Dynamic Selection of Learning Situations in Virtual Environment
Kevin Carpentier, Domitile Lourdeaux and Indira Mouttapa-Thouvenin
Heudiasyc - UMR CNRS 7253, Universit
´
e de Technologie de Compi
`
egne, 60200 Compi
`
egne, France
Keywords:
Adaptation, Virtual Environment for Training.
Abstract:
In a lot of industrial contexts, workers may encounter novel situations which have never occured in their
training. Yet, such situations must be handeld successfully to prevent high-cost consequences. Such conse-
quences might be human casualties (in high-risk domains), material damages (in manufacturing domains) or
productivity loss (in high performance industry). To address this lack in their training, virtual environments
for training should provide a large spectrum of learning situations. The difficulty lies in generating these
situations dynamically according to the learners profile while they have a total freedom of interaction in the
virtual environment. To address this issue, we propose to generate activities by operationnalising the Zone
of Proximal Development in a multidimensional space. The filling of this space will be updated dynamically
based on user interactions.
1 INTRODUCTION
Nowadays’ working contexts are getting more and
more complex, they are composed of a wide range
of situations. Training is a major issue in indus-
try for different reasons. It prevents accident in
domain where security is critical (high-risk indus-
try, nannies training), it fosters productivity in high-
performance industry (aeronautic assembly, subma-
rine maintenance), it also prevents manufacturing de-
fect where customer satisfaction is a key point. Most
commonly, in a professional environment, operative
attends a short training before getting on the site.
They lack of experience and each new situation is dif-
ficult to handle because it is a whole new one. It is
widely accepted that experience is the mort impor-
tant way to develop professional skills in these do-
mains. By encountering various situations, appren-
tices may consolidate their knowledge and build their
own effective mental representations of the task pro-
cessing. Moreover, it is accepted that situated learn-
ing can offer an efficient learning framework. As such
training is expensive and requires the material to be
requistionned, virtual environment for training have
been proven to be a good solution to provide learn-
ing in complex situations (Amokrane and Lourdeaux,
2009).
By simulating the work context, these environ-
ments deliver a wide range of real situations. How-
ever, providing content is not enough to ensure an ef-
ficient learning. The content must be adapted to the
learner’s profile and historic : what has been learned?
What needs to be learned next? Which errors are most
commonly made? Besides, the content answering
these questions must be provided in an engaging way.
Our goal is to generate pedagogical content adapted
to the learner level and presented through a story in
which the learner will feel involved. The content pro-
posed must enable learners to meet many and varied
kind of situations and keep their motivation at a high
level. To fulfill this requirement, we propose to dy-
namically generate relevant learning situations with
regard of the learner’s trace and learning objectives.
A relevant learning situation is a set of states of the
world that will test a subset of skills and knowledge
in a efficient and engaging way. As our works fits in
the situated learning theory, we considered that each
learner builds his own mental representation in disre-
gard of an elicitation of knowledge and skills. Thus,
it makes it difficult to control knowledge acquisition.
Another issue is to ensure that the generated content is
relevant, which means it fulfills both pedagogical and
narrative requirements. This also raised the underly-
ing question about the balance between narrative and
motivational factors and pedagogical needs.
SELDON, standing for ScEnario and Learning sit-
uations adaptation through Dynamic OrchestratioN,
aim to generate and control scenario within a virtual
environment. As part of the SELDON model, we pro-
pose the TAILOR model to generate a canvas which
is a sequence of constraints on the state of the world,
called situations, that should be met or prevented to
101
Carpentier K., Lourdeaux D. and Mouttapa-Thouvenin I..
Dynamic Selection of Learning Situations in Virtual Environment.
DOI: 10.5220/0004247901010110
In Proceedings of the 5th International Conference on Agents and Artificial Intelligence (ICAART-2013), pages 101-110
ISBN: 978-989-8565-39-6
Copyright
c
2013 SCITEPRESS (Science and Technology Publications, Lda.)
facilitate knowledge learning and skills acquisition.
The canvas is then used by the other part of SELDON,
a scenario planner, DIRECTOR (Barot et al., 2013) to
constrain the simulation. This paper presents our con-
tribution on activities selection based on belief about
learner’s aptitudes and pedagogical needs. In section
2 we present how our contribution positions in rela-
tion to different approaches on adaptive scenarisation.
Then, we introduce the overall process of situation
constraints generation and present a detailled method
of selection of the constraints depending on pedagog-
ical needs in section 3. Section 4 shows an illustration
of this selection through the case of nannies training.
