[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"doc-detail-119924-en":3,"doc-seo-119924-105":30,"detail-sidebar-cat-0-en-105":91},{"code":4,"msg":5,"data":6},0,"success",{"doc_id":7,"user_id":8,"nickname":9,"user_avatar":10,"doc_module":4,"category_id":11,"category_name":12,"doc_title":13,"doc_description":14,"doc_content":15,"file_id":16,"file_url":17,"file_type":18,"file_size":19,"view_count":4,"is_deleted":4,"is_public":20,"is_downloadable":20,"audit_status":20,"page_count":21,"language":22,"language_code":23,"site_id":24,"html_lang":23,"table_of_contents":25,"faqs":26,"seo_title":27,"seo_description":14,"update_tm":28,"read_time":29},119924,4810365810221,"Aurora","https://ap-avatar.wpscdn.com/davatar_155a257f0dc6eb9ab79c44ca47cae57d",8,"Research & Report","Machine Learning-Driven Avatars in Education - Course and Results","Machine learning-driven virtual characters can increase learner engagement, yet many educators view this approach as too expensive and complex. Recent advances in machine learning facial action coding and motion capture make virtual avatars more attainable for instructional content creation. “Introduction to Virtual Avatars for Instruction” was designed to equip educators with key technologies, terms, and examples, and to address negative attitudes toward cost, required skills, and effectiveness. Participant results (n = 15) showed improved understanding of core concepts and a shift away from implementation concerns.","Machine Learning-Driven Avatars in Education  \nJesse Thompson  \nLearning Design and Technology  \nUniversity of Hawai'i at Mānoa  \n[jessetho@hawaii.edu](jessetho@hawaii.edu)  \nAbstract  \nFor new and existing educators, using virtual characters as pedagogical agents has been shown to increase learner engagement; however, many perceive this technique as costly and complex. Recent advances in machine learning-based facial action coding recognition have made implementing virtual characters into content more accessible and affordable than ever. Introduction to Virtual Avatars for Instruction is a course designed to bridge this gap and change educators’attitudes about virtual character-led instruction. The course aimed to provide learners with the key technologies, terms, and examples needed to add virtual characters to instructional content. Results from participants (n = 15) showed an increased understanding of key terms and concepts. Attitudinal changes demonstrated a shift away from concerns regarding the cost and skills required to implement virtual characters.  \nIntroduction  \nProblem Statement  \nMotion capture is a technology that captures a subject’s movement and imposes their actions onto a digital character and has become a vital tool for producing animation for characters in games and films. Though innovative in capturing performance for media, it has been out of reach for most instructional content creators due to its high cost and complexity in implementation. However, recent advances in machine learning-based motion capture challenge historical perceptions of the costs and complexity of creating engaging instructional media through animation and digital characters.  \nAccording to An and Racelis-Russell (2023), virtual content creators have risen in the entertainment and informal learning spaces. Experiencing explosive growth during th COVID-19 pandemic. These virtual content creators primarily utilize new camera-based motion capture technology to drive animation and act as 2D and 3D virtual characters. While most of these content creators have focused on streaming gaming content, a small segment has successfully created instructional content around tools, game engines, and art. Such technologies have yet tobe widely adopted in creating instructional content. Traditional animation approaches make it challenging to implement live interaction in synchronous instruction, as most animation would need to be planned for and created beforehand.  \nAs a result, many instructional content creators may miss out on the opportunity to improve engagement in their instructional content due to their perception of the cost, complexity,  \nand effectiveness of animation driven by motion capture. An excellent example of the potential of this technology can be seen in the work of WoodyDev, who uses a puppet-like digital avatar in the Unreal Engine to teach skills in game development in the Unreal Engine (WoodyDevs, 2023) . This project aims to tackle the negative perceptions and attitudes instructional content creators may hold regarding the effectiveness, complexity, and benefits of implementing animation for instruction.  \nTarget Audience  \nThis project intends to target content creators with multimedia or instructional design backgrounds who desire to make more engaging content but feel that using virtual characters and animation is too costly or complicated. Many may need more resources to utilize more engaging instructional strategies, such as custom applications and traditional premade animation. They may have yet to be formally trained in instructional strategies. The audience's cognitive characteristics are that many have completed or are enrolled in higher education with specialized knowledge related to their study area. Given their access to video games, on-demand video content, and animation, many may have experience utilizing video content creation tools.  \nGiven the target audience’s familiarity with video in online learning, in","cbCaihV4GadmYKEg","https://ap.wps.com/l/cbCaihV4GadmYKEg","pdf",4173040,1,28,"English","en",105,"# Abstract\n# Introduction\n## Problem Statement\n## Target Audience\n## Project Need\n# Literature Review\n## Overview\n## Perceptive Biases in Implementing Animation","[{\"question\":\"Why are virtual avatars considered costly or complex for educators?\",\"answer\":\"Educators often perceive avatar-based instruction as difficult to implement because traditional animation and motion-capture workflows require significant cost and complexity.\"},{\"question\":\"What learning outcomes did the course “Introduction to Virtual Avatars for Instruction” target?\",\"answer\":\"The course aimed to provide educators with key technologies, terminology, and practical examples needed to add virtual characters to instructional content.\"},{\"question\":\"What did the participant results (n = 15) indicate?\",\"answer\":\"Results showed increased understanding of key terms and concepts, along with attitudinal shifts away from concerns about cost and skills required to implement virtual characters.\"}]","Machine Learning-Driven Avatars in Education - 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