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Effortlessly Populating Immersive Training Simulations with Background Characters.

, , and . XR (1), volume 14218 of Lecture Notes in Computer Science, page 172-183. Springer, (2023)

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A Method to Design a Multi-player Scenario to Experiment Risk Management in a Digital Collaborative Learning Game: A Case of Study in Healthcare., , , , and . ICL (1), volume 715 of Advances in Intelligent Systems and Computing, page 926-935. Springer, (2017)Communication and Knowledge Sharing in an Immersive Learning Game., , and . VS-GAMES, page 1-8. IEEE Computer Society, (2015)Beyond Reactive Systems: An Associative Memory for Sensory-Driven Intelligent Behavior., , and . CW, page 63-70. IEEE Computer Society, (2009)Serious Games et SMA - Application à un supermarché virtuel., , and . JFSMA, page 181-190. Cepadues Editions, (2011)Making Decisions in a Virtual Operating Room., , , and . CTS, page 136-142. IEEE Computer Society, (2016)The Cortexionist Architecture: An Ecological Approach to Knowledge Representations., , and . IICAI, page 2207-2219. IICAI, (2009)Control of non player characters in a medical learning game with Monte Carlo tree search., , , , and . GECCO (Companion), page 51-52. ACM, (2014)A Framework for Virtual Training in Crisis Context and a Focus on the Animation Component: The Gamemaster Workshop., , , , , , and . HICSS, page 1788-1797. ScholarSpace, (2023)Modeling Cognition with a Human Memory Inspired Advanced Neural Controller., , and . IVA, volume 4133 of Lecture Notes in Computer Science, page 463. Springer, (2006)Memory as an Active Component of a Behavioral Animation System., , and . ISSADS, volume 3563 of Lecture Notes in Computer Science, page 452-464. Springer, (2005)