Then we will present the perspectives we foresee to
extend this work and conclude over the whole contri-
bution.
2 RELATED WORKS
Adaptive scenarisation is the process of reacting to
user’s actions to provide content fitted to their need.
In videogames, it might be used to adjust difficulty ac-
cording to player’s level without using typical discrete
mode such as ”Easy”,”Hard”, etc. With adaptive fea-
tures, players are always in the flow (Csikszentmiha-
lyi, 1991): the difficulty remains high enough to pro-
pose a suitable challenge, yet, players can overcome it
so that they do not get bored or frustrated. Such a con-
cept might be used to adapt difficulty in a training ses-
sion so that learners keep a high level of motivation.
The system can propose activities that are always dif-
ficult enough to challenge the learner but always man-
ageable to prevent frustration and loss of motivation.
Our objective is twofold: providing adapted content
(1) and presenting this content in such a manner it
does not cut the user from the flow and, moreover,
motivate him (2).
The adaptation can be made at different levels of
granularity. A first approach is to have a global adap-
tation: a whole scenario has been written (Marion,
2010) or generated (Niehaus et al., 2011) and the out-
comes of the events were scripted beforehand. This
approach allows the building of a scaffolding scenario
which present many advantages:
Pedagogical Coherence: the scenario ensures a
progressive learning through the session, assis-
tance can be given easily at relevant key points;
Narrative Involvement: it is therefore possible to
unfold the event as a story which will involve the
learner.
A main drawback is the lack of reactivity of the sys-
tem. As the whole session has been planned, the sys-
tem cannot reorient the scenario to adapt to the very
current learner’s state. The only way to cope with it
is to foresee each possible path which can represent a
huge amount of work. An opposite approach is to pro-
vide reactive adaptation by controling the outcomes
of learner’s actions. It enables:
Dynamic Adaptation: the system triggers out-
comes of learner’s actions and provides assis-
tances depending on pedagogical needs.
For example, in the application V3S (Barot et al., ),
the triggering of a hasardous matter leak is computed
in real-time by HERA (Amokrane and Lourdeaux, ),
an intelligent tutoring system, according to a learner’s
model.
The simulation where the adaptation takes place
can be run with opposite approaches: the controlled
approaches versus the emergent approaches.
The controlled approach aims to provide a very
efficient learning by orchestrating each part of the
simulation: state of the objects, virtual character’s be-
haviours, possibilities of action the learner, etc. It per-
mits:
Pedagogical Control: each element of the simula-
tion serves the scenario and pedagogical needs.
This approach which is used in the Generic Virtual
Training (Gerbaud et al., 2008) helps building peda-
gogically efficient scenarios but disables the possibil-
ity to encounter unintended - though relevant - situ-
ations. Moreover, such an approach demands an ex-
haustive modeling of the world functionment which
handicaps the evolutivity of the system. The whole
modeling has to be reconsidered to avoid incoherence
each time an author adds new contents. Any attempt
to interfere with the simulation can cause incoher-
ence for the learner: virtual characters become un-
predictible, states of objects changes with no coher-
ent reason. As a result, there is no way to explain
a posteriori the unfolding of events. These explana-
tions are critical for the learner to understand causes
and consequences of events and actions and they can
be provided at the end of the session or reviewed by a
teacher.
By a clever modelling of small behaviors of the
world, emergent approaches allow new situations to
arise (Shawver, 1997). It also enables:
Freedom of Action: learners are not framed by the
task they are supposed to do, they can experiment
and discover the outcomes of their actions;
Autonomous Virtual Characters: as they are not
being controlled by a supervisor, virtual charac-
ters maintain their autonomy and their behaviours
remain coherent throughout the simulation run.
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The issue with emergent approaches is the lack of
pedagogical control. The simulation runs itself ac-
cording to initial parameters and there is no way to
orchestrate the events to adapt the simulation to the
current learner’s state. Each of these approaches has
attractive features but none of them fulfills our re-
quirements as explained below.
3 PROPOSITION
3.1 Approach
Our work aims to provide a relevant adaptation at dif-
ferent level of granularity. At the lowest level, adapta-
tion should modulate the consequences of the actions
of the learner, this means an even set of events might
have different outcomes depending of the expertise of
the learner. Then, the adaptation must work on a mid-
dle level basis by producing complex sequences of
events leading to a specific learning in a session. Fi-
nally, skills development requires a learner to follow
a path of different learning situations during different
learning sessions, the adaptation should also provide
information about the path to follow between differ-
ent sessions. For this purpose, we will try to adopt a
balanced approach which is both global and local.
