Adaptive Experience Engine for Serious Games
暂无分享,去创建一个
Alessandro De Gloria | Riccardo Berta | Francesco Bellotti | Ludovica Primavera | F. Bellotti | A. D. Gloria | Riccardo Berta | L. Primavera | Ludovica Primavera
[1] Andrew G. Barto,et al. Learning to Act Using Real-Time Dynamic Programming , 1995, Artif. Intell..
[2] Brian Magerko. Adaptation in Digital Games , 2008, Computer.
[3] Jane Willis,et al. A Framework for Task-Based Learning , 1996 .
[4] J. P. Gee,et al. What Would a State of the Art Instructional Video Game Look like , 2005 .
[5] Geoff F. Kaufman,et al. Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds , 2004 .
[6] Alessandro De Gloria,et al. A task annotation model for Sandbox Serious Games , 2009, 2009 IEEE Symposium on Computational Intelligence and Games.
[7] Jenova Chen,et al. Flow in games (and everything else) , 2007, CACM.
[8] Gary B. Wills,et al. Is Less Actually More? The Usefulness of Educational Mini-games , 2007, Seventh IEEE International Conference on Advanced Learning Technologies (ICALT 2007).
[9] Lisa Gualtieri,et al. Serious games for serious topics , 2008, ELERN.
[10] Ian D. Watson,et al. Using reinforcement learning for city site selection in the turn-based strategy game Civilization IV , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.
[11] Etienne Wenger,et al. Artificial Intelligence and Tutoring Systems: Computational and Cognitive Approaches to the Communication of Knowledge , 1987 .
[12] Martin Damsbo,et al. An Evolutionary Algorithm for Welding Task Sequence Ordering , 1998, AISC.
[13] Jonathan P. Rowe,et al. Motivation in Narrative-Centered Learning Environments , 2007 .
[14] Chris Anderson. The long tail : how endless choice is creating unlimited demand , 2006 .
[15] Michael Zyda,et al. From visual simulation to virtual reality to games , 2005, Computer.
[16] Alessandro De Gloria,et al. Exploring gaming mechanisms to enhance knowledge acquisition in virtual worlds , 2008, DIMEA.
[17] David Murphy,et al. JDoc: A Serious Game for Medical Learning , 2008, First International Conference on Advances in Computer-Human Interaction.
[18] Marcus Gallagher,et al. Reinforcement Learning in First Person Shooter Games , 2011, IEEE Transactions on Computational Intelligence and AI in Games.
[19] Jürgen Schmidhuber,et al. Learning Team Strategies: Soccer Case Studies , 1998, Machine Learning.
[20] Rudy Darken,et al. The Delta3D Open Source Game Engine , 2005, IEEE Computer Graphics and Applications.
[21] Gerald Tesauro,et al. Temporal Difference Learning and TD-Gammon , 1995, J. Int. Comput. Games Assoc..
[22] Andrew Stern,et al. Believable Agents and Intelligent Story Adaptation for Interactive Storytelling , 2006, TIDSE.
[23] Mark O. Riedl,et al. Dynamic Experience Management in Virtual Worlds for Entertainment , Education , and Training , 2008 .
[24] Richard C. Atkinson,et al. Human Memory: A Proposed System and its Control Processes , 1968, Psychology of Learning and Motivation.
[25] Mahesan Niranjan,et al. On-line Q-learning using connectionist systems , 1994 .
[26] Justin A. Boyan,et al. Least-Squares Temporal Difference Learning , 1999, ICML.
[27] Shimon Whiteson,et al. Evolutionary Function Approximation for Reinforcement Learning , 2006, J. Mach. Learn. Res..
[28] Alessandro De Gloria,et al. Enhancing the educational value of video games , 2009, CIE.
[29] Marc J. V. Ponsen,et al. Improving Adaptive Game Ai with Evolutionary Learning , 2004 .
[30] D. Kolb,et al. Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education , 2005 .
[31] T. Ganchev,et al. PlayMancer: A Serious Gaming 3D Environment , 2008, 2008 International Conference on Automated Solutions for Cross Media Content and Multi-Channel Distribution.
[32] James E. Baker,et al. Reducing Bias and Inefficienry in the Selection Algorithm , 1987, ICGA.
[33] Mel Slater,et al. Visual Realism Enhances Realistic Response in an Immersive Virtual Environment , 2009, IEEE Computer Graphics and Applications.
[34] Rod Ellis,et al. Task-based Language Learning and Teaching , 2003 .
[35] Francisco S. Melo,et al. Q -Learning with Linear Function Approximation , 2007, COLT.
