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  • Prof.dr. John-Jules Ch. Meyer studied Mathematics with Computer Science and Digital Signal Processing at Leyden Unive... moreedit
Serious games allow for adaptive and personalised forms of training; the nature and timing of learning activities can be tailored to the trainee’s needs and interests. Autonomous game-based training requires for the automatic selection of... more
Serious games allow for adaptive and personalised forms of training; the nature and timing of learning activities can be tailored to the trainee’s needs and interests. Autonomous game-based training requires for the automatic selection of appropriate exercises for an individual trainee. This paper presents a framework for an automated scenario generation system. The underlying notion is that a learning experience is defined by the objects and agents that inhabit the training environment. Our system uses automated planning to assess the behaviour required to achieve the (personalised) training objective. It then generates a scenario by selecting semantically annotated (or ‘smart’) objects and by assigning goals to the virtual characters. The resulting situations trigger the trainee to execute the desired behaviour. To test the framework, a prototype has been developed to train the First Aid treatment of burns. Experienced instructors evaluated scenarios written by three types of auth...
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ABSTRACT
Instructors play a major role in many of the current vir- tual training systems. Consequently, either many instructors per trainee are needed, which is expensive, or single instructors perform highly de- manding tasks, which might lead to... more
Instructors play a major role in many of the current vir- tual training systems. Consequently, either many instructors per trainee are needed, which is expensive, or single instructors perform highly de- manding tasks, which might lead to suboptimal training. To solve this problem, this paper proposes a cognitive model that not only generates the behaviour of virtual characters, but also
Virtual training systems with intelligent agents are often used to prepare people who have to act in incidents or crisis situations. Literature tells that typical human mistakes in incidents and crises involve situations in which people... more
Virtual training systems with intelligent agents are often used to prepare people who have to act in incidents or crisis situations. Literature tells that typical human mistakes in incidents and crises involve situations in which people make false assumptions about other people's knowledge or inten- tions. To develop a virtual training system in which cor- rectly estimating others' knowledge and
ABSTRACT An intelligent system for automated scenario-based training (SBT) needs knowledge about the training domain, events taking place in the simulated environment, the behaviour of the participating characters, and teaching strategies... more
ABSTRACT An intelligent system for automated scenario-based training (SBT) needs knowledge about the training domain, events taking place in the simulated environment, the behaviour of the participating characters, and teaching strategies for effective learning. This knowledge base should be theoretically sound and should represent the information in a generic, consistent, and unambiguous manner. Currently, there is no such knowledge base. This paper investigates the declarative knowledge needed for a system to reason about training and to make intelligent teaching decisions. A frame-based approach was used to model the identified knowledge in an ontology. The ontology specifies the core concepts of SBT and their relationships, and is applicable across training domains and applications. The ontology was used to develop a critical component of SBT: the scenario generator. It was found that the ontology enabled the scenario generator to develop scenarios that fitted the learning needs and skill level of the trainee. The presented work is an important step towards automated scenario-based training systems.
Methodologies for multiagent system development should assist the developer in making decisions about those aspects of the analysis, design and implementation, that are crucial for multiagent systems, namely, social and cognitive... more
Methodologies for multiagent system development should assist the developer in making decisions about those aspects of the analysis, design and implementation, that are crucial for multiagent systems, namely, social and cognitive con-cepts (eg norms and goals). In this paper, we ...
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Serious games enable trainees to practice independently of school, staff, and fellow students. This is important as amount of practice directly relates to training efficacy. It is also known that personalized guidance elevates the benefits... more
Serious games enable trainees to practice independently of school, staff, and fellow students. This is important as amount of practice directly relates to training efficacy. It is also known that personalized guidance elevates the benefits of training. How to achieve automated guidance, for example to be used in serious games, is a yet unsolved issue. This paper uses the situated
Serious games enable trainees to practice independently of school, staff, and fellow students. This is important as amount of practice directly relates to training efficacy. It is also known that personalized guidance elevates the benefits... more
Serious games enable trainees to practice independently of school, staff, and fellow students. This is important as amount of practice directly relates to training efficacy. It is also known that personalized guidance elevates the benefits of training. How to achieve automated guidance, for example to be used in serious games, is a yet unsolved issue. This paper uses the situated
Procedural world generation is often limited to creating worlds devoid of people and any background. Because of this, creating a vibrant, living world is still a problem that requires a skilled designer. In this paper, we present a method... more
Procedural world generation is often limited to creating worlds devoid of people and any background. Because of this, creating a vibrant, living world is still a problem that requires a skilled designer. In this paper, we present a method that generates a socially connected population in any virtual terrain, using a mixed-initiative simulation of settlements that adapt to the world and to a designer's input. Using this simulation, we develop a number of sample worlds that convey the expressive potential of the approach. We further evaluate ease of use with a user study. As a proof-of-concept, we implement the system to bridge the output of a terrain generation tool to the input of a narrative generation tool.
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