Identyfikatory
Warianty tytułu
Języki publikacji
Abstrakty
The article presents research focused on design, testing and evaluation of the Artificial Intelligence (AI) algorithms dedicated for Virtual Player (VP/bot) embedded in the Production Management Train-ing Platform (TP). The innovative software enables complex teaching process in form of didactic games. The purpose of the study is to eliminate limitations of the prototype VP’s algorithmic structure which was primarily implemented in the Platform. The study comprise measurements aimed at com-paring effectiveness and efficiency of the existing solution with the capabilities of the newly developed VP’s logic. The overview of the algorithmic concepts available for VPs in serious games was made indicating elements useful for the purpose of the analysed system. Considering drawbacks of the orig-inal bot’s engine architecture, the upgraded version was elaborated and tested in the simplified version of the game. The results of the verification show to prove dominance of the AI solution with Machine Learning over the existing hybrid approach. The training, evaluation and recruitment games offered by the Platform could successfully fill in the gap identified in the new paradigm of education for Industry 4.0. It assures teaching of multidiscipline knowledge as well as practical skills training in the competitive environment altogether with thorough evaluation procedure. The appropriate VP’s logic increases flexibility of the didactic game and enables to customize the learning process which is crucial for the successful education process aided with gaming tools.
Czasopismo
Rocznik
Tom
Strony
106--115
Opis fizyczny
Bibliogr. 67 poz., rys., tab.
Twórcy
autor
- Department of Laser Technologies, Automation and Production Engineering, Wroclaw University of Science and Technology, Wybrzeże Wyspiańskiego 27, 50-370 Wrocław, Poland
autor
- Krzysztof Przybyś Software Service, ul. Tadeusza Kościuszki 116/311, 50-439 Wrocław, Poland
Bibliografia
- 1. Abt, C. C., 1987. Serious Games, Lanham, MD, USA: Univ. Press Amer.
- 2. Álvarez-Napagao, S., Gómez-Sebastià, I., Vázquez-Salceda, J., Koch, F., 2012. CONCIENS: Organizational awareness in real-time strategy games, Proceedings of the 13th International Conference of the Catalan Association for Artificial Intelligence, Tarragona, Spain, DOI:10.3233/978-1-60750-642-3-69
- 3. Arizton, 2020. Board Games Market - Global Outlook and Forecast 2021- 2026, tech. rep., Arizton.
- 4. Bellotti, F., Berta, R., De Gloria, A., Primavera, L., 2009. Adaptive experi-ence engine for serious games, IEEE Trans. Comput. Intell. AI Games, 1(4), 264–280.
- 5. Beno R., Markova P., Prajova V., Makysova H., 2015. Games Learning in education for a newly accredited study course: Fundamentals of Indus-trial Engineering, Production Engineering Archives, 9(4), 26-29.
- 6. Bernardini, S., Porayska-Pomsta, K., Sampath, H., 2013. Designing an intel-ligent virtual agent for social communication in autism, in Proc. 9th Annu. AAAI Conf. Artif. Intell. Interactive Digit. Entertain., DOI: 10.1016/j.ins.2013.10.027
- 7. Bernardini, S., Porayska-Pomsta, K., Smith, T. J., 2013. Echoes: An intelli-gent serious game for fostering social communication in children with autism, Inf. Sci., 264, 41-60. DOI: 10.1016/j.ins.2013.10.027
- 8. Binsubaih, A., Maddock, S., Romano, D., 2006. A serious game for traffic accident investigators,” Interactive Technol. Smart Educ., 3(4), 329–346.
- 9. Binsubaih, A., Maddock, S., Romano, D., 2009. Serious games for the police: Opportunities and challenges, Special reports and studies series at the Re-search and Studies Center, Dubai Police Academy, URL: https://www.researchgate.net/publication/228476381_Serious_ Games_for_the_Police_Opportunities_and_Challenges.
