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Format-Store: a Multi-Agent Based Approach ...
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Document type :
Communication dans un congrès avec actes
Title :
Format-Store: a Multi-Agent Based Approach to Experiential Learning
Author(s) :
Mathieu, Philippe [Auteur] refId
Systèmes Multi-Agents et Comportements [SMAC]
Panzoli, David [Auteur]
Systèmes Multi-Agents et Comportements [SMAC]
Picault, Sebastien [Auteur] refId
Systèmes Multi-Agents et Comportements [SMAC]
Scientific editor(s) :
F. Liarokapis
Conference title :
3rd International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES 2011)
City :
Athens
Country :
Grèce
Start date of the conference :
2011-05-04
Book title :
Proceedings of third International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES 2011)
Journal title :
Third International Conference on Games and Virtual Worlds for Serious Applications, VS-GAMES 2011
Publisher :
IEEE Press
Publication date :
2011
HAL domain(s) :
Informatique [cs]/Système multi-agents [cs.MA]
Informatique [cs]/Ingénierie, finance et science [cs.CE]
Informatique [cs]/Intelligence artificielle [cs.AI]
English abstract : [en]
Format-Store is a serious game application designed for training salesmen and managers in the context of a retail store or a larger supermarket. In this paper, we argue that a relevant way to train a salesperson to their ...
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Format-Store is a serious game application designed for training salesmen and managers in the context of a retail store or a larger supermarket. In this paper, we argue that a relevant way to train a salesperson to their daily activities (e.g. customer relationship management, store management and stock control) consists in immersing them in a 3d environment populated with realistic virtual customers. The first part of this paper presents the multi-agent approach we apply to the design of the intelligent customers. Specifically, we analyse the contribution of the interaction-oriented methodology IODA in facilitating the conception of a game for non computer-scientists by means of a user-friendly design tool and the automated implementation of the conceptual model. The second part includes a case study where we present the organisation of the game around scenarios modelled with respect to the pedagogical requirements. We discuss how we intend to engage the learner by carefully adjusting the difficulty of these scenarios.Show less >
Language :
Anglais
Peer reviewed article :
Oui
Audience :
Internationale
Popular science :
Non
Collections :
  • Centre de Recherche en Informatique, Signal et Automatique de Lille (CRIStAL) - UMR 9189
Source :
Harvested from HAL
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