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dc.contributor.authorBlatsios, Spyridon-
dc.contributor.authorRefanidis, Ioannis-
dc.contributor.editorMacintyre, John-
dc.contributor.editorMaglogiannis, Ilias-
dc.contributor.editorIliadis, Lazaros-
dc.contributor.editorPimenidis, Elias-
dc.date.accessioned2021-04-02T15:52:25Z-
dc.date.available2021-04-02T15:52:25Z-
dc.date.issued2019-05-
dc.identifier10.1007/978-3-030-19823-7_49en_US
dc.identifier.isbn978-3-030-19822-0en_US
dc.identifier.issn1868-4238en_US
dc.identifier.urihttps://ruomo.lib.uom.gr/handle/7000/880-
dc.identifier.urihttps://doi.org/10.1007/978-3-030-19823-7_49-
dc.description.abstractSerious games (SG) have the potential to become one of the most important future e-learning tools. The use of SG in education is a large deviation from the common education standards, which usually are based on mass systems of instruction, assessment, grading and reporting students’ knowledge and skills. SG encourage self‐directness and independency of student, thus providing a framework for self-learning activities. However, the benefits of using SG as a learning tool are maximized in a personalised and adaptive environment. Although it has been suggested in the past that SG can take advantage of Artificial Intelligence (AI) methods for automated adaptation to the learner, there is not so much research in the field. Taking the above into consideration, this paper aims to provide a framework on adaptive and personalised SG using AI methods. The advances in technology have made it possible to trace and collect user generated data that we can use to capture essentially players’ in-game behaviours and trace knowledge or skills acquired from the player during playing. This will actually be a two-step process, “User Identification” and “Content Adaptation” to learners’ needs. In he proposed methodology “User Identification” will be implemented from data derived from “User Behaviour” and “System Feedback”. That data will feed a Learner Agent supported by an Adaption and Personalisation engine, which will interact with both the “Instructional Content” and “Game Characteristics” in order to achieve the desired adaption. This paper will be used as a basis for further development of an adaptive and personalised SG.en_US
dc.language.isoenen_US
dc.publisherSpringer Natureen_US
dc.relation.ispartofseriesIFIP International Conference on Artificial Intelligence Applications and Innovationsen_US
dc.subjectFRASCATI::Natural sciences::Computer and information sciencesen_US
dc.subject.otherAdaptationen_US
dc.subject.otherPersonalizationen_US
dc.subject.otherGame-based learningen_US
dc.subject.otherGame designen_US
dc.titleTowards and Adaption and Personalisation Solution based on Multi Agent System Applied on Serious Gamesen_US
dc.typeConference Paperen_US
dc.contributor.departmentΤμήμα Εφαρμοσμένης Πληροφορικήςen_US
local.identifier.volume559en_US
local.identifier.firstpage584en_US
local.identifier.lastpage594en_US
local.identifier.volumetitleArtificial Intelligence Applications and Innovations. AIAI 2019-
local.identifier.eisbn978-3-030-19823-7en_US
local.identifier.eissn1868-422Xen_US
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