- 10. Bruce, M., McLaren, B. M., Nguyen, H., 2023. Digital Learning Games in Artificial Intelligence in Education (AIED): A Review, Handbook of Ar-tificial Intelligence in Education, DOI: 10.4337/97818003 75413.00032
- 11. Chiang, Z., 2011. The pricing strategy in chain store operation simulation sys-tem based on decision tree in: Proc. 4th Int. Joint Conference on Compu-tational Sciences and Optimization, 392–395, DOI: 10.1109/CSO. 2011.280
- 12. Chourabi, O., Boughzala, I., Lang, D., Feki, M., 2017. Feedback on the inte-gration of a Serious Game in the Data Modeling learning, in: HICSS-50:2017 Hawaii International Conference on SystemSciences, Waiko-loa,Hawaii, UnitedStates, ,735–742. URL: https: //hal.archives-ouvertes.fr/hal-01430259.
- 13. de Oliveira, F. M., Lanzillotti, R. S., Moreira da Costa, R. M. E., Gonçalves R., Ventura, P., 2012. ARVET and SAPTEPT: A virtual environment and a system supported by fuzzy logic in virtual reality exposure therapy for PTSD patients, in Proc. 12th Int. Conf. Comput. Sci. Appl., DOI: 10.1109/ICCSA.2012.26
- 14. Dreier, M., Wölfling, K., Duven, E., Giralt, S., Beutel, M., Müller, K., 2017. Free-to-play: About addicted whales, at risk dolphins and healthy min-nows. monetarization design and internet gaming disorder. Addictive Be-haviors, 64, 328–333.
- 15. Duin, H., Hauge, J. B., Hunecker, F., Thoben, K., 2011. Application of Seri-ous Games in Industrial Contexts. In: M. Cruz-Cunha, V. Varvalho, P. Tavares (Eds.) Business, Technological, and Social Dimensions of Com-puter Games: Multidisciplinary Developments, 331-347. DOI: 10.4018/978-1-60960-567-4.ch020
- 16. Dumbleton, T., Kirriemuir, J., 2006. Digital games and education in: Under-standing Digital Games, chp.13, 223, DOI: 10.4135/ 9781446211397.n13
- 17. Farhangian, M., Purvis, M. K., Purvis, M., Savarimuthu, B. T. R., 2014. Mod-elling the effects of personality and temperament in small teams, Coordi-nation, Organizations, Institutions, and Norms in Multi-Agent Systems and Agreement Technology, Pacheco N. C., Carrascosa C., Osman N., Inglada V. J. (Eds.) Berlin, Germany: Springer-Verlag, pp. 25–41. DOI: 10.1007/978-3-319-59294-7
- 18. Forsyth, C., Forsyth, Carol, Graesser, Arthur, Walker, Breya, Millis, Keith, Pavlik Jr., Philip I., Halpern, Diane 2013 Didactic galactic: types of knowledge learned in a serious game in: Lane, HChad, Yacef, Kalina, Mostow, Jack, Pavlik, Philip (eds.) AIED. LNCS, 7926, 832–835. Springer, Heidelberg, DOI: 10.1007/978-3-319-19773-9
- 19. Gaggi, O., Palazzi, C.E., Ciman, M., Galiazzo, G., Franceschini, S., Ruffino, M., Gori, S., Facoetti, A., 2017. Serious games for early identification of developmental dyslexia, Comput. Entertain, 15. DOI:10.1145/2629558.
