Novela interactiva en RPG Maker usando sistemas de programación paralela para cinemáticas y contenidos 2D
PDF

Palabras clave

IA
aprendizaje
juego
narrativa
dilemas

Cómo citar

Chacón Rangel, J. G. ., & Escalante, J. C. . (2024). Novela interactiva en RPG Maker usando sistemas de programación paralela para cinemáticas y contenidos 2D. Formación Estratégica, 5(1), 104–118. Recuperado a partir de https://mail.formacionestrategica.com/index.php/foes/article/view/228

Resumen

This project has and fervently seeks a significant impact in the educational and technological field, by combining entertainment with critical learning and logical thinking to motivate new generations to explore the history and ethical dilemmas of artificial intelligence (AI). The general objective is to develop an interactive novel in RPG Maker, using parallel programming systems for cinematics and 2D content that seeks to promote interest in the history of AI so that new generations become aware of the good use and enjoyment of the technology. The applied methodology is structured in four main phases: narrative design and creation of interactive routes, development of cinematics and programming of visual and sound content using parallel computing techniques, integration of interactive algorithms that allow the player to influence the narrative. The data is obtained from historical and technical analysis of relevant milestones in the evolution of artificial intelligence, as well as feedback collected during pilot tests conducted with friends and family. These inputs allow for fine-tuning the narrative, technical, and visual aspects of the project. The final product will be a functional and educational interactive novel, featuring an original narrative designed for RPG Maker, inspiring images generated using artificial intelligence, and an immersive approach that combines learning and entertainment.

PDF

Referencias

Arengas Acosta, J. M., Lopez Ramirez, M., & Guzman Cabrera, R. (2024). Impacto del preprocesamiento en la clasificación automática de textos usando aprendizaje supervisado y reuters 21578. Revista Colombiana de Tecnologías de Avanzada (RCTA), 1(43), 110-118.

Brown, N., & Sandholm, T. (2019). Superhuman AI for multiplayer poker. Science. https://doi.org/10.1126/science.aay2400

Bravo Valero, A. J., Nieto Sánchez, Z. C., Cristancho, J. A., & Useche Cogollo, L. T. (2023). Perspectivas de investigación en torno a los ambientes de aprendizaje en el siglo XXI: una visión desde una región transfronteriza. Revista Colombiana De Tecnologías De Avanzada (RCTA), 2(42), 150-157. https://doi.org/10.24054/rcta.v2i42.2793

Silver, D., Huang, A., Maddison, C. J., et al. (2016). Mastering the game of Go with deep neural networks and tree search. Nature. https://doi.org/10.1038/nature16961

Mnih, V., Kavukcuoglu, K., Silver, D., et al. (2015). Human-level control through deep reinforcement learning. Nature. https://doi.org/10.1038/nature14236

Coskun Benlidayi, I. (2024). Artificial Intelligence and Critical Thinking. Central Asian Journal of Medical Hypotheses and Ethics. https://doi.org/10.47316/cajmhe.2024.5.2.06

Céspedes Prieto, N. E., Cervantes Estrada, L. C., & Martínez Fonseca, L. Y. (2023). Realidad aumentada como recurso de formación en las fuerzas militares Caso policial - Escuela de Cadetes General Santander. Revista Colombiana De Tecnologías De Avanzada (RCTA), 1(41), 66-78. https://doi.org/10.24054/rcta.v1i41.2419

Sallam, M., Salim, N. A., Barakat, M., & Al-Tammemi, A. B. (2023). ChatGPT applications in medical, dental, pharmacy, and public health education. Narra Journal.

Astărăstoae, V., Rogozea, L. M., Leașu, F., & Ioan, B. G. (2024). Ethical Dilemmas of Using Artificial Intelligence in Medicine. American Journal of Therapeutics.

Weidmann, A. E. (2024). Artificial intelligence in academic writing and clinical pharmacy education: consequences and opportunities. Int J Clin Ph.

