Intercultural-role Plays for e-Learning using Emotive Agents
Cat Kutay
1
, Samuel Mascarenhas
2
, Ana Paiva
2
and Rui Prada
2
1
Computer Science and Engineering, The University of New South Wales, Sydney, Australia
2
Instituto Superior Técnico-UTL, INESC-ID, TagusPark, Porto Salvo, Portugal
Keywords: eLearning Culture, Emotive Agents.
Abstract: This paper presents joint work between an Australian team developing role-based games for experiential
learning of Aboriginal culture, and a Portuguese research department developing interactive modules to
create believable agent reactions in virtual environments. The game incorporates recorded stories in an
online system to teach culture. Teaching scenarios group the narratives along a learning path, but their
presentation in the game requires an emergent narrative to provide the flow through agents that reacts to the
players’ actions and enacts significant aspect of the culture. We present here the existing agent modules and
how they will be used in this project and the challenges in extending the work to this new domain.
1 INTRODUCTION
When confronted with cultures with widely different
priorities and forms, we are often quite unaware of
the effect these rules can have on relations between
individuals and groups. In this project we are aiming
to teach a historical perspective of the Aboriginal
culture of Australia that has been largely subsumed
and denied within the mainstream culture. However
the culture continues to exist and individuals
continue to practise the rituals, adhere to the values
or norms and learn from childhood how to read the
symbols of the culture (Hofsted, 1991).
The teaching process to be used is highly
experiential and will incorporate role-playing within
a game that will be built from stories provided by
Aboriginal people. The focus of the teaching is an
example amalgamated from the Aboriginal kinship
systems of Australia.
The kinship system provides a series of rules that
are important within the highly mobile cultures for
maintaining genetic health and communal
responsibilities, but also forms the basis of a highly
complex process of knowledge sharing and learning.
This lends itself to the process of developing an
emergent, self-generated narrative from community
stories (Spaniol et al., 2008) by using an agent-
modelling system to provide realistic agents within a
culture that is different to that of the player (Nazir et
al, 2008); (Endrass et al., 2011) and to support
learner modelling (Aylett et al, 2005).
Simple scenarios are created for the teaching
framework, and then presented in a game format that
varies with the player’s interactions and the
interaction of the agents on the screen through the
agent modelling.
2 LEARNING SYSTEM
The learning system is a Unity game with animated
characters presenting video narratives from
Aboriginal people. The system is to be used at
University as part of the assessable coursework, to
enable students and staff to engage with the culture
and be immersed in the relations between agents.
First the Aboriginal contributors are shown the
video information on the kinship that will also be
shown to the game players. This introduction
material explains the kinship system, using a simple
group format based on sixteen types of group
members, derived from eight generational divisions
and two marriageable divisions. Each of the sixteen
members of the group has specific relation and level
of responsibility to each other member.
Then the authors are asked to contribute stories
of their experience of the various aspects of kinship.
These stories are recorded and presented in the game
as audio, or usually video, recordings.
The authors are then asked to tag their stories.
These include the subject theme of the story (eg
Education, Law, Social Work), the relevant theme
Kutay C., Mascarenhas S., Paiva A. and Prada R..
Intercultural-role Plays for e-Learning using Emotive Agents.
DOI: 10.5220/0004335603950400
In Proceedings of the 5th International Conference on Agents and Artificial Intelligence (ICAART-2013), pages 395-400
ISBN: 978-989-8565-39-6
Copyright
c
2013 SCITEPRESS (Science and Technology Publications, Lda.)
from the introductory material, the kinship role to be
given to their character, and the type of content
(whether it be about living in Aboriginal culture,
living between cultures or the effect of denial of
culture) plus any suggested questions to raise after
the story is viewed. At present we allocate them an s
simple agent that presents their story in the game.
We have developed prototype games that provide
a simple environment for users to navigate a
collection of narratives by Aboriginal people
discussing issues relating to the introductory
material. The aim of this extension work is to
provide parameters that the authors can select for
their character that will guide agent interaction in the
system and provide a representation of cultural
relations to the user. Hence we will add an interface
to select some of the agent modelling parameters
discussed below.