Besides, learners should have a total freedom and
the system must react as it would in reality to help
them to develop skills from their mistakes. Tech-
nical, organisational and human systems are getting
more and more complex in working context. An ex-
haustive explicitation of each possible scenarios be-
forehand would result in a combinatorial explosion.
To adress the growing comlexity of such systems, we
chose to model them through an emergent approach.
However, as our purpose is to provide an efficient situ-
ated learning, we must ensure that relevant assistances
are provided to learners as they would be provided in
a working context. Moreover, we need to orchestrate
dynamically the course of the training to adapt to cur-
rent learner state.This can only be achieved by con-
trolling the flow of events to some extent. We need to
adopt an emergent approach to model the world but
we want to provide pedagogical control over it.
To be able to have both global and local adaption
with pedagogical control over an emergent simula-
tion, we propose to orient dynamically the simulation
towards specific situations which are consistant with
the current state of the world, without breaking the
coherence of neither object states nor the behaviour
of virtual characters. This is the purpose of SELDON,
standing for ScEnario and Learning situation adapta-
tion through Dynamic OrchestratioN), which is a part
of the HUMANS platform described below.
3.2 HUMANS Framework
The HUman Models-based Artificial eNvironments
Software platform is dedicated to the simulation of
virtual environments within complex domains where
human factors are critical. HUMANS platform allows
high cognitive virtual characters and learners to coex-
ist in a simulation.
HUMANS uses three models which were designed
to be informed by domain experts (ergonomists, di-
dacticians,etc.):
DOMAIN (figure 1) describes the world in a static
way, the object, physical or abstract, that exists in
the world and the relations between them through
an ontology. It also includes a dynamic descrip-
tion: possible actions, the behaviours these ac-
tions trigger and events that might occur through
rules;
Figure 1: Part of an ontological representation of DO-
MAIN.
ACTIVITY (figure 2) uses a hierarchical represen-
tation of the task to describe the activity as ob-
served on a real site and not as depicted in proce-
dures and protocols. The basic tasks are the ac-
tions referenced in DOMAIN;
Figure 2: Hierarchical representation of ACTIVITY.
CAUSALITY (figure 3) expresses pertinent causal
chains occuring in the environment through a di-
rect acyclic graph. It might describe causal chains
of risks (when informed through a risk analysis)
or errors induction (which can be generated using
an error model generation);
DynamicSelectionofLearningSituationsinVirtualEnvironment
103
Figure 3: Graph representation of CAUSALITY.
These models manipulate common entities and
each unit (Entity in DOMAIN, Task in ACTIVITY and
Event in CAUSALITY) can be tagged to specify some-
thing to which a unit is related (skills, risks, perfor-
mance criteria.etc.). TAILOR is the first of two parts
constituting SELDON. It produces constraints for the
second part, DIRECTOR whose role is to apply this
constraints.
3.3 General Overview
As shown in Figure 4, the TAILOR model of con-
straints generation is divided in three parts: diagnosis,
pedagogical selection, narrative framing.
The first part updates a dynamic model based on
the Zone Of Proximal Developpement to establish a
diagnosis of learner’s capacities.
Second part computes this model to determine
a set of situation constraints that fulfill pedagogical
needs along with metrics on these situations. They
describe if situations shoud be avoided or should be
met. Situation constraints describe states of the world
which should bring learners to discover/develop/use
specific skills and knowledge. One of these situation
contraints defines a goal situation toward the simula-
tion should be leading. This situation is not the end of
the scenario but merely one of its key points.
In a third part, key points are then framed into
common narrative patterns to generate a story and
modulate the dramatic tension. The canvas is the suc-
cession of situations constraints build upon time. The
description of the metrics and of the narrative framing
is beyond the scope of this paper.
We present in the following subsection a model
for selecting a goal situation according to a uncertain
learner’s model.
3.4 Description of the Pedagogical
Process
3.4.1 Input Data
The dynamic mecanism of selection of activities un-
derlying TAILOR lies on both inputs from the learner
and the teacher.
Figure 4: General Overview.
Learner’s Inputs: each session of training the
learner follows is recorded through a trace based
on HERA model (Amokrane and Lourdeaux, ).
