Impact Assessment of Affective Virtual Characters in a Virtual Environment

Impact Assessment of Affective Virtual Characters in a Virtual Environment

Tiago Vinícius Ficagna, André Raabe
DOI: 10.4018/978-1-5225-0125-1.ch009
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The research addresses how affective computing can be applied in virtual training emphasizing the use of technology that can increase the perception of immersion in these environments. The research consisted in creating a virtual daycare and using it for analysis, focusing on the training activities that have the characteristic of being considered affective. Using this simulation environment is intended to clarify how users use affectivity in dealing with the children of these virtual environments. This demand was found in a research group that has as objective, the training and research groups of educators who work in public daycare. The work of these professionals involve a lot of affection, and when the professional activity involves newborn children or even at a young age the issue of affective coexistence should be valued.
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Henri giving his point of view about relations between educators and children. His fundation is about how the education can be improved by the use of emotion and affetiveness by the teachers and the educators in general.

According to Wallon (Tassoni, 2000, p. 3) the emotional bond established between adults and children in the initial stage of the learning process is critical, given the fact that the child will have access to the symbolic world through this bond, thus gaining significant advances in respect to cognition.

Following this but with a different approach, is possible to quote Ledoux (2012) who say that emotion is an important thing to let the human survive and learn. The emotional state has its importance because it is the trigger to make the learning system work (in a conditioned ambient).

According to Cabral and Nick (1996), the affectivity is a term used to describe and summarize not only the affections in its strictest sense, but also the feelings of sentimental pleasure or displeasure, while affection is defined as any kind of feeling and (or) the emotion associated with ideas or a complex of ideas.

Key Terms in this Chapter

Embodied Pedagogical Agents: An agent represented bi or three dimensionally in virtual space.

Affective Computing: It’s a field of a computing science that consider the affective to build either software or hardware.

NPCs: Representation of the agent in the virtual game environment.

Avatar: Representation of the player inside the virtual world.

High/Low Poly: Expression to describe the quantity of polygons in 3d meshes.

Unity3d: 3d software usually used to make 3d games, 3d environments and simulations.

UNIVALI: Universidade do Vale do Itajaí / (University of the Itajai Valley of Brazil). The university that the experiments was done.

Virtual Environment: Bi or three space, the the agents can interact, both with avatar or others agents.

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