Real-time procedural generation of `pseudo infinite' cities
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
ACM SIGGRAPH Computer Graphics - Learning through computer-generated visualization
Interacting with Computers
The role of semantics in games and simulations
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts (Part II)
Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences
DIGITEL '08 Proceedings of the 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Adaptive Serious Games Using Agent Organizations
Agents for Games and Simulations
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Most current serious games suffer from system inflexibility, which is responsible for stereotyped training scenarios and predictable game-play. My goal is to support adaptivity in serious games by allowing virtual scenarios to dynamically adjust to what and how players should learn. Adaptivity should give players more effective gaming and learning experiences, if it is guided by their Instructors' knowledge about both players and learning goals. I expect to enable Instructors to create adaptive scenarios through specification of: what players have to learn, how they should learn it and, afterwards, what went missing. This work focuses on embedding this sort of knowledge into objects of the virtual scenario, through new semantic modeling methods. Meaningful information on what to learn will be solved into generating pre-game scenarios. How to learn knowledge will be used to create in-game adaptable objects and events. Assessments on what went missing will be solved to re-generate post-game (try again) scenarios.