As the model is based on activity analysis, traces
identify previous situations encountered, errors,
causes and consequences, risk produced. Traces
are also enriched with activity traces of virtual
characters as well as the tracking of causal chains
within the environment;
Teacher’s Inputs: the teacher can influence the
simulation beforehand at different levels: he can
select situations which should be encounter dur-
ing the session in the CAUSALITY model, task
to be performed in ACTIVITY model and perfor-
mance criteria to favour.
3.4.2 Diagnosis
On this purpose, the first matter is to establish and
maintain a diagnosis of learner’s current level of
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knowledge. As seen in (Brusilovsky and Mill
´
an,
2007), most systems use an elicitation of knowledge,
of the influences they have between each other and of
the events which are clues of learning.
Actually, we fit our work in the paradigm of situ-
ated learning, it would be paradoxal to build a model
of skills and knowledge acquisition. Moreover, we
want to produce a progressive learning individualized
to each learner. Vygotsky proposes the model of Zone
Proximal of Developpement (ZPD) (Vygotsky, 1978)
in which a student can develop skills inside its con-
fort zone and enlarge it by the help of the teacher. We
think the ZPD can be used in a more general learning
context than education and that the teacher, which is
responsible of the scaffolding, might be played by vir-
tual scaffolding and by an intelligent scenarisation of
events. To operationnalize this approach, we choose
to deal with a belief the system has in the capabili-
ties of a learner to handle a certain type of situation
depicted by constraints. They might include a set of
skills, performance criteria, tasks, errors, etc., which
are informed by pedagogical experts of the domain
within the models presented in 3.2. These constraints
”mold” a space where each situation is reported with
a belief on whether the learner handled it successfully
or unsucessfully. This space is constructed so that
two points in space are representative of semantically
close situations in the simulation. Beliefs are prop-
agated around each point to estimate a belief on the
capabilities of a learner to handle a situation match-
ing another set of constraints semantically close. The
Transferable Belief Model and the conjunctive rule of
combination (CRC) described in (Smets and Kennes,
1994) are used to represent and udpate these beliefs.
For each point of this space, describing a type of
situation, we have four values:
h - Belief on the hability to handle this situation,
d - Belief on the dishability to handle this situa-
tion,
i - Ignorance, either hability or disability
c - Conflict between belief of hability and disha-
bility
With h + d + i + c = 1
TAILOR parses traces produced by the trace-
based system called MONITOR that exists within
the HUMANS framework. Based on ACTIVITY and
CAUSALITY models, MONITOR aims to record every
action agents makes whether they are real learners or
virtual characters. These actions are linked to task
and high-level tasks in the activity hierarchy and are
associated to a potentiality to trigger an error, a risk
or affecting a performance criteria. Each trace is
used as a source of information to update the beliefs
about a type of situation. New values are compute
according to the application of the conjunctive rule of
combination as shown in 1,2,3,4.
h
new
= h
cur
h
source
+ i
cur
h
source
+ i
source
h
cur
(1)
d
new
= d
cur
d
source
+i
cur
r d
source
+i
source
d
cur
(2)
i
new
= i
cur
i
source
(3)
c
new
= 1 h
new
d
new
i
new
(4)
Where h
cur
, d
cur
, i
cur
are the current values,
h
source
, d
source
, i
source
are values provided by the trace
and h
new
, d
new
, i
new
, c
new
are the updated values.
The association between beliefs and the multidi-
mensionnal space described above draws our ZPD we
call zpd-space.
3.5 Pedagogical Selection of Activities
As the learner progresses throughout activities and
sessions, the space is filled with points and associated
beliefs are updated.
TAILOR will then select a set of points in this
space to generate a new situation. The difficulty lies
in determining which points will produce an efficient
learning. The selection is made based on the 4 values
aforementionned using pedagogical rules.
Points where belief has a high ignorance-value are
not likely to be interesting;
Points where belief has a high hability-value are
not interesting to produce new learning, but they
can be used in the beginning of the session to
make the learner at ease;
Points where belief has a high dishability-value
are interesting, because they are the proof of an
error, a violation and more generally a miscon-
ception. Depending on specific pedagogical rules,
the situation will be avoided or, on the contrary,
a learning situation will be generate to break the
misconception through an assistance;
Points where belief has a high conflict-value are
interesting. Mathematically, it means the differ-
ent sources of information are contradictory. In
our case, it means the learner is able to handle a
situation in a specific context but a misconception
prevent him from using the same skills in another
context.
