PNQ: Portable Non-player Characters with Quests

Jafar Al-Gharaibeh, C. Jeffery
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引用次数: 4

Abstract

There is a growing interest in using game-like virtual environments for education. Massively multi-user online games such as World of War craft employ computer controlled non-player characters (NPCs) and quest activities in training or tutoring capacities. This approach is very effective, incorporating active learning, incremental progress, and creative repetition. This paper explores ways to utilize this model in educational virtual environments, 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, and dialog model necessary to make them interesting members of the environment. Web-based educational content, exercises, and quizzes are imported into the virtual worlds, reducing the effort needed to create new NPCs with associated educational content. The NPC architecture supports multi-platform NPCs in two virtual environments, our own CVE (Collaborative Virtual Environment) and Second Life.
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PNQ:带有任务的便携式非玩家角色
人们对在教育中使用类似游戏的虚拟环境越来越感兴趣。大型多用户在线游戏,如《魔兽世界》使用电脑控制的非玩家角色(npc)和任务活动来训练或辅导能力。这种方法非常有效,它结合了主动学习、渐进进步和创造性重复。本文探讨了在教育虚拟环境中利用这种模式的方法,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,以及使他们成为环境中有趣成员所必需的物理特征、行为和对话模型。基于web的教育内容、练习和测验被导入到虚拟世界中,从而减少了创建具有相关教育内容的新npc所需的工作量。NPC架构支持两个虚拟环境中的多平台NPC,我们自己的CVE(协作虚拟环境)和Second Life。
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