Learning Game and Simulation Design through Multilayer Synchronous Collaboration A Pre-Prospectus...
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Transcript of Learning Game and Simulation Design through Multilayer Synchronous Collaboration A Pre-Prospectus...
Learning Game and Simulation Designthrough Multilayer Synchronous Collaboration
A Pre-Prospectus Proposal
Lewis F. Jones III
February 15th, 2011
Abstract
Game & simulation design needs teamwork Tools for collaboration missing in established
game & simulation design programs Design a tool with collaboration principles
within existing virtual reality environment Test subject and objective validity of built-in
collaboration tools
Preliminary Study
What is collaboration with regard to game and simulation development?
Developing the game idea
Communicating
Sharing and managing assets / code
Play-testing
Documentation
How can collaboration be done? How can collaboration be improved?
Applicable Experience
Projects
Educational construction scheduling game within the Second Life VRE
Asynchronous collaboration tool for annotating VRE-based building information model data
Applicable Experience
Classes
Software Process Management Software Engineering Virtual Reality Services
Employment
Social Services software group (SWORD) Naval Research Laboratory
Objective
Address the lack of efficient collaboration tools for game and simulation design
Gather and discuss the necessary aspects for effective developer collaboration
Implement these elements in a “built-in” collaboration tool and test its validity towards further development within established design programs
Methodology
Use the pre-existing OSBEST VRE as the game and simulation design program
Design and implement a collaboration tool directed towards game and simulation developers with little programming experience
Developers should be able to add, edit, move, or delete portions of scripts which are represented as visual tiles
Methodology
Tiles are interconnected and linked by the developer and displayed in a radial flow-chart manner
Take cues from JS toolkit “InfoVis” Developers should be able to view different
layers of connections between content, such as entities, scripts, missions, levels, continents, worlds, and finally entire games
Methodology
Once the design tool is in place, collaboration capabilities will be added
Developers should be able to interact and discuss the concepts behind their games and simulations, including leaving notes for later viewings
Developers should be able to see each other's changes to the designs in real-time from remote locations
Collaborative Design Tool
Expected Results
Experiment involving two groups of student developers that use the collaboration tools
Subjective Results Participants will find the built-in collaboration
tools to be much easier to use and more helpful than third-party collaboration tools
Objective Results Games created using the built-in collaboration
tools will be much more efficient in terms of time spent in development and playability
References Fan, S. B., Johnson, B. R., Liu, Y., Robison, T. S., Schmidt, R. R., and
Tanimoto, S. L. (2010). “Analyzing a Process of Collaborative Game Design Involving Online Tools.” 2010 IEEE Symposium on Visual Language and Human-Centric Computing. pp. 75-78.
Masuch, M. and Rueger, M. (2005). “Challenges in Collaborative Game Design Developing Learning Environments for Creating Games.” Proceedings of the Third International Conference on Creating, Connecting, and Collaborating through Computing.
Mistrik, I., Grundy, J., Van Der Hoek, A., and Whitehead, J. (2010). “Collaborative Software Engineering.” Springer. 1st Ed. Pp 1-470.