- 20. Gąbka, J. M., Porczyński, R., 2022. GoShaper as an innovative training and evaluation platform with embedded AI solutions. In: 2022 Smart Infor-mation Systems and Technologies (SIST), Nur-Sultan (Eds.), Ka-zachstan, 28-30, April, IEEE, 1-6. DOI: 10.1109/SIST54437.2022. 9945704
- 21. Gee, J. P., 2003, What video games must teach us about learning and literacy, Computer Entertainment, 1(1), 20. DOI: 10.1145/950566.950595
- 22. Gigliotta, O., Miglino, O., Schembri, M., Di, A., 2013. Building up serious games with an artificial life approach: Two cases studies in: Evolution, Complexity and Artificial Life, S. Cagnoni, M. Mirolli, M. Villani, Eds. New York, NY, USA: Springer-Verlag, 149-158, DOI: 10.1007/978-3-642-37577-4_10
- 23. Girard, C., Ecalle, J., Magnan, A., 2013. How effective are they? A meta-analysis of recent studies, Journal of Computer Assisted Learning in Se-rious games as new educational tools, 29(3), 207–219, DOI:10.1111/j.1365-2729.2012.00489.x
- 24. Greitzer, F. L., Kuchar, O. A., Huston, K., 2007. Cognitive science implica-tions for enhancing training effectiveness in a serious gaming context, Journal on Educational Resources in Computing, 7(3), 2, DOI: 10.1145/1281320. 1281322
- 25. Hao, K., 2019. This is how AI bias really happens—and why it’s so hard to fix, MIT Technology Review, February 4.
- 26. Hulpus, I., Hayes, C., Fradinho, M. O., 2014. A framework for personalized learning-plan recommendations in game-based learning, Recommender Systems for Technology Enhanced Learning, New York, NY, USA: Springer-Verlag, 99–122. DOI: 10.1007/978-1-4939-0530-0
- 27. Imbeault, F., Bouchard, B., Bouzouane, A., 2011. Serious games in cognitive training for Alzheimer’s patients, in Proc. IEEE 1st Int. Conf. Serious Games Appl. Health, 1–8. DOI: 10.1109/SeGAH.2011.6165447
- 28. Jepp, P., Fradinho, M., Pereira, J. M., 2010. An agent framework for a mod-ular serious game, in Proc. 2nd Int. Conf. Games Virtual Worlds Serious Appl., 19–26. DOI: 10.1109/VS-GAMES.2010.25
- 29. Keshtkar, F., Burkett, C., Graesser, A., Li H., 2012. Detecting players person-ality behavior with any effort of concealment, Computational Linguistics and Intelligent Text Processing, New York, NY, USA: Springer-Verlag, 502–514.
- 30. Kim, J. M., Hill, R. W., Durlach, P. J., Lane, H. C., Forbell, E., Core, M., Marsella S., Pynadath D., Hart J., 2009. BiLAT: A Game-Based Envi-ronment for Practicing Negotiation in a Cultural Context, International Journal of Artificial Intelligence in Education, 19(3), 289–308.
- 31. Kim, R., Kleiman-Weiner, M., Abeliuk, A., Awad, E., Dsouza, S., Tenen-baum, J. B., Rahwan, I., 2018. A computational model of commonsense moral decision making, in Proceedings of the 2018 AAAI/ACM Confer-ence on AI, Ethics, and Society, AIES ’18, (New York, NY, USA), 197–203, Association for Computing Machinery.
- 32. Koivisto, J., Hamari, J., 2019. The rise of motivational information systems: A review of gamification research. International Journal of Information Ma-nagement, 45, 191–210.
- 33. Lämsä, J., Hämäläinen, R., Aro, M., Koskimaa, R., Äyrämö, S.M., 2018. Games for enhancing basic reading and maths skills: A systematic review of educational game design in supporting learning by people with learnin disabilities, British Journal of Educational Technology 49596–607, DOI: 10.1111/bjet.12639.
- 34. Lilly, J., Warnes, M., 2009. Designing mobile games for learning: The mGBL approach in: Serious Games on the Move, O. Petrovic, A. Brand, Eds., New York, NY, USA: Springer-Verlag, 3–25.
- 35. Lin, C. F., Yeh, Y. C., Hung, Y. H., Chang, R. I., 2013. Data mining for providing a personalized learning path in creativity: An application of decision trees, Computers and Education, 68, 199–210, DOI: 10.1016/j.compedu.2013.05.009
- 36. Martín, A.C.U., Aznar, C.T., 2017. Meaningful learning in business through serious games, Intangible Capital, 13(4), 805–823. DOI: 10.3926/ic.936
- 37. Matuszny, M., 2020, Building decision trees based on production knowledge as support in decision-making process. Production Engineering Archives, 26(2), 36-40. DOI: 10.30657/pea.2020.26.08.
