2013
DOI: 10.1145/2460376.2460381
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An easy to author dialogue management system for serious games

Abstract: This article describes an architecture for a dialogue management system to be employed in serious games for natural language interaction with nonplayer characters. The aim of this work is to improve the learning experience by enhancing the immersiveness felt by the player. The system is implemented in a Service Oriented Architecture perspective and it exposes its functionalities through Web services. It also provides an easy to use authoring tool, which allows cultural heritage experts to define the character'… Show more

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Cited by 14 publications
(5 citation statements)
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“…A particularly lively field of experimentation and debate has been the museum field. The discussion on the use of the virtual as a 'recontextualisation' focused on issues that had emerged during the layout design of the Museo Diocesano in Genova and then on the possibility of working on "virtual" museums [14] and experimenting interactive forms with the public [15].…”
Section: Dialoguing With Humanistic Culturementioning
confidence: 99%
“…A particularly lively field of experimentation and debate has been the museum field. The discussion on the use of the virtual as a 'recontextualisation' focused on issues that had emerged during the layout design of the Museo Diocesano in Genova and then on the possibility of working on "virtual" museums [14] and experimenting interactive forms with the public [15].…”
Section: Dialoguing With Humanistic Culturementioning
confidence: 99%
“…The rating of helpfulness is smeared over two, three and four. Conversational systems with similar surveys obtained averages within the low threes, to four and a half [26]- [27]. However, these systems have a reduced input domain, as the system is who drives the dialog, and users know beforehand what to expect from the system.…”
Section: Ece Bsee Advising Te Stmentioning
confidence: 99%
“…Despite the limitations of this technique, traceability is optimal since the objects manipulated have been designed in advance and are therefore known and easily recorded. Predefined dialogues are therefore frequently in use in learning games, provided adequate authoring tools are resorted to in order to ease the writing [11].…”
Section: Context and Related Workmentioning
confidence: 99%