A set of pedagogical rules helps selecting relevant
points according to these values and pedagogical ob-
jectives. After this filtering, TAILOR compute DO-
MAIN, ACTIVITY and CAUSALITY model to deter-
mine which events and which activities responds to
these constraints.
DynamicSelectionofLearningSituationsinVirtualEnvironment
105
Table 2: ZPD-space initialisation in nannies training simulator.
In this example we consider there is no conflict, and that the
learner has successfully handled situation S
1
. The darker the
color the surer the system knows that the learner will be able
to handle a situation generated from this point. Blank areas
express the lack ok knowledge about the learners habilities.
The ZPD is where the belief on the hability of the learner is
beyond a threshold (0.4 in this case).
In this example we consider there is no conflict, and that the
learner has successfully handled many situations.
Table 1: Situations and desirability.
Situation constraints Desirability
Sit
1
D
1
[1, 1]
... ...
Sit
n
D
n
[1, 1]
Sit
Goal
1
3.5.1 Output Data
At each iteration, TAILOR generates a set of situation
constraints associated to a desirability which repre-
sent how desired this state of the world is (see Ta-
ble 1). A negative value describe a situation that
should be avoid. One situation is tagged as the goal
situation. A situation is depicted by a subset of triple
describing a specific state of the world using the for-
malism of DOMAIN.
4 EXAMPLE: NANNIES
TRAINING SIMULATOR
We applied the model generation to a scenario of nan-
nies training. The french organism for learning pro-
vided a large amount of didactic information for a
previous work on the project SimADVF (figure 5).
The learner is the nanny and has to take care of two
children: Marion, a six month-old baby and Jean, a
five year-old boy. Each activity has various indica-
tors about performance criteria. For instance, chang-
ing the nappies of a baby requires Vigilance, Inter-
vention planification and Protocol compliance. Let us
consider the case of a novice learner which has very
little use of the training simulation. The skills space
is drawn by performance criteria which values range
from 0 to 5. There are eleven performance criteria
which means a discrete space of 6
11
values e.g. more
than 360 million types of situation. Fortunately, all
combinations do not define a valid situation i.e. some
points are pointless and the space is lacunar. For the
sake of the demonstration and to facilitate the visibil-
ity, we shall consider only two performance criteria:
Self Control and Protocol Compliance. The pedagog-
ical objective is arbitrarily set to Self Control. Two ex-
amples are presented in Table 1 to Table 5 for a novice
learner which has used the system once and for a more
advanced learner.
5 PERSPECTIVES AND FUTURE
WORKS
Selection of activities is the first part of our work. To
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Table 3: Situations generation.
In regard of the pedagogical objectives, which here emphasize
on Self Control, the system selects points to privilege this per-
formance criteria. The point S
G
(SC = 3, PC = 1) is selected.
By computing the ACTIVITY model, TAILOR determines tasks
requiring a (SC = 3, PC = 1) set of skills. The task ”Dealing
with a capricious child” is an activity that fulfills this require-
ment. Its precondition is the occurence of child in state ”an-
gry”. TAILOR does not control virtual character inner state but
the constraint will be used by DIRECTOR.
In regard of the pedagogical objectives, which here emphasize
on Self Control, the system selects points to privilege this per-
formance criteria. The point S
G
(SC = 5, PC = 5) is selected,
the system has a belief of 0.4 for the learner to handle this type
of situation. By computing the ACTIVITY model, TAILOR de-
termine the tasks requiring a (SC = 5, PC = 5) set of skills.
The task ”Caring an injured children in emergency situation”
is an activity that fulfills this requirement. Its precondition
is the occurence of a major accident on a children. TAILOR
parses CAUSALITY to determine potential sources of an acci-
dent. There are two possible causes:
a burn from hot tapwater which may occure when the tap-
water is turned on hot;
a small fall down the staircase when the gate is open.
By parsing the DOMAIN model, TAILOR determines that each
of these situations can occured in current session: there is a
tapwater and a staircase closed by a gate. As both situation are
possible in current state of the word and in order to constraint
the least possible the simulation, the output is reduced to ”the
occurence of an accident”. Metric considerations, that are not
discussed in this paper, control the gravity of the event. Here,
the gravity is relatively low. In CAUSALITY, an injury on a
baby is tagged as a grave event.
