Rania A. HodHod

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Interactive Narrative in game environments acts as the main catalyst to provide a motivating learning experience. In previous work, we have described how the use of a dual narrative generation technique could help to resolve the conflict between allowing high player student agency and also the track of the learning process. In this paper, we define a novel(More)
In this paper, we have used the Case Based Reasoning methodology to develop a case-based expert system prototype for supporting diagnosis of heart diseases. 110 cases were collected for 4 heart diseases namely; mitral stenosis, left-sided heart failure, stable angina pectoris and essential hypertension. Each case contains 207 attributes concerning both(More)
Promoting ethical, responsible, and caring behavior in young people is a perennial aim of education. Schools are invited to include moral teaching in every possible curriculum. Efforts have been made to find non-traditional ways of teaching such as games or role play or engaging students in moral dilemmas. However, classroom environments need to consider(More)
This paper proposes a formal approach of constructing shared mental models between computational improvisational agents (improv agents) and human interactors based on our socio-cognitive studies of human improvisers. Creating shared mental models helps improv agents co-create stories with each other and interactors in real-time interactive narrative(More)
In this paper, we have developed a hybrid expert system prototype used for supporting diagnosis of heart diseases. The system merges uncertainty management techniques and case-based reasoning. The system is able to give appropriate diagnosis for 4 heart diseases namely; mitral stenosis, left-sided heart failure, stable angina pectoris and essential(More)
Promoting ethical, responsible, and caring young people is a perennial aim of education. Efforts have been made to find ways of teaching other than traditional ones like games and role play. Narrative-based computer games are engaging learning platforms that allow collaboration of humans and computers in the creation of innovative experiences. In this(More)
Procedural game generation is the automatic creation of all aspects of a playable computer game. Procedural game generation systems require specialized knowledge, virtual worlds, and art assets. In this paper, we show how 3D graphical scenes for interactive fictions can be automatically generated with only knowledge that is readily available in existing(More)
In this paper, we are focusing on digital serious games (edugames) and how they can be utilized in teaching in the ethics and citizenship domain. Our aim is to combine narrative techniques with intelligent tutoring techniques in a single model that adopts and based on educational theories and classroom educational strategies. The model has been used to(More)