In the context of assisting informal caregivers of Alzheimer Disease patients, this article presents the design and preliminary implementation of a serious game in which two agents-a usercontrolled caregiver and a virtual patient-communicate via specifically-designed dialog acts, reflecting both pedagogically appropriate and inappropriate behaviors.
This article approaches the question of choice in interactive narratives and presents a multidimensional classification model based on a selection and characterization of 31 existing works. The methodology for establishing such a classification is detailed, which considers composing elements, functions, aesthetic considerations, and mechanics for choice presentation. This article uses an observational approach for analyzing interactive narratives based in theoretical considerations.
Caring for people with Alzheimer disease can be demanding. As an attempt to help caregivers to improve their interaction with people with Alzheimer disease, we are developing a personalized simulation allowing caregivers to practice problematic situations they encounter in their daily life. The strong level of personalization and the large number of interaction choices make it challenging to design interaction mechanisms that are usable for targeted endusers. After several stages of design and evaluation, we propose an interface that supports the strong dynamic interaction during the game, it is integrated into the 3D environment and is simple to be used even by players with limited computer skills.
CCS CONCEPTS• Human-centered computing → Graphical user interfaces.
Interactive Digital Storytelling (IDS) enables users to influence the unfolding of a story at the plot level using Artificial Intelligence techniques for generating and balancing narrative paths on the fly. Despite their promise, most IDS systems are still unable to consistently deliver engaging user experiences. To further understand the characteristics of this new media, particularly user engagement, we apply the concept of Continuation Desire to an existing Interactive Narrative to dynamically sample engagement during a play session. We use a comparative study to assess the effects of interrupting users during gameplay. This study found no evidence that, if done properly, interrupting the experience spoils it. We find no significant impact on the desire to play again as a result of introducing interruptions either.
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