This paper presents a new approach to designing and supervising an interactive experience. The approach is implemented by creating a serious game with a Nao robot. This game allows youth to discover the ethnographic artifacts of La Rochelle's natural history museum in a playful manner. The design phase of the game is divided into two steps. The first step defined the atomic behaviors grouped within the pattern. In the second step, the agents implementing these patterns were created; they specified the contents and behaviors to be executed on the controlled process, in our case the Nao robot. The first objective is to externalize the contents of the game (e.g. robot speech) and the real behaviors of the process (e.g. the different postures and gestures of the Nao) in a database. The second objective is to be able to define a serious game without constraints on the process piloted.
In this paper , we present a generic model, CITE (Conten t-Interaction-Time-spacE) devoted to the development of interactive applications for places of culture such as museums or theaters. The idea is to introduce new kinds of interactions with visitors while preserving the quality of the information they can acquire into the museum. We firs present two previous works involving respectively a bottom-up model (LINK H/R) in the context of science-art interaction, and a top-down model (PLUG) which was an interactive game in a museum. The CITE model is then presented as a trade-o between those approaches: details are given concerning the Content and Inter action management; and an extension is considered concerning Time and spacE handling.
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