To develop this into a learning system we are
using scenarios that are based on future experiences
our graduates may have with Aboriginal clients and
employers, as when running a health service or
conducting land claims. The scenarios are simple
learning paths that provide an introduction to set the
scene, a goal for the student to complete and then
certain challenges along the way. The example used
in this paper is:
The student is going to work as a teacher at a
school in western Sydney with a high aboriginal
population. They are assigned a kinship role within
the local community. They will be then shown the
kinship role of each agent as they move through the
game. They can work out their relation to that
person and act accordingly or ignore these rules.
The stories that will be available to hear will
therefore be selected on the basis of the main theme
being Education, and a selection of different kinship
relations to the user.
Some of the challenges are presented here under
the kinship theme they relate to:
Totem: The player will be invited on a hunting
trip to collect/catch their own totem. Another elder
person of the same totem will be nearby whom they
should ask for permission to hunt.
Skin Name: The player should speak to people
of the appropriate skin or the stories that are offered
will become more discouraging and illustrate
Aboriginal distrust of the education system.
Communication: A non-Aboriginal character
will prevent the player from teaching the material
they wish to teach. They should call a community
meeting to discuss this or they can confront the other
character alone.
Language: The school library will contain only
simple books even though it caters to high school
students. The player may not notice this or ask the
community why this is. They can then be told stories
on the user of pidgin in teaching Aboriginal people,
government control of education, and so on.
The scenario forms a series of thematic spaces or
rooms the player will go through. At the end of each
room they can be asked questions, or any narrative
can conclude with questions. The aim of using the
agent modelling is to reduce scripting of the
scenarios and increase the automated interaction
between player and agents, as well as between
agents in the game. This will also enable a player to
play the game twice and have a different experience,
or be able to talk with their peers and retell different
stories.
3 AGENT MODELS
The initial agent models used are generic characters
available in Unity, but these will be adapted to the
culture of the contributors by using some
characteristic mannerisms and patterns of behaviour,
including:
Frequent hand signalling related to sign language
Avoidance of direct eye contact
Subtle rather than overt use of emotions
The level to which these aspects will be
portrayed will be selected by the author so as to
reflect the nature of their story. For instance authors
may wish to present a cultural denial story with a
more direct facial approach as this represents honest
of the story in the mainstream culture. By adopting
behavioural aspects to the culture of the player we
can change the users perception to match the
learning needs of that story (Endrass et al., 2011).
However as mentioned above, the actual conveying
of story is usually done by video so the stance and
tone during the story is set directly by the author.
The agent modelling will manage the pre-
narrative and post-narrative actions of the in-game
agents, such as selecting who approaches the player,
who avoids them and what feedback is selected
when the player has finished listening to a story or
exits a theme in the scenario. It will also manage the
score of the player and the reaction of the agents to
this score, which will be effectively a measure of the
community trust. This idea is expanded further in the
next section. Here we look at how the different
cultural aspects will be handled by different parts of
the system.
3.1 Agent Appraisal Modelling
The timing and level of the reaction of the agents to
the player, and interactions in the game between
agents will need to be developed using agent
modelling to create a flow to the scene. For instance
if the player is losing many points, the authors with
cultural denial stories will be selected for the scene.
The software component that drives character
behaviour will be based on FAtiMA (Dias et al,
2011) an agent architecture that uses the OCC
appraisal theory (Ortony et al, 1988) which defines
the concept of emotion as bipolar or valenced
reactions to an event. The emotion is generated from
a subjective evaluation according to the agents
goals, standards and beliefs.
The advantage of using the OCC-model for
modelling emotions is that it provides a formal
description of many independent affective outcomes
The OCC model is used to provide a relative
emotional state based on individual events, actions,
and symbols:
Rituals: Aboriginal society is rich in rituals that
provide guidance for evaluating the consequences of
an event.
Values: Aboriginal knowledge system provides
clear values about environmental care and respect
for others, which guide the evaluation of the actions
of others.
Symbols: Aboriginal symbolism will be used only
in the use of sign language and modelling mentioned
above which define what is appealing or not.
3.2 Agent Deliberative Modelling
The deliberative layer of FAtiMA uses the perceived
event to activate predefined goals, and the agent will
then select between competing alternative goals.
Here the cultural goal selection process calculates
the cultural utility for active goals.
We use rituals as corresponding to a predefined
sequence of actions that should be performed once
the context of the ritual is reached. This is
implemented in the architecture by creating a special
type of goal that includes a predefined plan, and
with the parameters that compose a ritual.
When a ritual is initialised, the planner creates an
initial plan with the steps required and can alter the
plan to achieve the goal of the ritual.
