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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

The Incremental Effects of Ethnically Matched Animated Agents in Restructuring the Irrational Career Beliefs of African American Young Women

January 2010 (has links)
abstract: Although women of color have increased their presence in the workplace, many obstacles restricting career opportunities still exist. It is important that mental health professionals contribute in providing interventions to increase career opportunities for women of color. The purpose of this research is to add to the repertoire of interventions by studying the irrational career beliefs of Black women. This research utilizes the Believe It! program, an online career development program that focuses on altering irrational/maladaptive career beliefs that can prevent young females from pursuing career opportunities. An early study of Believe It! found it to be effective for Caucasian females, however the effects for minority females were less clear. The current study re-examined the effectiveness of Believe It! for minorities by altering the appearance of the animated character within the program. It was hypothesized that young African American women interacting with African American animated agents would display greater rationality in terms of career beliefs compared to young African American women interacting with Caucasian animated agents. Forty-four African American girls between the ages of eleven to fifteen were pre-tested with a battery of assessment devices addressing the irrationality of the girls' career beliefs. The measures included the Career Myths Scale, the Career Beliefs Inventory, the Occupational Sex-role Questionnaire, and the Believe It! measure. Four to eight days later, participants engaged in the online Believe It! Program; they were randomly assigned to either a matched condition (viewing the program with an African American animated agent) or a mismatched condition (viewing the program with a Caucasian animated agent). After completion of the intervention, participants were post-tested with the same assessment battery. MANCOVA and ANCOVA analyses showed that participants in the matched condition consistently benefitted from the matched intervention. Implications for this research are discussed. / Dissertation/Thesis / M.C. Counseling 2010
2

The Incremental Effects of Ethnically Matching Animated Agents in Restructuring the Irrational Career Beliefs of Chinese American Young Women

January 2013 (has links)
abstract: Believe It! is an animated interactive computer program that delivers cognitive restructuring to adolescent females' irrational career beliefs. It challenges the irrational belief and offers more reasonable alternatives. The current study investigated the potentially differential effects of Asian versus Caucasian animated agents in delivering the treatment to young Chinese American women. The results suggested that the Asian animated agent was not significantly superior to the Caucasian animated agent. Nor was there a significant interaction between level of acculturation and the effects of the animated agents. Ways to modify the Believe It! program for Chinese American users were recommended. / Dissertation/Thesis / M.C. Counseling 2013
3

Modeling expressive character motion for narrative and ambient intelligence based on emotion and personality

Su, Wen Poh January 2007 (has links)
Animated agent technology has been rapidly developed to provide ubiquitously psychological and functional benefits for fulfilling communicative goals. However, the character motions of most character-centered models based on pre-stored movement, finite state machine and scripted conditional logic are generally restrictive. The major drawback lies in the lack of maturity of integrating the elements between personality, emotion and behaviour. To bridge the gap between cognitive and behavioural elements, we examine the connections between human personality, emotion, movement and cartoon modeling for the agent design. Human personality and emotional behaviour are the essences in the recognition of a believable synthetic character. Personality and emotion come from the storylines and result in characters’ motions. Cartoon animations successfully engage the audience and create emotional connections with the spectators. However, even a sophisticated animator often faces some difficulties while performing a very laborious task to simulate an emotion- and personality-rich character. This thesis focuses on exploring effective techniques to extract personality and emotion features for a high-level control of character movements. A hierarchical fuzzy rule-based system was constructed, in which personality and emotion were mapped into the body’s movement zones of a character. This facilitates agent designers to control the personality and emotion of a dynamic synthetic character. The system was then applied to a Narrative Intelligent system and extended to an Ambient Intelligent environment. An innovative storyboard-structured storytelling method was devised by using story scripts and action descriptions in a form similar to the content description of storyboards to predict specific personality and emotion. As software or device agents evolve into the Ambient Intelligence, new concepts for effective agent presentations and delegating control are necessary to minimise the human’s tasks and interventions in the complex and dynamic environment. A novel customizable personalised agent framework was developed by utilising the spirit of cartoon animation to match each user’s profile in the form of a cartoon reciprocal agent. As a result, users could explicitly modify personality and emotion values to change the psychology traits of the agent, which would affect their appearance and behaviour through body posture expression. An evaluation of the system was conducted to verify the effectiveness and the applicability in both Narrative and Ambient intelligent agent frameworks. The significance of this research is that applying higher cognitive factors to animated characters can lead to a better animation design tool and reduce strenuous animation production efforts in agent designs. It will also enable animated characters to embody more adaptive, flexible and stylised performance.

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