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A master thesis from Aalborg University

Communication, empathy and nurturance and emotional quality changes on ecosystems of mixed realities

[Kommunikation, empati og nurturance og følelsesmæssig kvalitet ændringer på økosystemer af blandet virkelighed]

Author(s)

Term

4. term

Education

Publication year

2010

Submitted on

2010-07-01

Pages

116 pages

Abstract

Den omsiggribende teknologi drev brugerne mere i retning af anthropomorphist tendenser. Guidede fra nysgerrighed på emne og sindet dualitet menneske-dyr, dette projekt har undersøgt, hvordan believability for mennesker og dyr agenter udtrykke en kvalitativ kommunikation i forhold til følelser. Brug af teori for believability på mennesker og dyr, er af en hjælp til at forstå, hvordan forskelligt intelligenser og menneskelige kapaciteter bør handle i overensstemmelse hermed til andre levende væsener færdigheder, udtrykt som forskelle på måder at spille og læring. Clever hypotese kan retfærdiggøre tvivl om tildeling efterretninger til personer, der handler imod en ordentlig økologi af levende væsener, som det er tilfældet for spil med ødelæggende mål - det eksempel bloodsports. Leve på en periode, hvor teknologien er allestedsnærværende i vores 24h/24 af dagen, direkte samspil tendens at blive reduceret, hvilket giver større chance for at fænomenerne menneskelignende interaktion. Med denne hypotese, samspillet af brugere på computerspil for simuleringer er proksimale til plan af en naturlig interaktion, mens den for samme indsats omgang, at specifikke computer spil, der kræver et samspil mellem ikke-conspecific kan være uddannelse for at forstå generelle holdninger for interaktion med væsen. Med hypotese, at aggressivitet er en uønsket affektive komponent, denne afhandling undersøger den rolle, aggressivitet induktion og gameplay oplevelse ændringer inden for samme scenarier som sænkning af kvaliteten af udtrykte samlede øvrige følelser, og som kontrast den ønskelige altruisme, god kommunikation, empati og nurturance, da det er udtryk for pet omsorgsfuld.

The pervasiveness of technologies drives users more towards anthropomorphist tendencies. Guided from the curiosity on the subject and the mind duality human-animal, this project has investigated how believability for human and animal agents express a qualitative communication, in relation to emotions. Using the theory for believability on humans and animals, is of an help on understanding how differently the intelligences and human capacities should act accordingly to other living beings aptitudes, expressed as differences on ways of playing and learning. Clever hypothesis can justify doubts on attributing intelligence to persons acting against a proper ecology of living beings, as it is the case for games with destructive goals – the example bloodsports. Living on a time period where technology is ubiquitous to our 24h/24 of the day, direct interactions tends to be reduced, giving more chance to phenomena of anthropomorphic interaction. With this hypothesis, interactions of users on computer games for simulations are proximal to the level of a natural interaction, while for the same action of playing that specific computer game involving an interaction between non-conspecific can be of training for understanding general attitudes of interaction with that creature. With the hypothesis that aggressiveness is an undesirable affective component, this thesis investigates the role of aggressiveness induction and gameplay experience changes within the same scenarios as lowering of quality of the overall other expressed emotions, and as contrasting the desirable altruism, good communication, empathy and nurturance, as it is expressed on pet caring.

Keywords

Documents


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