3.3 Agent Reactive Modelling
The following dimensions of cultural difference
between the agents and the player, and between
agents are used to represent different cultural
approaches. A survey reported in Reece et al (2010)
provided the initial modelling, however this study
was for a specific culture of Northern Queensland.
Power Distance Index PDI: In Aboriginal cultures
people tend to regard others as equals while
retaining some formal status. In mainstream
Australian society respect for more experienced
members of society has been lost.
Individualism IDV: Aboriginal cultures are high in
collectivism, with individuals integrated into groups
with reciprocal responsibilities. In mainstream
Australia, people stress the importance of personal
achievements and individual rights.
Masculinity MAS: Aboriginal cultures can be
matrilineal or patrilineal, while the patrilineal
cultures have respect for the co-existing women’s
society within their own culture. Therefore
relationships and quality of life are more important
within the cultures. Mainstream Australia is a very
masculine culture so favours assertiveness, ambition,
efficiency, competition, and materialism.
Uncertainty Avoidance Index UAI: This
dimension indicates to what extent people prefer
structured over unstructured situations. In
mainstream Australia, people have as few rules as
possible, and unfamiliar risks and ambiguous
situations cause less discomfort. In Aboriginal
cultures, people tend to have strict laws and rules
and also various safety measures to avoid the novel.
Long-Term Orientation LTO: Indicates to what
extent the future has more importance than the past
or present. Australian Aboriginal culture are viewed
as oriented towards present benefits, but their
traditions are highly adaptable to the changing
climate and conditions, while still fulfilling
reciprocal social obligations. The mainstream
culture focus on progress and change but have a
short term orientation.
3.4 Combining the Modelling
A similar application developed to enable history
students to learn from a past culture (Bogdanovych
et al., 2009) uses cultural norms of behaviour
characterised through the notion of cultural
institutions, as the carriers or knowledge. In this
previous example the culture was based around the
technology and environment of the society, and the
cultural institutions consisted of (amongst other
aspects) roles, relationships between roles, flow
between roles and norms of behaviour for roles.
However this project modelled explicit cultural
aspects that have to be individually coded. Work
with agent models such as FAtiMA deal with
implicit cultural aspects that can have an explicit but
subtler reactive effect on character behaviour, and
also handle the interaction between the different
cultural dimensions and social norms.
4 AGENT MODEL DESIGN
For these reason we are investigating the use of
FAtiMA architecture for modelling this culture, and
we will use the following three modules:
Cultural Component: Implements cultural-
dependent behaviour of agents through the use of
rituals, symbols and cultural values, relating to the
above dimensions. This component determines a
Praiseworthiness appraisal variable based on cultural
values and the impact actions have on the
motivational states of the agents. For instance, the
more collectivistic the agent’s culture is, the more
praiseworthy is an action that positively affects the
need of others in the group to the detriment of the
agent’s own needs. This would implement the
Aboriginal system of knowledge sharing that links to
the totem groups and prevents the holder of a totem
from eating their totem while providing knowledge
to others how to hunt the animal.
Social Behaviour: Provides modification of
decision making in implementing cultural rules
depending on the social importance of the agents
and rules of interaction that are denoted by the
kinship relationship.
Theory of Mind Component: This creates a model
of the internal states of other agents. This component
determines the desirability of an event for others by
simulating their own appraisal processes.
Also the Reactive and Deliberative Components are
used by these components.
4.1 Modelling Aboriginal Culture
The features of social relationships that lend
themselves to automated scripting, and hence simply
development of the games, are:
Story selection by tagging:
Kinship relations that dictate the generational
status and rituals of interaction between characters.
This will also help randomise the stories that
agents wish to share with the player. Since the
player’s tag is randomly assigned, and the main
knowledge sharers will be their parents and
grandparents, mostly stories with these tags will be
shared in a session.
Knowledge sharing processes where knowledge is
shared with the learning in increasing order of
complexity, within a theme. Hence an author’s
video may be divided into introduction and fuller
version as well as author being able to tag their
stories as being further examples of another story
in the repository. Also the communication needs
will effect story sharing in that it is important for
those of specific totems to share.
Agents will know which other stories are relevant
to either their story or the player’s tag, so can
advise on who to talk to next through the text
interface
Using stories from different uploads to the
repository so the knowledge is continually
updated, but old stories retain relevance.