Situations
Goal
Desirability:1
States:
(?child has-state ?angry)
(?angry has-level high)
Situations
Goal
Desirability:1
States:
(?child has-accident ?acc)
(?acc has-gravity major)
Situation1
Desirability:-1
States:
(?child has-accident ?acc)
(?acc has-gravity mortal)
DynamicSelectionofLearningSituationsinVirtualEnvironment
107
Table 4: ZPD-space udpate and new activities selection.
The learner reacted well to the previously generated situation
, the ZPD-space is updated. The point S
G
(SC = 4, PC = 3)
is now selected, the system has a belief of 0.4 for the learner
to handle this type of situation. By computing the ACTIVITY
model, TAILOR determines tasks requiring a (SC = 4, PC = 3)
set of performance criteria. The task ”Caring an injured chil-
dren” is an activity that fulfills this requirements. Its precon-
dition is the occurence of a minor accident on a children. TAI-
LOR parses CAUSALITY to determine potential sources of a
minor accident. A cause of a minor accident is a child stum-
bling on an toy. It can occur when child is in state ”excited”
and the room is messy. By parsing the DOMAIN model, TAI-
LOR determines that the situation can occured in current ses-
sion. The output is the child to be excited and a room to be
messy.
In the trace providing by the learner tracking module a deletion
error was detected: the learner did not performed a subtask of
the high-level task ”Caring a children in emergency situation”.
Indeed, the learner should have call emergency services or, at
least the parents, to warn them and to ensure no further healing
were to be done. The situation was not handled successfully,
so the ZPD-space is updated with a belief on the inhability of
the learner to handle a situation such as (SC = 5, PC = 5). To
correct this behavior, TAILOR computes CAUSALITY to deter-
mine which event are likely to learn the user the good prac-
tises. It occured when parents are home, in a worried state to
rebuke nannies for their misbehavior.
Situations
Goal
Desirability:1
States:
(?child has-state excited)
(?room is-a room_object)
(?room has-state messy)
Situation1
Desirability:-1
States:
(?child has-accident ?acc)
(?acc has-gravity major)
Situations
Goal
Desirability:1
States:
(?parent at home)
(?parent has-state ?worried)
(?worried has-level ?high)
provide adapted content is essential but to involve the
learner, we need to use motivational factors. Modulat-
ing the dramatic tension is a possible solution. To cre-
ate tension, a story must be built upon the events and
the world depicted within the simulation. The aim is
to provide a purpose to the training session by show-
ing the virtual characters as story characters who can
be helpers or opponents, the events as plot points that
will increase or decrease the tension. We plan to use
narrative pattern, as described by (Campbell, 2008),
(Propp, 1968) or (Greimas, 1966) to extends current
pedagogicial situations. The element described by the
situations will be fitted with element from a pattern
such as location, helpers, opponents, goal,etc. For
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Table 5: End of training session.
The learner reacted well to the previously generated situation
, the ZPD-space is updated. The information provided by the
ZPD-space will be used to initialise further sessions of train-
ing.
The learner made a mistake by not calling emergency services.
The early arrival of the parents provided a diegetic assistance.
The same type of situation is likely be proposed in a future ses-
sion to test whether the learner has learned the good practises
or not.
Figure 5: A screenshot of SimADVF - Nannies training
simulator.
one pedagogical situation, many narrative configura-
tions are possible. We will use a measure of the nar-
rative utility based on earlier events in the simulation.
The utility will maximize if it furthers the develop-
ment of the story depicted in past events without dis-
rupting the whole coherence.
6 CONCLUSIONS
We proposed in this paper a model to dynamically
generate scenarios in a virtual environment regarding
learner’s capacities. The process uses a phase of di-
agnosis which compute traces at the initialisation and
in real time. It operationnalizes the theory zone of
proximal development through a multidimensionnal
space of belief, updated at each task performed by the
learner within the virtual environment. Then the sys-
tem computes current world state to determine which
situation can take place to answer ZPD and pedagogi-
cal objectives requirements. We build a first prototype
within the HUMANS platform working on the exam-
ple of nanny training. Our future works will focus in
the narratives consideration by framing the successive
situations in a narrative pattern to relate a story.
ACKNOWLEDGEMENTS
This work is part of the ANR project: NIKITA (Nat-
ural Interaction, Knowledge and Immersive systems
for Training in Aeronautic). Partners are: Heudiasyc,
Paris Descartes University, CEA-LIST, Emissive and
EADS. We want to thank M. Andribet and G. Michel
from the french association for adult training (AFPA)
who provided enough data to fill our models.
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