, Universidad Autónoma Metropolitana.Unidad Azcapotzalco, Mexico ; Martha Mora-Torres, Posgrado en Ciencia e Ingeniería de la Computación-UNAM, Mexico
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in New Orleans, LA, USA ISBN 978-1-939797-12-4 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
Abstract
This paper analyzes integrated Graphic User Interface (GUI) in the Intelligent Education System (SEI). One of the main goals is to develop an emotional graphical interface through a pedagogical agent. Currently there is already a pedagogical agent which bases its actions on user mistakes and perceived emotions. In this new proposal it is intended that the emotion be generated and analyzed by the same pedagogical agent. It aims to recreate the phenomenon of artificial consciousness of a pedagogical agent within the teaching-learning process in the domain of programming. For conceptualization, we use a simulation of the phenomenon of consciousness in the pedagogical agent. This allows one to interact and integrate information globally in order to enhance the decision making process.
Citation
Sanchez-Guerrero, L., Laureano-Cruces, A.L., Ramírez-Rodríguez, J. & Mora-Torres, M. (2014). The Inclusion of the Phenomenon of consciousness within the Design and Analysis of a Pedagogical Agent. In T. Bastiaens (Ed.), Proceedings of World Conference on E-Learning (pp. 1753-1762). New Orleans, LA, USA: Association for the Advancement of Computing in Education (AACE). Retrieved July 3, 2022 from https://www.learntechlib.org/primary/p/148879/.
© 2014 Association for the Advancement of Computing in Education (AACE)
Keywords
References
View References & Citations Map- Laureano-Cruces A., Hegmann-González (2011). “Maze Videogame that Adapts to the User’s Emotions According to his Behavior”, ICGST-Artificial Intelligence Machine Learning Journal, ISSN: 1687-4846 Print, 1687-4854 Online, Vol. 11, Issue 2, pp. 21-25, 2011.
- Levy S. (2013). Tesis “Metodología de Análisis y Desarrollo de Sistemas Multimedia Interactivos Informativos, desde la Perspectiva de la Ingeniería de Software”. Tesis para obtener el grado de doctor en Ciencias de la Computación. Universidad Nacional Autónoma de México. México, D.F.
- Minsky M. (2006). The Emotion Machine. Ed. Simon& Schuster Paperbacks.
- Mora-Torres M., Laureano-Cruces A., Gamboa-Rodríguez F., Ramírez-Rodríguez J., SánchezGuerrero L. (2014). An Affective-Motivational Interface for a Pedagogical Agent. En International Journal of Intelligence Science, 2014, 4, 17-23. Published Online January 2014. Http://www.scirp.org/journal/ijis) .
- Ortiz-Nicolás A. (2008). Avatares para la interacción emocional. Tesis doctoral, Laboratorio de Interacción Persona-Computador para Necesidades Especiales/UPV-EHU. Disponible en: http://www.universia.es/portada/actualidad/noticia_actualidad.jsp?noticia=96983 (consulta: 31
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to References