Select different narrative styles for each player to
hear to help the learning process for different
learning styles. The narrative style will be tagged
on each narrative.
Movement of Agents in game scene:
Agents will approach the user if they have a story
to share and will move away if they do not wish to
share. This desire be assessed using the above
rules (PDI).
If the player focuses on stories from only a few
people, others will distrust them but will meet
together on screen away from the player,
reinforcing collective knowledge sharing (IDV).
Agents will not always be there to give an
expanded story, the player will be told they have
gone on business. If the player waits for them then
they will get bonus information to help them in the
scenario (LTO).
Agents will tend to move in groups based on their
sex, but each role in a scenario will be taken
alternatively by different sexes (MAS)
Agents will tend to avoid the player at first them
become more used to their presence as they are
seen to learn more stories (UAI).
Generation of Feedback to learner using text:
The initial scenario will be scripted, with
introduction material and pointers along the way to
guide the player
In addition to telling the stories, agents will have
the option to add text based comments or
questions. Authors may add a question to be
displayed at the end of their narrative
The user can select certain actions in the
community, such as group meetings or hunting
trips. The number of agents that respond will
depend in the level of trust they have in the
community.
Community Trust as the assessment parameter:
The level of trust of a player within the community
will be an influential factor in agent interactions
with the player. This will be assessed from the
number of stories heard, who from, and the time
the player has been in the game (hanging around
the community)
Trust will also be evaluated from the player’s
response to certain scenario situations, that is, the
player’s score so far.
When trust is lost within the game, the user will
have options to regain trust through a process
where they are required to hear the stories of how
their actions, and the actions of those before them,
have affected people’s lives.
4.2 Modelling Process
The agent modelling is based on the FAtiMA model
(see Figure 1) and relates to the components shown
as follows:
Figure 1: Adapted from the full FAtiMA Architecture
presented in Mascarenhas et al. 2010.
The scenario will set up the overlying rules and
assessment point system, specifying the scene and
what is a good or bad goal in the game.
The rules relating to rituals as goals for the
agents will be updated by the ability to complete a
ritual given the state of the world and the other
agents, and players, responses.
The rules of interaction of characters with each
other will be based on a group of parameters relating
to the above five cultural aspects with strong
preference for the Aboriginal viewpoint.
The agent’s mood is evaluated using the OCC
theory of emotions as a method of appraising events
or situations for aspects such as Desirability and
Praiseworthiness that are handled by the cultural
reactive appraisal layer.
To express the mood evaluated by FAtiMA,
individual animations will be selected for the agent’s
character by the author. This will specify the limits
of the expressiveness of that character, such as how
much the character expresses happiness or sadness.
Indigenous users will evaluate the modelling of their
agent’s parameters.
5 INITIAL SCENARIO
The first scenario being run in FAtiMA describes the
protocol of hunting. In the scenario the user has been
asked by an agent to join a hunting expedition.
They will learn social protocols from the agents
if they follow the correct protocols as given to them.
These relate to four components:
Totem: they may not be involved in a hunt of their
own totem.
Skin name: They should not speak directly to their
grandparent (two skin level up) without introduction.
Communication: They should not confront people
directly for request but first engage in conversation.
Language: They should not assume that agents can
speak or understand English, but include them still
in their communication through other means.
We use a scenario that specifies the agents and
their parameters relating to the four components
above; the cultural rules that the user is to extract
from their experience; the actions agents and the
user can take in the scenario, and the single goal to
join the hunting group. The emotional thresholds are
set once across all agents.
The user can then step through a selection of
options as to how they deal with the problem, and
receive the response that is appropriate to the
cultural rules plus feedback from the mood of the
agents, or they can ask for assistance and watch the
agents step through the same process with the user
as observer.
5.1 Modelling Issues
The existing modelling system calculates the user’s
Social Importance within the culture. This provides
an additive value of the user’s actions within the
culture, and forms a transparent marking scheme.
However issues that arise in the existing system
when modelling such a different culture include:
Cyclical nature of Aboriginal relationships
Lack of good-evil dichotomy to guide heuristic
evaluation of actions
Tracking the complex requirements of obligation
and responsibility.
6 CHALLENGES
The first challenge we face in this work is the
development of a range of cultural ‘stereotypes’ that
are acceptable to the Aboriginal authors using the
system as valid representations of their culture or if
they feel other aspects are more significant.
