Tuesday, September 26, 2006

pOddcasts?? 

Why is it that sometimes animated characters make content more compelling and sometimes they seem, well, creepy? It seems like this can be the case, even for the same use, but just with different viewers. My friend and colleague, Professor Mark Salisbury, produces 2-3 minute segments on Knowledge Management for an NPR affiliate in Albuquerque, New Mexico among other locations. There are quite a few of these segments (and some supporting graphics) available on his web site (sample radio segments). I genuinely enjoy the segments for their content, as well as the recollections they inspire of good times and good fun working with Mark.

Recently he started using the Oddcast hosting service SitePal to make what I would call "pOddcasts" like this, The Knowledge Worker. I've heard about the research on animated characters and understand the need to more clearly personify the characters or vignettes in elearning-- I even encouraged it while at Macromedia (Animated Talking Characters for Elearning). However, in this case the technology just doesn't add value for me. I don't know if it is because I know Mark and have seen him speak, or because of my demographic (40+, non-gamer), or whatever.

Has anyone else run into this experience with virtual characters? I saw a presentation at the Learning 2005 conference that was titled, Can Virtual Characters Produce Real Results in Simulations? I really enjoyed the presentation by Tomas Ramirez and Greg Sapnar of Bristol-Myers Squibb. They cited some good fundamental research on use of virtual characters and included tools like a Virtual Character Decision Maker's Matrix job aid (from Night Kitchen Media) for selecting and developing characters. They referenced the work of Clark/Lyons and Reeves-Nass on virtual characters. This makes me wonder, was the issue for me that there already was a real character in my mind, so there is some sort of disonance when I see the virtual Mark? How can one ensure that virtual characters increase effectiveness and comfort for the learner?

Does anyone have other thoughts about this or pointers to relevant research?

Comments:
Tom,

Interesting discussion about computer generated figures being creepy or just plain helpful.

Sometimes I think avatars or computer generated animated trainers are a solution looking for a problem. A better solution might be to use an avatar in an environment like Second Life for learning...then again one needs to be tuned into that "gamer" world to really be comfortable...

I know because my son (12...a Gamer 4.0) has navigated the heck out of Second Life while I am still trying to figure out how to buy a hat for my avatar. But getting back to the topic at hand...and ignoring whether or not the avatar works with Mark's stuff...

One advantage is that because avatars are computer generated each virtual trainer can be chosen by the learner to be the gender, age or ethnicity that the learner desires.

Amy L. Baylor, founder of The Center for Research of Innovative Technologies for Learning (RITL) which is creating these virtual trainers has found that learners tend to choose virtual trainer types that were similar in ethnicity to the learner. The center is funded by National Science Foundation monies to explore avatars for online learning.

Also, She has found that female avatars seem to be better at motivating learners than male versions.

You can learn more about her work at
Center for Research of Innovative Technologies for Learning
 
Tom,

Interesting discussion about computer generated figures being creepy or just plain helpful.

Sometimes I think avatars or computer generated animated trainers are a solution looking for a problem. A better solution might be to use an avatar in an environment like Second Life for learning...then again one needs to be tuned into that "gamer" world to really be comfortable...

I know because my son (12...a Gamer 4.0) has navigated the heck out of second life and I am still trying to figure out how to buy a hat from my avatar. But getting back to the topic at hand...and ignoring whether or not the avatar works with Mark's stuff...

One advantage is that because avatars are computer generated each virtual trainer can be chosen by the learner to be the gender, age or ethnicity that the learner desires.

Amy L. Baylor, founder of The Center for Research of Innovative Technologies for Learning (RITL) which is creating these virtual trainers has found that learners tend to choose virtual trainer types that were similar in ethnicity to the learner. The center was funded by National Science Foundation Monies to explore avatars for online learning.

Also, She has found that female avatars seem to be better at motivating learners than male versions.

You can learn more about her work at
Center for Research of Innovative Technologies for Learning
 
One thing that can make a big difference is the skill of the designer in writing the character. I think that characters that are flat (those whose actions I can predict after a short period of time) can quickly become annoying, rather than helpful. If however, the avitar is a complex character, with varying moods, emotions and behaviors he/she is much more engaging.

A little creative writing can go a long way. I think it's fun to have an avitar who has a story that the learner can influence through their actions. It gets the learner emotionally involved in the program. They may even forget they are learning!
 
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