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In this paper we present the «Architecture for Representations, Games, Interactions, and Learning among Experts (ARGILE) suitable for «participatory and knowledge-intensive» serious games. It proposes solutions within the context of targeted learning, concerning scenarios, in which conception of serious games, and their utilization through a better share by designers is considered. In this work, we...
The collective experience is the experience of unity, belonging, and purpose that occurs when large numbers of people come together and perceive themselves and others as part of a single social entity, and interact with each another accordingly. We are exploring how the collective experience can be supported in a fully computer-mediated environment through activities where a virtual crowd performs...
Believability of automated characters in virtual worlds has posed a challenge for many years. In this paper, the author discusses a novel approach of using human-inspired mirroring behavior in MirrorBot, an Unreal Tournament 2004 game bot which crossed the humanness barrier and won the 2K BotPrize 2012 competition with the score of 52.2%, a record in the five year history of this contest. A comparison...
Currently, gamification is a new trend under which all activities are subsumed that try to introduce game mechanics into non-gaming applications in order to increase user engagement, motivation, and participation. This approach is especially promising in the enterprise domain since enterprise information systems (EIS) mainly focus on efficiency aspects rather than individual long-term motivation and...
One of the banes of modern software development is needing to make design decisions before enough information is available to do so with adequate justification. In this paper, we describe a novel system engineering technique that helps alleviate the problem by allowing many such decisions to be delayed until they can be made with sufficient supporting information. We expect this approach will substantially...
Looking to the operation of an agent architecture, ie. its goal generation and maintenance processing, is relevant to understand fully how a moral based agent takes appropriate and diverse decisions within social situations of serious games. How decision does happen is a complex issue and the major motivation of this paper, and our answer, the proposal of a new architecture, is supported on the clarification...
Recently several episodic memory models have been developed for virtual characters to increase their believability. However, none of these models addresses the issue of plausible timing of events. Here we present a model that addresses this issue. We introduce a prototype implementation and discuss the psychological underpinnings. Then we demonstrate that the model is able to mimic some psychological...
This paper describes the design and implementation of a ubiquitous learning system called prête-à-apprendre+. The system is based on e-textile components and consists of shirts and fabric pads that communicate through the Zigbee wireless protocol. A simple tag game based on this ubiquitous platform is described.
Pervasive Service Computing applies service composition and pervasive computing into managing user's complex everyday activities. To identify the nature of Pervasive Service Computing, we investigate a generic service-oriented pervasive computing scenario - `pervasive campus'. We identify the characteristics of Pervasive Service Computing to be: service-oriented approach, explicit description of user's...
The resource allocation problem is a classical problem in the scientific literature. Here, authors present an architectural model to allow optimum resource allocation in a grid environment. They are investigating a decentralized approach to address this problem into an inter--grid nodes context; instead they argue in favor of a centralized approach in an intra--grid node context (i.e., a cluster architecture)...
This paper describes the techniques that have been used by the winning entry of the 2007 IEEE Congress on Evolutionary Computation (CEC2007) and the CIG2007 car racing competitions. The challenge is to race against an opponent around a track, trying to get as many points as possible. Previous research on similar problems are mostly based on either state-based or action-based controller architectures...
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