Abstract [eng] |
During the past few years a couple innovative projects, aiming at better social integration of certain target groups, has been initiated by public offices in Lithuania. These projects require interactive virtual environments, where users could safely test distinct behaviors and learn from corresponding outcomes, while making their own decisions. The educational content is conveyed as dynamic and text based communication between the user and non-player characters, who resides in a computer game. This document introduces a possible solution for implementation of such dynamic content for a social simulation. The model of dynamic quest engine, that supports a broad range of non-linear adaptive tasks (quests) and dialogs, is described here. This model has been built upon analysis of similar existing engines, key concepts of non-linearity as well as specific requirements of actual underway social projects. The usability of the suggested model was tested by applying it in implementation of dynamic quest engine itself. The same engine implementation was later successfully used in two separate social projects. Created engine now powers dynamic educational content, written by expert writers and currently accessible for target groups in Lithuania. |