|

The Ability to Change
Adaptive experiences and technologies
involve change on some level, usually in the behavior or abilities
of the user, reader, consumer, or actor.
Agents are automated actions that can be run when
they are needed.
Modifying behaviors are those that change tools
and/or content based on the actions of techniques of the user. In
games, if a transition is experienced from a lower level to a higher
one, the difficulty factor may increase (Tetrus). The system can
also respond by providing more options and functions as difficulty
goes up.
Simulated intelligence can be worked into an
experience by changing content to reflect a shift in the point of
view. Thus, new levels of proficiency and detail can be added as
the user progresses.
These techniques call into question a broader discussion of intelligence,
life, and how they are defined. We evaluate and rank the possible
changes and their level of sophistication. The more sophisticated
the changes, the more intelligent the system will appear to be.
|