Benlidayi, I. C. (2024). Artificial intelligence and critical thinking. Central Asian Journal of Medical Hypotheses and Ethics. https://doi.org/10.47316/cajmhe.2024.5.2.06

Bunge, M. (2000). La ciencia: Su método y su filosofía. Siglo XXI Editores.

Kumada, T., Yamashita, S., & Fujimoto, R. (2021). Educational game development using RPG Maker. Japanese Journal of Digital Learning.

Popper, K. (1972). La lógica de la investigación científica. Ediciones Paidós.

Schwaber, K., & Sutherland, J. (2017). The Scrum guide: The definitive guide to Scrum. Scrum.org.

Ruiz Tirado, M. F. . (2022). El impacto de la educación a distancia y el uso de la tecnología. Formación Estratégica, 6(02), 145–160. Recuperado a partir de https://www.formacionestrategica.com/index.php/foes/article/view/98

Rojas Puentes, M. P., Parada, C. J., & Leal Pabón, J. (2022). Estructuras desglosadas de trabajo (EDT) en la gestión de alcance de proyectos de desarrollo de software. Revista Colombiana de Tecnologias de Avanzada (RCTA), 1(39), 51–58. https://doi.org/10.24054/rcta.v1i39.1375

Russell, S., & Norvig, P. (2020). Artificial Intelligence: A Modern Approach (4th ed.). Pearson. https://doi.org/10.5555/3086952

Juul, J. (2011). Half-Real: Video Games between Real Rules and Fictional Worlds. MIT Press. https://doi.org/10.7551/mitpress/9780262072996.001.0001

Laird, J. E., & van Lent, M. (2001). Human-level AI’s killer application: Interactive computer games. AI Magazine, 22(2), 15-26. https://doi.org/10.1609/aimag.v22i2.1562

Mejia Rodriguez, C. A., Rincon Pinzon, M. A., Palmera Quintero, L. M., & Arevalo Vergel, L. M. (2024). Aplicación de machine learning y metodología CRISP-DM para la clasificación precisa de severidad en casos de dengue. Revista Colombiana de Tecnologías de Avanzada (RCTA), 1(43), 78–85. https://doi.org/10.24054/rcta.v1i43.2822

Denisse Itzel Robles Verdugo, & Mauro Sandoval Ceja. (2024). La influencia de las tecnologías en educación primaria. Formación Estratégica, 8(2), 18–34. Recuperado a partir de https://mail.formacionestrategica.com/index.php/foes/article/view/125

Salen, K., & Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. MIT Press. https://doi.org/10.7551/mitpress/9780262240456.001.0001

Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. MIT Press. https://doi.org/10.7551/mitpress/9780262026142.001.0001

Klimmt, C., & Vorderer, P. (2003). Media psychology and interactive entertainment: The challenge of affective interactive storytelling. Journal of Media Psychology, 15(1), 17-25. https://doi.org/10.1027/1864-1105.15.1.17

Lasso Cardona, L. A. ., Rincón Reyes, E. ., & Estrada Holguín, G. D. . (2020). Introducción a la evaluación de capacidades: una revisión teórica. Revista Colombiana De Tecnologías De Avanzada (RCTA), 2(36), 34-43. https://doi.org/10.24054/rcta.v2i36.18

Bostrom, N. (2014). Superintelligence: Paths, Dangers, Strategies. Oxford University Press. https://doi.org/10.1093/acprof:oso/9780199678112.001.0001

Timarán Buchely, A., & Timarán Pereira, R. (2021). Minería de datos educativa para descubrir patrones asociados al desempeño académico en competencias genéricas. Revista Colombiana De Tecnologías De Avanzada (RCTA), 2(38), 87-95. https://doi.org/10.24054/rcta.v2i38.1282

Togelius, J., & Yannakakis, G. N. (2015). Artificial Intelligence and Games. Springer. https://doi.org/10.1007/978-3-319-63519-4

Creative Commons License

Esta obra está bajo una licencia internacional Creative Commons Atribución 4.0.

Descargas

Los datos de descargas todavía no están disponibles.