- 38. Mautone, T., Spiker, V.A., Karp, M.R., 2008. Using serious game technolo-gyto improve air crew training in: Interservice/IndustryTraining,Simula-tionand EducationConference, 8184.URL:https://www.interplaylearn-ing.com/hubfs/Blog/Case%20Studies/Using% 20Serious%20Game%20 Technology%20to%20Improve%20Aircrew%20Training%20(1).pdf.
- 39. Mayer, R. E., 2019. Computer games in education. Annual Review of Psy-chology. 70, 531–49. DOI: 10.1146/annurev-psych-010418-102744.
- 40. Messaadia, M., Bufardi, A., Le Duigou, J., Szigeti, H., Eynard, B., Kiritsis, D., 2012. Applying Serious Games in Lean Manufacturing Training. In: C. Emmanouilidis, M. Taisch, D. Kiritsis (Eds.): APMS, Part I, IFIP AICT 397, 558–565, 2013.
- 41. Millington, I., Funge, J. D., 2009. Artificial Intelligence for Games, London, U.K.: Taylor & Francis, DOI: 10.1201/9781315375229
- 42. Muñoz, K., Mc Kevitt, P., Lunney, T., Noguez, J., Neri, L., 2010. PlayPhys-ics: An emotional games learning environment for teaching physics in: Knowledge Science, Engineering and Management 4th International Conference, KSEM 2010, Belfast, Northern Ireland, UK, 400–411, DOI: 10.1007/978-3-642-15280-1
- 43. Nele Fee Bonn, 2023. The impact of integrating Artificial Intelligence into the video games industry. DA234X Advanced Degree Project in Com-puter Science and Engineering, specializing in Media Management, KTH Royal Institute of Technology, Stockholm, Sweden.
- 44. Oliveira, M., Cerinsek, G., Duin, H., Taisch, M., 2013. Serious Gaming in Manufacturing Education Manuel M. Ma et al. (Eds.), SGDA, LNCS 8101, 130–144, Springer-Verlag Berlin.
- 45. Pérez J., Castro Ponce M., López G., 2023. Serious Games and AI: Challenges and Opportunities for Computational Social Science, Research Gate, Jan-uary, DOI: 10.1109/ACCESS.2023.3286695
- 46. Pirovano, M., Mainetti, R., Baud-Bovy, G., Lanzi, P.L., Borghese, N.A., 2012. Self-adaptive games for rehabilitation at home, in Proc. IEEE Conf. Comput. Intell. Games, 179–186. DOI:10.1109/CIG.2012.6374154
- 47. Qu, C., Brinkman, W., Wiggers, P., Heynderickx, I., 2013. The effect of prim-ing pictures and videos on a question–answer dialog scenario in a virtual environment, Presence, 22(2), 91-109. DOI: 10.1162/PRES_a_00143
- 48. Raybourn, E. M., Fabian, N., Tucker, E., Willis, M., 2010. Beyond game ef-fectiveness Part II: A qualitative study of multi-role experiential learning, in Proc. Interservice/Industry Training Simul. Educ. Conf., No. 10015.
- 49. Ritterfeld, U., Cody, M., Vorderer, P. (edit.), 2009. Mechanisms and effects, in: Serious games, Routledge, New York. DOI: 10.4324/9780203891650
- 50. Sehaba, K., Hussaan, A. M., 2013. GOALS: Generator of adaptive learning scenarios, Int. J. Learn. Technol., 8(3), 224–245, DOI: 10.1504/IJLT.2013.057061
- 51. Su, P-H., Wang, Y-B., Yu, T-H., Lee, L-S., 2013. A dialogue game frame-work with personalized training using reinforcement learning for com-puter-assisted language learning, in Proc. IEEE Int. Conf. Acoust. Speech Signal Process, 8213–8217.
