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158   Chapter 5   Understanding how interfaces affect users



















                           Figure 5.1 0 User interacting with Silas the dog in (a) physical world (b) virtual world, and   1
                           (c) close-up of Silas.

                           and have company. He responds to events in the environment; for example, he be-
                          comes aggressive if a hamster enters his patch.
                              A person can interact with Silas by making various gestures that are detected by a
                           computer-vision system. For example, the person can pretend to throw a stick, which
                           is recognized as an action that Silas responds to. An image of  the person is also pro-
                           jected onto a large screen so that he can be seen in relation to Silas (see Figure 5.10).
                           Depending on his mood, Silas will run after the stick and return it (e.g., when he is
                           happy and playful) or cower and refuse to fetch it (e.g., when he is hungry or sad).

                           2.  Animated agents

                          These are similar to synthetic characters except they tend to be designed to play a
                          collaborating role at the interface. Typically, they appear at the side of  the screen
                           as tutors, wizards and helpers intended to help users perform a task. This might be
                          designing a presentation, writing an essay or learning about a  topic. Most of  the
                          characters are designed to be cartoon-like rather than resemble human beings.
                              An example of an animated agent is Herman the Bug, who was developed by In-
                           tellimedia at North Carolina State University to teach children from kindergarten to
                           high school about biology (Lester et al., 1997). Herman is a talkative, quirky insect
                           that flies around the screen and dives into plant structures as it provides problem-
                          solving advice to students (See Figure 5.11 on Color Plate 7). When providing its ex-
                          planations  it  performs  a  range  of  activities including  walking,  flying, shrinking,
                          expanding, swimming, bungee jumping, acrobatics, and teleporting. Its behavior in-
                          cludes 30 animated segments, 160 canned audio clips, and a number of songs. Herman
                          offers advice on how to perform tasks and also tries to motivate students to do them.


                          3.  Emotional agents
                          These are designed with a predefined personality and set of  emotions that are ma-
                          nipulated by users. The aim is to allow people to change the moods or emotions of
                          agents and see what effect it has on their behavior. Various mood changers are pro-
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