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A Robust Interactive Narrative Framework for Edutainment

机译:健壮的互动娱乐叙事框架

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Over the last decade, interactive edutainment systems have not only moved into the mainstream, they have spread beyond the niche area of interest in the field of artificial intelligence. Edutainment, also known as educational entertainment or entertainment-education, denotes those software applications that are designed to educate, as well as provide fun. Presented is an interactive narrative framework that has been applied to develop the Shimpai Muyou!, an interactive drama in virtual reality. This edutainment application was created to help Japanese school-age children develop anti-bullying skills and practice coping strategies through empathic interactions with intelligent virtual agents. Narrative management was used to ensure that virtual situations led to the desired learning outcomes. A computer agent was employed as a story manager to select appropriate episodes and characters that would potentiate the occurrence of certain events favoring particular authored purposes. Although the situations were pre-designed, the characters autonomously decided their actions while performing their roles. Qualitative data obtained through several small group discussions with twenty 5th and 6th graders are presented.
机译:在过去的十年中,交互式娱乐系统不仅进入了主流,而且已经扩展到人工智能领域的利基领域之外。娱乐,也称为教育娱乐或娱乐教育,是指那些旨在进行教育并提供娱乐的软件应用程序。提出了一种交互式叙事框架,该框架已用于开发虚拟现实中的交互式戏剧《 Shimpai Muyou!》。创建此娱乐应用程序的目的是通过与智能虚拟代理人的移情互动,帮助日本学龄儿童发展反欺凌技能和实践应对策略。叙事管理被用来确保虚拟情况导致期望的学习成果。雇用了一个计算机代理作为故事管理器,以选择适当的情节和角色,以增强有利于特定创作目的的某些事件的发生。尽管情况是预先设计的,但角色在执行角色时会自主决定其动作。介绍了通过与20名5年级和6年级学生进行的几次小组讨论获得的定性数据。

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