- 52. Sukajaya, I. N., Nugroho, S. M., Hariadi, M., Purnama, I.K.E., 2012. Multi-parameter dynamic difficulty game’s scenario using Box-Muller of Gaussian distribution, in Proc. IEEE 7th Int. Conf. Comput. Sci. Educ., 1666–1671. DOI: 10.1109/ICCSE.2012.6295384
- 53. Terelak-Tymczyna, A., Biniek, A., Nowak, M., 2019. The Use of Simulation Games in Teaching Lean Manufacturing, Hamrol A. et al. (Eds.): Ad-vances in Manufacturing II, 2, LNME, 358–369, DOI: 10.1007/978-3-030-18789-7_3
- 54. Tokac, U., Novak, E., Thompson, C. G., 2019. Effects of game-based learning on students' mathematics achievement: A meta-analysis. Journal of Com-puter Assisted Learning, 35(3), 407-420. DOI: 10.1111/jcal.12347.
- 55. Tsai, F.H., Yu, K.C., Hsiao, H.S., 2012. Exploring the factors influencing learning effectiveness in digital game-based learning, Educ. Technol. Soc., 15(3), 240–250.
- 56. Tseng, K.C., Wu, C.C., 2014. An expert fitness diagnosis system based on elastic cloud computing, The Science World Journal, DOI: 10.1155/2014/981207
- 57. Varsha, P.S., 2023. How can we manage biases in artificial intelligence sys-tems –Asystematic literature review, International Journal of Information Management Data Insights, 3, 100165. DOI: 10.1016/j.jjimei.2023. 100165
- 58. Vidani, A.C., Chittaro, L., 2009. Using a task modeling formalism in the de-sign of serious games for emergency medical procedures in Proc. IEEE Conf. Games Virtual Worlds Serious Appl., 95–102, DOI: 10.1088/1742-6596/1830/1/012001
- 59. Wachnik, B., 2022. Analysis of the use of artificial intelligence in the man-agement of Industry 4.0 projects. The perspective of Polish industry. Pro-duction Engineering Archives, 28(1), 56-63, DOI: 10.30657/pea. 2022.28.07
- 60. Ward, A., McKeown, M., Utay, C., Medvedeva, O., Crowley, R., 2012. Inter-active stories and motivation to read in the raft dyslexia fluency tutor, in: Intelligent Virtual Agents, Nakano Y., Neff M., Paiva A., Walker M. (Eds.) New York, NY, USA: Springer-Verlag, 260–267. DOI: 10.1007/978-3-642-33197-8
- 61. Wattanasoontorn, V., Boada, I., Blavi, C., Sbert, M., 2012. The framework of a life support simulation application, Procedia Comput. Sci., 15, 293–294, DOI: 10.1016/j.procs.2012.10.083
- 62. Wijman, T., Global games market report, tech. rep., NewZoo.com, 2020.
- 63. Wijman, T., 2021. The Games Market in 2022: The Year in Numbers, article, NewZoo.com.
- 64. Wilson, K., Korn, J., H., 2007, Attention During Lectures: Beyond Ten Minutes, Teaching of Psychology, 34(2), 85-89. DOI: 10.1080/00986 280701291291
- 65. Yannakakis, G. N., Togelius, J., 2018. Artificial intelligence and games, 2, Springer.
- 66. Zhang, L., Wade, J. W., Bian, D., Swanson, A., Warren, Z., Sarkar, N., 2014. Data fusion for difficulty adjustment in an adaptive virtual reality game system for autism intervention, in Proc. HCI Int. Posters Extended Ab-stracts, 648–652.
- 67. Zhonggen, Y., 2019. A Meta-Analysis of Use of Serious Games in Education over a Decade, in: International Journal of Computer Games Technology, e4797032, Publisher: Hindawi.
Uwagi
Opracowanie rekordu ze środków MNiSW, umowa nr POPUL/SP/0154/2024/02 w ramach programu "Społeczna odpowiedzialność nauki II" - moduł: Popularyzacja nauki (2025).
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-eda3160e-b201-44cd-a177-3a608f431b0a
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.