Authors
Wim Westera, Rui Prada, Samuel Mascarenhas, Pedro A Santos, João Dias, Manuel Guimarães, Konstantinos Georgiadis, Enkhbold Nyamsuren, Kiavash Bahreini, Zerrin Yumak, Chris Christyowidiasmoro, Mihai Dascalu, Gabriel Gutu-Robu, Stefan Ruseti
Publication date
2020/1
Journal
Education and Information Technologies
Volume
25
Pages
351-380
Publisher
Springer US
Description
This article provides a comprehensive overview of artificial intelligence (AI) for serious games. Reporting about the work of a European flagship project on serious game technologies, it presents a set of advanced game AI components that enable pedagogical affordances and that can be easily reused across a wide diversity of game engines and game platforms. Serious game AI functionalities include player modelling (real-time facial emotion recognition, automated difficulty adaptation, stealth assessment), natural language processing (sentiment analysis and essay scoring on free texts), and believable non-playing characters (emotional and socio-cultural, non-verbal bodily motion, and lip-synchronised speech), respectively. The reuse of these components enables game developers to develop high quality serious games at reduced costs and in shorter periods of time. All these components are open …
Total citations
20202021202220232024419233421
Scholar articles
W Westera, R Prada, S Mascarenhas, PA Santos… - Education and Information Technologies, 2020