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.
In the context of the Carezheimer project, the authors propose to personalize a narrative simulation to improve daily living abilities of people caring for relative with Alzheimer's disease. This personalization engages learners in a story offering adapted action possibilities. In this paper, after a brief description and definition of personalization in training simulations, we describe the dimensions of personalization for a narrative-based serious game and explain how these dimensions impact the dynamic generation of narrative.
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