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Virtual Annelv, an educational MORPG based on Planeshift Engine

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RPGs Role Playing Games. MUDs and MMORPGs (online RPGs) have been successful ... Free exploration with the aim of gathering knowledge. Session 2. RPG takes place. ... – PowerPoint PPT presentation

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Title: Virtual Annelv, an educational MORPG based on Planeshift Engine


1
Virtual Annelöv, an educational MORPG based on
Planeshift Engine
  • Arianna Benigno (arianna.benigno_at_gmail.com)

2
Why Virtual Annelöv?
Problems
Virtual Annelöv
Methodology
3
Motivations and Goals
  • New opportunity for people with physical
    disabilities
  • Experiment Role Playing Game paradigm for
    creating cooperation among the users
  • Learn and enjoy a visit to an archaeological
    place
  • Gain of public visibility for the archaeologists
  • Convey critical cultural content
  • Experiment Open Source software (Crystal Space,
    Planeshift)

4
Target Group
  • People with physical disabilities, but enough arm
    function and no sight problems. Individuals that
    wants to have such experience.
  • Age 13 40 (english as language, high
    computer skills, critical approach).
  • The archaeologists at the Swedish National
    Heritage Board.

5
Physical Accessibility
  • Physical accessibility issues have got a lot of
    attention in the latest years (building design,
    town planning, etc.)
  • Interest in the process of equalization for
    people with disabilities
  • Monuments must be preserved
  • Historical places have structural obstacles that
    impede complete accessibility
  • The financial aspect is relevant

6
Cultural Virtual Reality Applications
  • Some categories
  • Virtual Archaeology reconstructions, tools for
    archaeologists
  • Educational 3D worlds learning by doing
  • Main problems
  • Lack of interest in the users
  • Absence of interaction with the environment and
    cooperation between users
  • Idleness
  • Some applications
  • Virtual Leonardo
  • Shrine SEE (Shrine Educational Experience)
  • Virtual Annelöv

7
RPGs Role Playing Games
  • MUDs and MMORPGs (online RPGs) have been
    successful
  • It consists of the interpretation of a character
    in a specific background
  • It is involving and stimulates the cooperation
    among the players
  • Correct development of the game thanks to the
    Game Master
  • Everybody can play RPGs!

8
Development of the project
  • Conceptual design and cooperation with the
    archaeologists background knowledge, GIS data,
    interviews, objects from the excavation
  • Modelling of the VE based on the archaeologists
    feedback
  • Exporting of the model to Crystal Space format
  • Implementation phase and 2D Art use of
    Planeshift
  • Tests with the target user group
  • Analysis of the obtained results

9
Conceptual Design (1)User Scenarios - Storyboards
  • User scenarios planned with the archaeologists.
  • Realization of storyboards.
  • Feedback of the archaeologists over the
    storyboards.
  • Suggestions on the structure of the application

10
Conceptual Design (2)Organization of the Game
  • The game is structured in two sessions (60
    minutes each).
  • The concept of session avoids idleness and makes
    easier the organization of the game.
  • Session 1
  • Free exploration with the aim of gathering
    knowledge
  • Session 2
  • RPG takes place. The scenario is previously
    specified through email.

11
Conceptual Design (3)Educational aspects
  • The content is spread in the Virtual Environment.
  • People should learn some basic concept
    about Bronze Age in southern Sweden and about the
    archaeologist work.

12
The 3D Archaeological Scenario
  • The archaeological scenario is based on
    archaeological data
  • GIS data (ArchView) of the landscape and of the
    excavations
  • Reference material
  • Interviews
  • 3D laser scanner used for the artifacts
  • Archaeologists drawings

13
Modelling
  • Tools 3D Studio Max 5.1, Blender (avatars),
    Cal3D (animations)
  • Landscape imported in VRML format from ArchView
    (GIS data)
  • Modelling of the objects based on drawings and
    pictures
  • Textures found on free textures archives and real
    pictures for existing objects
  • Artifacts scanned with a 3D laser

14
Exporting to Crystal SpaceWalktest application
  • Crystal Space exporter format the concepts of
    genmeshes and thingmeshes, factories, LOD, etc.
  • Crystal Space requirements alpha channels,
    keycolor, etc.
  • Exporting dynamic lights, particles system,
    portals and sectors, player barriers
  • Frustvis or Dynavis?
  • E.g. Skydome as genmesh with uniform lighting
  • Bad UV Coordinates ?

15
The 3D World
16
Architecture
  • Single server handles all game activity.
  • All player clients connect to it the same way.
  • Single DB for all.
  • AI managed in separate process, connected to
    server through network.
  • Multiple AI clients supported, but not required.

MySQL
Client (psclient)
Game Server (psserver)
Client (psclient)
Client (psclient)
NPC AI (npcclient)
17
From Planeshift to Virtual Annelöv
  • Substitute maps
  • Analysis of the player
  • guide
  • Analysis of the GUI
  • Planning of new features
  • Clean up of the database
  • Updates from CS/CEL on a daily base
  • Manual merge from PS on a daily base

18
New features
  • Loading of the lightmaps on the client
    lightmaps.zip for all maps (CS!)
  • Registration of the user within the client
  • Cleaning up of the GUI and commands
  • Simplification of the combats
  • Possibility to view a video file (lost of
    portability) and pictures (improved Action
    Locations)
  • Replacement of objects in predefined location.
  • Fire scenario
  • Adaptation of digging
  • Pushing of flagged objects

19
Tests
  • Based on the REAL (Relevance Effectiveness
    Attitude Learnability) approach
  • Effectiveness and Learnability First Test
  • Relevance and Attitude Second Test
  • First Test
  • Thinking Aloud
  • User tasks
  • Interview
  • Results
  • Minor interface issues
  • Rather intuitive
  • Some bugs
  • Second Test
  • Full experience
  • Three people with motor impairment
  • Questionnaire
  • Results
  • Second session more effective
  • Positive response

20
Conclusions
  • Problems visualization of a not existing place,
    open source issues, usability issues, ...
  • Positive aspects good cooperation with
    archaeologists, open source advantages, good
    response from end users, ...
  • The present Swedish National Heritage Board.

http//www.reflex.lth.se/culture/annelov
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