Skip to main content
Log in

Design and implementation of an educational virtual pet using the OCC theory

  • Original Research
  • Published:
Journal of Ambient Intelligence and Humanized Computing Aims and scope Submit manuscript

Abstract

This paper presents the design and implementation of a virtual pet with educational purposes. Because owners experience a wide range of emotions as a result of interactions with their virtual pets, the goal of this software is capture the attention of children by taking advantage of the emotional ties which form, using playtime to introduce educative elements. With this in mind, it is possible to make conscious the process whereby children are most likely to quit eating candy to achieve healthy eating habits. It models a virtual pet using Ortony, Clore and Collins’ theory as a framework to implement a cognitive structure of emotions and a Behavior Cognitive Task Analysis to elucidate the components necessary to simulate behaviors. The designed system utilizes a fuzzy cognitive map like engine inference. The latter is the product of a causal matrix that takes into account all the elements included in the behavior we want to simulate.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4
Fig. 5
Fig. 6
Fig. 7
Fig. 8
Fig. 9

Similar content being viewed by others

References

  • Boyce C, Neale P (2006) Conducting in-depth interviews: a guide for designing and conducting in-depth interviews for evaluation input. Pathfinder International. Available at http://www.pathfind.org/site/PageServer?pagename=Pubs_MandE_Guides

  • Fogg BJ (2003) Persuasive technology: using computers to change what we think and do. Elsevier, USA

    Google Scholar 

  • Klopfer E (2008) Augmented learning: research and design of mobile educational games. MIT Press, USA

    Google Scholar 

  • Kosko B (1986) Fuzzy cognitive maps. Int J Man-Machine Stud 24:65–75

    Article  MATH  Google Scholar 

  • Laureano-Cruces A, De Arriaga F (2000) Reactive agent design for intelligent tutoring systems. Cybern Syst (Int J) 31:1–47

    MATH  Google Scholar 

  • Laureano-Cruces A, De Arriaga F, Garcia-Alegre M (2001) Cognitive task analysis: a proposal to model reactive behaviors. J Exp Theor Artif Intell 13:227–239

    Article  MATH  Google Scholar 

  • Laureano-Cruces A, Ramirez-Rodriguez J, Mora-Torres M, Espinosa-Paredes G (2006) Modeling a decision making process in a risk scenario: LOCA in a nucleoelectric plant using fuzzy cognitive maps. Res Comput Sci 26:3–13

    Google Scholar 

  • Laureano-Cruces A, Ramirez-Rodriguez J, Mora-Torres M, De Arriaga F, Escarela-Perez R (2010a) Cognitive-operative model of intelligent learning system behavior. Interact Learn Environ 18–1:11–38

    Article  Google Scholar 

  • Laureano-Cruces A, Mora Torres M, Ramirez Rodriguez J, Gamboa-Rodriguez F (2010b) Implementation of an affective-motivational architecture tied to a teaching-learning process. In: Proceedings de E-Learn 2010 World conference on E-learning in corporate government, healthcare, & higher education, pp 1930–1938. ISBN: 1-880094-53-5. Orlando, USA, October 18–22

  • Levy D (2010) Falling in love with a Companion. In: Wilks Y (ed) Close engagements with artificial companions, key social psychological, ethical and design issues. John Benjamins Publishing Company, The Netherlands, pp 89–94

    Google Scholar 

  • Loewenstein G, Lerner JS (2003) The role of affect in decision making. In: Davidson RJ, Scherer KR, Goldsmith HH (eds) Handbook of affective sciences. Oxford University Press, Oxford, pp 619–642

    Google Scholar 

  • Melson GF, Kahn PH Jr, Beck A, Friedman B (2009) Robotics pets in human lives: implications for the human-animal bond and for human relationships with personified technologies. In: Knight S, Herzog H (eds) New perspectives on human–animal interactions: theory policy and research. Wiley, New York, pp 545–568

    Google Scholar 

  • Miao Y, Liu ZQ (2000) On causal inference in fuzzy cognitive maps. IEEE Trans Fuzzy Syst 8(1):107–119

    Article  Google Scholar 

  • Mora-Torres M, Laureano-Cruces A, Ramirez-Rodriguez J, Espinosa-Paredes G (2009) Analysis and design of the representation of the knowledge for the implementation of a distributed reasoning. En Revista de Matematica: Teoria y Aplicaciones 16(2): 267–281. Universidad de Costa Rica. Zentralblatt MAT. ISSN: 1409–2433, Latindex: 1409–2433

  • Mora-Torres M, Laureano-Cruces AL, Velasco-Santos P (2011) Estructura de las Emociones dentro de un Proceso de Enseñanza-Aprendizaje. Revista Perfiles Educativos-UNAM, XXXIII(131):64–79, January–March 2011. ISSN: 0185-2698. http://www.iisue.unam.mx/seccion/perfiles/

  • Nishida T (2010) Modeling machine emotions for realizing intelligence—an introduction. In: Nishida T, Jain LC, Faucher C (eds) Modeling machine emotions for realizing intelligence: foundations and applications. Springer, Berlin, pp 15–34

    Chapter  Google Scholar 

  • Ortony A, Clore GL, Collins A (1988) The cognitive structure of emotions. Cambridge University Press, Cambridge

    Book  Google Scholar 

  • Oxoby M (2003) The 1990s American popular culture through history. Greenwood Publishing Group, United States of America

    Google Scholar 

  • Pelaez CE, Bowles JB (1995) Applying fuzzy cognitive maps knowledge-representation to failure modes effects analysis. In: IEEE proceedings of the annual reliability and maintainability symposium. IEEE Publishing, Piscataway, NJ, pp 450–456

  • Picard RW (1997) Affective computing. MIT Press, Cambridge

    Google Scholar 

  • Prairie Research Associates, Inc. (2001). The in-depth interview. Prairie Research Associates, Inc. (TechNotes), Winnipeg. Available at http://www.pra.ca/resources/pages/files/technotes/indepth_e.pdf

  • Stern A (2002) Creating emotional relationships with virtual characters. In: Trappl R, Petta P, Payr S (eds) Emotions in humans and artifacts. MIT Press, Cambrige, pp 333–362

    Google Scholar 

  • Vallverdu J, Casacuberta D (2008) The panic room: on synthetic emotions. In: Briggle A, Waelbers K, Brey P (eds) Current issues in computing and philosophy. IOS Press, Netherlands, pp 103–115

    Google Scholar 

Download references

Acknowledgments

This work is part of the Soft Computing and Applications research within the Emotions research section, funded by the Universidad Autónoma Metropolitana; the authors also want to acknowledge the enthusiasm of Arturo Rodriguez-Garcia (CVU: 330563); a student in the Universidad Nacional Autonóma de México Postgraduate Program in Computer Science and Engineering and supported by the National Counsel for Science and Technology-MEXICO.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ana Lilia Laureano-Cruces.

Rights and permissions

Reprints and permissions

About this article

Cite this article

Laureano-Cruces, A.L., Rodriguez-Garcia, A. Design and implementation of an educational virtual pet using the OCC theory. J Ambient Intell Human Comput 3, 61–71 (2012). https://doi.org/10.1007/s12652-011-0089-4

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s12652-011-0089-4

Keywords

Navigation