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14                                             Socially Intelligent Agents

                             of a general purpose planning layer. The system’s capabilities are illustrated
                             with interactions between two synthetic characters, Jack and Steve, who have
                             conflicting goals. Changing variables in the system leads to different types of
                             interactions, rude as opposed to cooperative interaction. While subtleties of so-
                             cial behavior cannot be modeled, experience in real-world military simulation
                             applications suggests that some social interactions can be modeled adequately.
                               Chapter 23 discusses the design of empathic ambience in the context of
                             computer-based learning environments for children. A key factor in human
                             social understanding and communication is empathy which helps people to
                             understand each other’s perspectives, and to develop their own perspectives.
                             Bridget Cooper and Paul Brna argue that the ambience in learning environ-
                             ments depends on the quality of communication and interaction. This am-
                             bience can be supported by empathic design which takes into account inter-
                             actions, emotions, communication and social relationships. A ‘pedagogical
                             claims analysis’ (a participatory design) methodology is used in the evaluation
                             of the design process, involving both teachers and pupils. The chapter dis-
                             cusses the design and support of empathy and reports on work that studies the
                             role of empathy in teacher/pupil relationships. Results in classrooms suggest
                             that the approach taken created a positive model of how teachers and children
                             can work together with computers in the classroom setting.
                               In chapter 24 Isabel Machado and Ana Paiva describe some design deci-
                             sions taken in the construction of a virtual story-creation environment called
                             Teatrix. In Teatrix children can collaboratively create and reflect upon virtual
                             stories. Story-telling is not only an enjoyable activity for children (and adults)
                             but also an important element in a child’s cognitive and social development.
                             Each character in the virtual game has a certain role and a certain function in
                             the story. Children can control the characters which can also act autonomously.
                             Children can communicate through their characters by letting them interact or
                             ‘talk’ to each other. Tests with children showed the need for a higher level of
                             understanding of the characters’ behavior. This led to the development of a
                             meta-level control tool called ‘hot seating’. Here, children take the character’s
                             viewpoint and have to justify its behavior which can give children a chance to
                             reflect on and better understand the character’s actions.
                               Chapter 25 describes work done by an intergenerational design team where
                             children are design partners in the construction of new story-telling technol-
                             ogy for children. Such technology includes the emotional robotic storyteller
                             PETS and the construction kit Storykit that allows children to build interac-
                             tive physical story environments. Jaime Montemayor, Allison Druin and Jim
                             Hendler use the design methodology of ‘cooperative inquiry’ where children
                             are included as design partners. PETS is a robotic story-telling system that
                             elementary school age children can use to build their own robotic animal pet
                             by connecting body parts. A particular software (My PETS) can be used to
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