Skip to main content

Personalized Avatars Without Agentic Interaction: Do They Promote Learning Performance and Sense of Self in a Teaching Context? A Pilot Study

  • Conference paper
  • First Online:
Highlights in Practical Applications of Agents, Multi-Agent Systems, and Complex Systems Simulation. The PAAMS Collection (PAAMS 2022)

Abstract

Virtual agents are becoming promising opportunities for augmenting human-human interaction in the analog world in a diversity of domains such as health care or education. This experimental study explores the impact of virtual self- and virtual other presence on e-learning performance in a virtual classroom setting. In addition, the relevance of virtual teachers is explored. The classroom setting is designed to simulate to study either alone with one’s self-representative avatar or together with virtual classmates. Participants could take part in an online course thought by a virtual teacher. First results show that the mere representation of the virtual Self or of virtual Others by static avatars without any functionality of the avatars to serve as interactive agents has no differential impact on the learner’s immediate learning performance, even when the avatars representing the Self are self-chosen by the participants. However, the online course taught by a humanoid avatar as virtual teacher was positively related with the learning performance. This suggests that embodying teachers as virtual educators in online learning could help improve the learner’s cognitive performance with or without virtual presence of one’s Self or peers.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Baylor, A.L.: Promoting motivation with virtual agents and avatars: role of visual presence and appearance. Philosophical Transactions of the Royal Society B: Biological Sciences 364(1535), 3559–3565 (2009)

    Article  Google Scholar 

  2. Blascovich, J., Loomis, J., Beall, A.C., Swinth, K.R., Hoyt, C.L., Bailenson, J.N.: Immersive virtual environment technology as a methodological tool for social psychology. Psychol. Inq. 13(2), 103–124 (2002)

    Article  Google Scholar 

  3. Hassan, M.: Online teaching challenges during COVID-19 pandemic. Int. J. Info. Edu. Technol. 11(1), 41–46 (2021). https://doi.org/10.18178/ijiet.2021.11.1.1487

  4. Bailenson, J., Blascovich, J.: Avatars. In: In: Bainbridge, W.S. (ed.) Encyclopedia of Human-Computer Interaction, pp. 62–64 (2004)

    Google Scholar 

  5. Michael-Grigoriou, D., Kyrlitsias, C.: Social interaction with agents and avatars in immersive virtual environments: a survey. Frontiers in Virtual Reality (2022)

    Google Scholar 

  6. Noor, S., Isa, F.M., Mazhar, F.F.: Online teaching practices during the COVID-19 pandemic. Educational Process: International Journal 9(3), 169–184 (2020). https://doi.org/10.22521/edupij.2020.93.4

  7. Bradley, P.: Prolific | Online participant recruitment for surveys and market research (2014). Retrieved 14 March 2022. from https://www.prolific.co

  8. Limesurvey GmbH: LimeSurvey: An Open Source survey tool. LimeSurvey GmbH, Hamburg, Germany. https://www.limesurvey.org

  9. Muthuprasad, T., Aiswarya, S., Aditya, K.S., Jha, G.K.: Students’ perception and preference for online education in India during COVID -19 pandemic. Social Sciences & Humanities Open 3(1), 100101 (2021). https://doi.org/10.1016/j.ssaho.2020.100101

    Article  Google Scholar 

  10. Katon, G.: Multiavatar - Multicultural Avatar Maker. Multiavatar (2020). Retrieved 3 September 2021. From https://multiavatar.com

  11. Riparbelli, V., Niessner, M., Agapito, L., Tjerrild, S.: Synthesia (2017). Retrieved 9 March 2022. From https://app.synthesia.io

  12. Wu, T.: Wondershare Filmora - Easy, Trendy and Quality Video Editing Software (2003). Retrieved 10 March 2022. From https://filmora.wondershare.com

  13. Softo Ltd.: Clideo — Online Video Tools (2014). https://clideo.com/tools

  14. Gonzalez-Franco, M., Peck, T.C.: Avatar embodiment. Towards a standardized questionnaire. Frontiers in Robotics and AI 5(74), (2018). https://doi.org/10.3389/frobt.2018.00074

  15. Andrew, L., Wallace, R., Sambell, R.: A peer-observation initiative to enhance student engagement in the synchronous virtual classroom: a case study of a COVID-19 mandated move to online learning. J. Univ. Teach. Learn. Prac. 18(4), 184–205 (2021). https://doi.org/10.53761/1.18.4.14

  16. Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.: Gamifying learning experiences: practical implications and outcomes. Comput. Educ. 63, 380–392 (2013). https://doi.org/10.1016/j.compedu.2012.12.020

    Article  Google Scholar 

  17. Ratan, R., Sah, Y.J.: Leveling up on stereotype threat: the role of avatar customization and avatar embodiment. Comput. Hum. Behav. 50, 367–374 (2015). https://doi.org/10.1016/j.chb.2015.04.010

    Article  Google Scholar 

  18. Ducheneaut, N., Wen, M.-H., Yee, N., Wadley, G.: Body and mind: a study of avatar personalization in three virtual worlds. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. Boston, MA, pp. 1151–1160 (2009). https://doi.org/10.1145/1518701.1518877

  19. Herbert, C.: An experimental-psychological approach for the development of character computing. In: Character computing, pp. 17–38. Springer, Cham (2020)

    Google Scholar 

  20. El Bolock, A., Salah, J., Abdelrahman, Y., Herbert, C., Abdennadher, S.: Character computing: computer science meets psychology. In: Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia, pp. 557–562 (November 2018)

    Google Scholar 

  21. Chen, Z.H., Lu, H.D., Lu, C.H.: The effects of human factors on the use of avatars in game-based learning: customization vs. non-customization. Int. J. Human–Computer Interaction 35(4–5), 384–394 (2019)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Cornelia Herbert .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Herbert, C., Dołżycka, J.D. (2022). Personalized Avatars Without Agentic Interaction: Do They Promote Learning Performance and Sense of Self in a Teaching Context? A Pilot Study. In: González-Briones, A., et al. Highlights in Practical Applications of Agents, Multi-Agent Systems, and Complex Systems Simulation. The PAAMS Collection. PAAMS 2022. Communications in Computer and Information Science, vol 1678. Springer, Cham. https://doi.org/10.1007/978-3-031-18697-4_14

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-18697-4_14

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-18696-7

  • Online ISBN: 978-3-031-18697-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics