Portable non-player character tutors with quest activities

Jafar Al-Gharaibeh, C. Jeffery
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引用次数: 5

Abstract

Massively multiuser online games such as World of Warcraft employ computer controlled non-player characters (NPCs) and quest activities extensively in tutoring capacities that incorporate active learning, incremental progress, and creative repetition. This poster explores ways to use this model in educational virtual environments (VE), using NPCs as anthropocentric keys to organize and deliver educational content. Our educational NPC design includes a knowledge model and a user performance model, in addition to the physical traits, behavior model, and dialog model necessary to make them interesting, credible members of the environment. Formatted web-based educational content, exercises, and quizzes are imported into the virtual worlds (VWs), reducing the effort needed to create new educational NPCs. The NPC architecture in this poster supports simple multi-platform NPCs that offer educational quests to users in two VEs, CVE and Second Life.
带有任务活动的便携式非玩家角色导师
大型多人在线游戏如《魔兽世界》采用电脑控制的非玩家角色(npc)和任务活动,将主动学习、渐进式进步和创造性重复结合起来。这张海报探讨了在教育虚拟环境(VE)中使用这种模式的方法,使用npc作为以人类为中心的关键来组织和传递教育内容。我们的教育NPC设计包括一个知识模型和一个用户表现模型,以及使他们成为有趣、可信的环境成员所必需的物理特征、行为模型和对话模型。格式化的基于网络的教育内容、练习和测验被导入到虚拟世界(VWs)中,减少了创建新的教育npc所需的工作量。海报中的NPC架构支持简单的多平台NPC,在CVE和Second Life这两个ve中为用户提供教育任务。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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