The next relates to the creation of rules that
reflect the balance between the cultural rituals and
the social values and cultural dimensions that
moderate the application of these rules. While
Aboriginal culture has many rituals, the complexity
and subtlety of these has been developed by one of
the oldest cultures in the world, so it will be hard to
emulate these using computer modelling.
Then we will look at the aspects of culture that
are not represented in the existing agent modelling
system as listed above. These are also significant for
the learner modelling system within the game as the
kinship system also relates to the teaching models
used for knowledge sharing with the community.
For instance the Mood of the agents will reflect their
ability to carry out their social obligations, which
will depend on the hindrance or compliance by the
user.
The final challenge will be to link the different
aspects of the system into a connected whole. These
are the individual’s stories; the game scenario
developed by the teacher; the characters in the game
with their specific animations; and the agents
controlling the characters.
7 CONCLUSIONS
The application of an existing agent cultural
modelling system to a very different culture will
provide both challenges in design and an opportunity
to verify the flexibility of the system. While there
are many aspects of Aboriginal culture that are
related to other cultures, there are also a lot of
different approaches to knowledge sharing which
will be relevant when providing a learning
environment in which users can immerse in the
culture.
We aim to make the learning environment reflect
as many aspects of the culture being learnt as
possible. We will not be using this adaption to make
the player more ‘comfortable’ (Endrass et al, 2011)
as this will not be their own culture they are
experiencing, but we will help them to gain a better
grasp of the subtle differences that arise from a
different value system.
ACKNOWLEDGEMENTS
This work was supported by national funds through
FCT – Fundação para a Ciência e a Tecnologia,
under project PEst-OE/EEI/LA0021/2011.
Also the Australian Government Office for
Learning and Teaching has provided support for this
project in Australia. The views in this project do not
necessarily reflect the views of the Office.
REFERENCES
Aylett, R. S. Louchart, S., Dias, J., Paiva, A. and Vala. M.,
2005. Fearnot!: an experiment in emergent narrative.
In Lecture Notes in Computer Science, Springer-
Verlag, London, UK, UK 305-316.
Bogdanovych, A. Rodriguez, J. A. Simoff, S. Cohen A.
and Sierra C, 2009. Developing Virtual Heritage
Applications as Normative Multiagent Systems. In
proceedings of the Tenth International Workshop on
Agent Oriented Software Engineering AOSE,
Budapest, Hungary, 10-15 May.
Dias, J. Mascarenhas, S. Paiva A., 2011. FAtiMA
Modular: Towards an Agent Architecture with a
Generic Appraisal Framework. In Workshop in
Standards in Emotion Modeling, Leiden, Netherlands.
Endrass, B, Andre, A, Rehm M, Lipi, A. and Nakano, Y.
2011. Cultural related difference in aspects of
behaviour for virtual characters across Germany and
Japan. Proc 10th Intl Conf on Autonomous Agents and
multi agent systems (AAMAS 2011), pp 441-8.
Hofstede G., 1991. Cultures and Organisations. McGraw-
Hill, London.
Mascarenhas, S., Dias, J, Prada, R. and Paiva, A, 2010. A
dimensional model for cultural behavior in virtual
agents, Applied Artificial Intelligence, 24, pp. 552–
574.
Nazir, A, Lim, M Y, Kriegel, M, Aylett, R, Cawsey, A,
Enz, S, Rizzo, P. and Hall, L, 2008. ORIENT: An
Inter-cultural role-play game. In Proceedings of
Narrative in Interactive Learning Environments 2008
conference NILE, 6-8 Aug 2008, Edinburgh.
Ortony, A., Clore, G., and Collins, A., 1988. The
Cognitive Structure of Emotions. New York, NY:
Cambridge University Press.
Reece, G., Nesbitt, K., Gillard, P., & Donovan, M. (2010).
Identifying cultural design requirements for an
Australian Indigenous website. Proceedings of the
11th Australian User Interface Conference, Brisbane.
Spaniol, M., Cao, Y., Klamma, R., Moreno-Ger, P.,
Fernández-Manjón, B., Sierra, J. L., et al. (2008).
From Story-Telling to Educational Gaming: The
Bamiyan Valley Case. In F. Li, J. Zhao, T. Shih, R.
Lau, Q. Li, & D. McLeod (Eds.), Advances in Web
Based Learning - ICWL 2008: 7th International
Conference Springer, Berlin pp. 253-264.