Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Artificial Intelligence
Turtles, termites, and traffic jams: explorations in massively parallel microworlds
Turtles, termites, and traffic jams: explorations in massively parallel microworlds
Growing artificial societies: social science from the bottom up
Growing artificial societies: social science from the bottom up
Conceptual Modeling for Multiagent Systems: Applying Interaction-Oriented Programming
Selected Papers from the Symposium on Conceptual Modeling, Current Issues and Future Directions
Graphical Models
Interaction-Oriented Agent Simulations: From Theory to Implementation
Proceedings of the 2008 conference on ECAI 2008: 18th European Conference on Artificial Intelligence
IJCAI'91 Proceedings of the 12th international joint conference on Artificial intelligence - Volume 1
Levels of Interaction: A User-Guided Experience in Large-Scale Virtual Environments
VS-GAMES '10 Proceedings of the 2010 Second International Conference on Games and Virtual Worlds for Serious Applications
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
IODA: an interaction-oriented approach for multi-agent based simulations
Autonomous Agents and Multi-Agent Systems
Populating ancient pompeii with crowds of virtual romans
VAST'07 Proceedings of the 8th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
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Format-Store is a serious game application designed for training salesmen and managers in the context of a retail store or a larger supermarket. In this paper, we argue that a relevant way to train a salesperson to their daily activities (e.g. customer relationship management, store management and stock control) consists in immersing them in a 3d environment populated with realistic virtual customers. The first part of this paper presents the multiagent approach we apply to the design of the intelligent customers. Specifically, we analyse the contribution of the interaction-oriented methodology Ioda in facilitating the conception of a game for non computer-scientists by means of a user-friendly design tool and the automated implementation of the conceptual model. The second part describes the organisation of the game around scenarios modelled with respect to the pedagogical requirements. We discuss how the multiagent simulation is wrapped by several modules for the purpose of controlling the learning experience of the player.