University of Technology Sydney
Believable Conversational Agents for Teaching
Ancient History and Culture in 3D Virtual
Worlds
A thesis submitted for the degree of
Master of Science in Computing Science
by
Kiran Ijaz
Sydney, Australia
2011
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Copyright by
Kiran Ijaz
2011
CERTIFICATE OF AUTHORSHIP /ORIGINA LITY
I certify that the work in this thesis has not previously been submitted for a
degree nor has it been submitted as a part of requirements for a degree except as
fully acknowledged within the text.
I also certify that the thesis has been written by me. Any help that I have
received in my research work and the preparatio n of the thesis itself has been
acknowledged. In addition, I certify that all information sources and literature
used are indicated in the thesis.
Signature of Candidate
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With gratitude to my parents -
my guiding stars who introduced me to love, life and learning.
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Table of Contents
1 Introduction ................................ 1
1.1 Motivation ............................... 2
1.2 Research Problem ........................... 10
1.3 Objectives ............................... 14
1.4 Research Method ........................... 14
1.5 Significance .............................. 17
1.5.1 Contributions ......................... 17
1.5.2 National Research Priorities ................. 20
1.6 Summary ............................... 21
1.7 Structure ............................... 22
2 Background ................................ 25
2.1 Virtual Worlds ............................ 26
2.1.1 Interactivity .......................... 26
2.1.2 Embodiment ......................... 28
2.1.3 Collaboration ......................... 29
2.1.4 Persistence .......................... 29
2.1.5 Immersion ........................... 30
2.1.6 Definitions and Terminology ................. 30
2.2 Case Studies: Virtual Worlds in Education ............. 33
2.2.1 Active Worlds Educational Universe ............. 33
2.2.2 SciLands in Second Life ................... 36
2.2.3 Project OpenWonderland: Collaborative Learning in Mixed
Reality Spaces ......................... 39
2.2.4 OLIVE Platform: Surgical Education and Incident Train-
ing............................... 41
2.3 Virtual Worlds as Open Systems ................... 44
2.4 Virtual Institutions Technology ................... 46
2.4.1 Virtual Agents ........................ 49
2.5 Aspects of Believability in Conversations .............. 50
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