A language modeling approach to information retrieval
Proceedings of the 21st annual international ACM SIGIR conference on Research and development in information retrieval
Toward an Affect-Sensitive AutoTutor
IEEE Intelligent Systems
Natural language processing for information retrieval: the time is ripe (again)
Proceedings of the ACM first Ph.D. workshop in CIKM
Transforming Learning through Agent Augmented Virtual World
ICALT '08 Proceedings of the 2008 Eighth IEEE International Conference on Advanced Learning Technologies
Introduction to Information Retrieval
Introduction to Information Retrieval
Serious Games for Immersive Cultural Training: Creating a Living World
IEEE Computer Graphics and Applications
Enhancing the educational value of video games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
ITSPOKE: an intelligent tutoring spoken dialogue system
HLT-NAACL--Demonstrations '04 Demonstration Papers at HLT-NAACL 2004
Solis'Curse - A Cultural Heritage Game Using Voice Interaction with a Virtual Agent
VS-GAMES '11 Proceedings of the 2011 Third International Conference on Games and Virtual Worlds for Serious Applications
Towards a conversational agent architecture to favor knowledge discovery in serious games
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
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This article describes an architecture for a dialogue management system to be employed in serious games for natural language interaction with nonplayer characters. The aim of this work is to improve the learning experience by enhancing the immersiveness felt by the player. The system is implemented in a Service Oriented Architecture perspective and it exposes its functionalities through Web services. It also provides an easy to use authoring tool, which allows cultural heritage experts to define the character's knowledge without the need for learning a scripting language. We tested the system by embedding it in a simple serious game, where the user could interact with the virtual representation of a XVI century Geneoese artist, Luca Cambiaso, in order to acquire knowledge about his life and artworks. These early lab test results showed a high level of appreciation for the usability of the system and for the user engagement. Tests also showed that the system is a good didactic tool, since players demonstrated a similar level of knowledge acquisition to that achieved by reading a text.