A.G.I.M.C: agente inteligente conversacional como guia em um museu virtual 3D da computação

This work is intended to help increasing interactivity in virtual worlds, especially within a virtual museum for the teaching of introduction to computing. We opted for the use of software agents with instructional and interactional purposes personified through intelligent museum guides avatars. It...

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Detalles Bibliográficos
Autor: Bos, Andreia Solange
Tipo de recurso: tesis de maestría
Estado:Versión publicada
Fecha de publicación:2015
País:Brasil
Institución:Universidade Federal de Santa Maria (UFSM)
Repositorio:Manancial - Repositório Digital da UFSM
Idioma:portugués
OAI Identifier:oai:repositorio.ufsm.br:1/15849
Acceso en línea:http://repositorio.ufsm.br/handle/1/15849
Access Level:acceso abierto
Palabra clave:Mundos virtuais
OpenSimulator
Museu virtual
Agentes de software
Virtual worlds
Virtual museum
Software agents
CNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO
Descripción
Sumario:This work is intended to help increasing interactivity in virtual worlds, especially within a virtual museum for the teaching of introduction to computing. We opted for the use of software agents with instructional and interactional purposes personified through intelligent museum guides avatars. It is presented in this paper, the 3D virtual museum on the history of computing, developed through virtual worlds platform OpenSimulator, where its modeling tools and development of 3D objects were utilized with the usage of scripts as well as the focus of the project, which is the development of software agents. To achieve the objectives of this study, a survey of a case study was conducted in order to verify that the usage of an intelligent agent in a virtual world can facilitate or support the teaching and learning process with knowledge of the historical aspects of computing. The construction of the environment with the integration of an intelligent agent called AGIMC used the public server Pandorabots. To evaluate the environmental feasibility of utilization, a case study was conducted, which demonstrated that the usage of these environments contributes as a medium for teaching, but there are also some technological limitations that may hinder its usage and practice in the educational context. An assessment was performed with the students of IFRS- Campus Canoas. The results obtained during the evaluation with them met the expectations, obtaining good results which evidences that the agent supported in the knowledge acquisition by the students in the class group in the discipline, despite some difficulties in its implementation.