2011
DOI: 10.1002/cav.423
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Cross‐platform management of intelligent objects behaviors in serious virtual environments

Abstract: In this paper, we present a generic interaction framework that controls intelligent objects' actions in different virtual world (VW) platforms. These actions are based on the state of external platform‐independent artificial intelligence‐based systems such as multi‐agent and rule‐based systems. We have evaluated the proposed framework by means of two intelligent objects, a door and a noticeboard, incorporating them in Second Life and OpenWonderland VWs. These objects allow to work along three advanced aspects … Show more

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Cited by 2 publications
(2 citation statements)
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“…In both games, of course, new bits of content (either template/algorithms in Infinite Mario or room templates and sub-components in Spelunky) could be authored to increase the variety present in generated levels, but neither game supports combining geometry to create variety. Other projects have used procedural generation as a means of studying the effects of level design on player behavior [7], or as the basis of a dynamic difficulty adjustment algorithm [8]. For the most part, the constraints that these efforts have adopted in order to facilitate reaching their goals have drastically limited the design space within which their algorithms work.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…In both games, of course, new bits of content (either template/algorithms in Infinite Mario or room templates and sub-components in Spelunky) could be authored to increase the variety present in generated levels, but neither game supports combining geometry to create variety. Other projects have used procedural generation as a means of studying the effects of level design on player behavior [7], or as the basis of a dynamic difficulty adjustment algorithm [8]. For the most part, the constraints that these efforts have adopted in order to facilitate reaching their goals have drastically limited the design space within which their algorithms work.…”
Section: Related Workmentioning
confidence: 99%
“…Interactive storytelling techniques are attracting much interest for their potential to develop new game genres but also as another form of procedural content generation, specifically dedicated to game events rather than objects or characters. However, many game designers have expressed concerns about the incorporation of such generative techniques in traditional game titles, mainly because of the lack of control they will have over dynamically generated content [4,5,6,7].…”
Section: Introductionmentioning
confidence: 99%