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Creating Relationships with Computers and Robots                  13

                              feedback gained to design artifacts which are more socially competent in the
                              future. Sparky is not autonomous but teleoperated, since the current state of the
                              art in mobile and social robotics does not permit to achieve complex and rich
                              enough interactions. In addition to facial expression, Sparky makes extensive
                              use of its body (e.g., posture, movement, eye tracking, mimicry of people’s
                              motions) to express emotion and to interact with humans. The authors report
                              and discuss very interesting observations of people interacting with the robot,
                              as well as the feedback provided in interviews with some of the participants in
                              the experiments and with the operators of Sparky.

                              2.6     Interactive Education and Training

                                Virtual training environments can provide (compared with field studies) very
                              cost-efficient training scenarios that can be experimentally manipulated and
                              closely monitor a human’s learning process. Clearly, interactive virtual train-
                              ing environments are potentially much more ‘engaging’ in contrast to non-
                              interactive training where relevant information is provided passively to the
                              user, e.g. in video presentations. The range of potential application areas is
                              vast, but most promising are scenarios that would otherwise (in real life) be
                              highly dangerous, cost-intensive, or demanding on equipment.
                                Similarly, Socially Intelligent Agents in children’s (or adult’s) education can
                              provide enjoyable and even entertaining learning environments, where children
                              learn constructively and cooperatively. Such learning environments cannot re-
                              place ‘real life’ practical experience, but they can provide the means to cre-
                              atively and safely explore information and problem spaces as well as fantasy
                              worlds. Using such environments in education also provides useful computer
                              skills that the children acquire ‘by doing’. Education in such systems can range
                              from learning particular tasks (such as learning interactively about mathemat-
                              ics or English grammar), encouraging creativity and imagination (e.g. through
                              the construction of story environments by children for children), to making a
                              contribution to personal and social education, such as getting to know different
                              cultures and learning social skills in communication, cooperation and collabo-
                              ration with other children that might not be encountered easily in real life (e.g.
                              children in other countries).
                                In chapter 22 Jonathan Gratch describes ‘socially situated planning’ for de-
                              liberate planning agents that inhabit virtual training environments. For training
                              simulators, in order to be believable, not only the physical dynamics, but also
                              the social dynamics and the social behavior of the agents must be designed
                              carefully. For learning effects to occur, such training scenarios need to be ‘re-
                              alistic’ and believable enough to engage the user, i.e. to let the user suspend
                              the disbelief that this is not ‘just a simulation’ where actions do not matter. In
                              the proposed architecture, social reasoning is realized as a meta-level on top
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