  This book discusses computational curiosity, from the psychology of curiosity
to the computational models of curiosity, and then showcases several
interesting applications of computational curiosity. A brief overview of the
book is given as follows. Chapter 1 discusses the underpinnings of curiosity in
human beings, including the major categories of curiosity, curiosity-related
emotions and behaviors, and the benefits of curiosity. Chapter 2 reviews the
arousal theories of curiosity in psychology and summarizes a general two-step
process model for computational curiosity. Base on the perspective of the
two-step process model, Chapter 3 reviews and analyzes some of the traditional
computational models of curiosity. Chapter 4 introduces a novel generic
computational model of curiosity, which is developed based on the arousal
theories of curiosity. After the discussion of computational models of
curiosity, we outline the important applications where computational curiosity
may bring significant impacts in Chapter 5. Chapter 6 discusses the application
of the generic computational model of curiosity in a machine learning
framework. Chapter 7 discusses the application of the generic computational
model of curiosity in a recommender system. In Chapter 8 and Chapter 9, the
generic computational model of curiosity is studied in two types of pedagogical
agents. In Chapter 8, a curious peer learner is studied. It is a non-player
character that aims to provide a believable virtual learning environment for
users. In Chapter 9, a curious learning companion is studied. It aims to
enhance users' learning experience through providing meaningful interactions
with them. Chapter 10 discusses open questions in the research field of
computation curiosity.