[36] Hector Muñoz-Avila,et al. RETALIATE: Learning Winning Policies in First-Person Shooter Games , 2007, AAAI.
[37] Stacy Marsella,et al. THESPIAN: An Architecture for Interactive Pedagogical Drama , 2005, AIED.
[38] Brian S. Stensrud,et al. Bringing the Schoolhouse Inside the Box - A Tool for Engaging, Individualized Training , 2006 .
[39] Chris Watkins,et al. Learning from delayed rewards , 1989 .
[40] Sonny Chan,et al. OceanQuest: A University-Based Serious Game Project , 2005, DiGRA Conference.
[41] Darryl Charles,et al. Toward an understanding of flow in video games , 2008, CIE.
[42] Richard S. Sutton,et al. Dyna, an integrated architecture for learning, planning, and reacting , 1990, SGAR.
[43] Valerie J. Shute,et al. Intelligent Tutoring Systems: Past, Present, and Future. , 1994 .
[44] K. Squire. Open-Ended Video Games: A Model for Developing Learning for the Interactive Age , 2007 .
[45] Elaine M. Raybourn,et al. Design and evaluation challenges of serious games , 2005, CHI Extended Abstracts.
[46] W. Lewis Johnson. Lessons learned from games for education , 2005, SIGGRAPH '05.
[47] R. Clayton,et al. Epicardial ECG Mapping of Human Ventricular Fibrillation , 2006 .
[48] Sue Blackman,et al. Serious games...and less! , 2005, COMG.
[49] Manfred Tscheligi,et al. Methods for evaluating games: how to measure usability and user experience in games? , 2007, ACE '07.
[50] Clark N Quinn,et al. Engaging Learning: Designing e-Learning Simulation Games , 2005 .
[51] A Ehrenfeucht,et al. Organization of memory. , 1973, Proceedings of the National Academy of Sciences of the United States of America.
[52] Andrew Moshirnia,et al. The Educational Potential of Modified Video Games , 2007 .
[53] Richard S. Sutton,et al. Generalization in ReinforcementLearning : Successful Examples UsingSparse Coarse , 1996 .
[54] Richard S. Sutton,et al. Learning to predict by the methods of temporal differences , 1988, Machine Learning.
[55] Stacy Marsella,et al. Thespian: Modeling Socially Normative Behavior in a Decision-Theoretic Framework , 2006, IVA.
[56] James Paul Gee,et al. What video games have to teach us about learning and literacy , 2007, CIE.
[57] W. Higinbotham. The Federation of American Scientists , 1948 .
[58] L. S. Vygotsusuky. Play and its role in the mental development of the child , 1976 .
[59] Henry Kelly,et al. How to build serious games , 2007, CACM.
[60] Melissa A. Federoff,et al. HEURISTICS AND USABILITY GUIDELINES FOR THE CREATION AND EVALUATION OF FUN IN VIDEO GAMES , 2002 .
[61] Perry McDowell,et al. Game AI in Delta3D , 2007, 2007 IEEE Symposium on Computational Intelligence and Games.
[62] Baltasar Fernández-Manjón,et al. A Game-Based Adaptive Unit of Learning with IMS Learning Design and , 2007, EC-TEL.
[63] Sanghamitra Bandyopadhyay,et al. Genetic operators for combinatorial optimization in TSP and microarray gene ordering , 2007, Applied Intelligence.
[64] John N. Tsitsiklis,et al. Neuro-Dynamic Programming , 1996, Encyclopedia of Machine Learning.
[65] Arthur A. Raney. Expanding Disposition Theory: Reconsidering Character Liking, Moral Evaluations, and Enjoyment , 2004 .
[66] Marina Krcmar,et al. Conceptualizing Media Enjoyment as Attitude: Implications for Mass Media Effects Research , 2004 .
[67] Frank L. Greitzer,et al. Cognitive science implications for enhancing training effectiveness in a serious gaming context , 2007, JERC.
[68] H. W. Hodgins. The Future of Learning Objects , 2002 .
[69] Robert Michael Young,et al. From linear story generation to branching story graphs , 2005, IEEE Computer Graphics and Applications.
[70] A. Chris,et al. Long Tail: How Endless Choice is Creating Unlimited Demand, London: Random House. , 1996 .
[71] Jane R. Willis,et al. Challenge and Change in Language Teaching , 1996 .
[72] Thomas W. Malone,et al. What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. , 1981 .
[73] Vincent P. Wade,et al. Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences , 2008, 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning.
[74] Peta Wyeth,et al. GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.
[75] David E. Goldberg,et al. Genetic Algorithms in Search Optimization and Machine Learning , 1988 .