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Generic Event Based Data Collection for Serious Games

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Presented at the CGAT'10 conference held in Singapore.

Presented at the CGAT'10 conference held in Singapore.

Published in: Entertainment & Humor

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  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Blue text indicates how I imagine this slide working. Will need to either create text for the slide or delete the slide altogether while showing Data Collection and Unity.
  • Test Application for Reactive Data Analysis-Allows the game to be updated in real time based on the analysis of data that has been collected.-Crosses over all games played:Can be used to change the game mechanics, environment or behaviors based on an infinite number of games played.- Link between Simulation and Games:Allows for external input (AI or Human Intelligence) which can create a reactive gaming or simulation environment that responds to the players or simulations actions. Creating a more realistic experience or sim.-Calls scripts and behaviors in game: This is a limitationin that the behaviors or actions must be present in the build of the game in order to trigger them.
  • Test Application for Reactive Data Analysis-Allows the game to be updated in real time based on the analysis of data that has been collected.-Crosses over all games played:Can be used to change the game mechanics, environment or behaviors based on an infinite number of games played.- Link between Simulation and Games:Allows for external input (AI or Human Intelligence) which can create a reactive gaming or simulation environment that responds to the players or simulations actions. Creating a more realistic experience or sim.-Calls scripts and behaviors in game: This is a limitationin that the behaviors or actions must be present in the build of the game in order to trigger them.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
  • Transcript

    • 1. Generic Event-Based
      Data Collection Engine
      Amith Tudur
      Entertainment Technology Center
      Carnegie Mellon University
      CGAT 2010
    • 2. The Challenge
      Design a Data Collection System that is generic enough to collect data from any game that can be developed on the Unity3D game engine.
      CGAT 2010
    • 3. Agenda
      • Design model Unity3D game engine
      CGAT 2010
    • 4. Agenda
      • Design model Unity3D game engine
      • 5. Overview of Data Collection
      CGAT 2010
    • 6. Agenda
      • Design model Unity3D game engine
      • 7. Overview of Data Collection
      • 8. Details about the Framework
      CGAT 2010
    • 9. Agenda
      • Design model Unity3D game engine
      • 10. Overview of Data Collection
      • 11. Details about the Framework
      • 12. TARDA
      CGAT 2010
    • 13. Agenda
      • Design model Unity3D game engine
      • 14. Overview of Data Collection
      • 15. Details about the Framework
      • 16. TARDA
      • 17. Q&A
      CGAT 2010
    • 18. Unity3D
      CGAT 2010
    • 19. Unity3D
      Objects
      CGAT 2010
    • 20. Unity3D
      Components
      CGAT 2010
    • 21. Unity3D
      Parameters
      CGAT 2010
    • 22. Overview
      Highly Generic Event Based Data Collection Engine.
      • Objects: Each object is composed of many parameters.
      • 23. Parameters: Determine the state of the Object at a given time.
      • 24. Data Collection Engine:Tracks the values of parameters over time.
      • 25. DCE logs parameters.
      Objects
      Components
      Parameters
      Generic
      CGAT 2010
    • 26. Correlation
      • Value of Parameter State of Object
      • 27. State of Objects State of the Game
      • 28. CORRELATE the values of parameters State of the Game
      CGAT 2010
    • 29. Data Collection
      Events, Conditions & Selections:
      • Instant  Condition (WHEN?)
      • 30. Parameters  Selection ( WHAT? )
      • 31. Condition + Selection  Event
      CGAT 2010
    • 32. Flow
      Example: Testing a crowd simulationin the event of a bad driver in a public place.
      Condition: Reckless Car on Sidewalk
      Parameters: Car Velocity > 50mph, XYZ Coordinates on Pavement
      Selection: Character locations
      Data: Character & Car Co-ordinates, Color of the shirt of the person CLOSEST to the car.
      EVENT
      CGAT 2010
    • 33. Framework
      Client Side:
      • Simply the ‘game’
      • 34. Opaque data collection
      Server Side:
      • Editor & Database logging
      • 35. TARDA dynamically updating DB
      CGAT 2010
    • 36. T.A.R.D.A.
      [ Test Application for Reactive Data Analysis ]
      • Allows the game to be updated in real time.
      • 37. Crosses over all games played.
      • 38. Link between External Data Sources and Games.
      CGAT 2010
    • 39. T.A.R.D.A.
      • Similar to Remote Admin.
      • 40. Reads the Database, then inserts a command
      • 41. Game Queries the Database and runs the command.
      • 42. Run scripts already present in the game.
      CGAT 2010
    • 43. DCE
      Using the Previous Example…
      • After each player drives on the sidewalk 3 times, the crowd begins to run from the car when it is close them.
      • 44. After 10 times, the crowd runs from the car when it is in line of sight.
      • 45. Once this second condition is met in 20 different games played, the crowd automatically runs from the car in all games, no matter what.
      CGAT 2010
    • 46. Recap
      • Unity3D game engine
      • 47. Objects, Components, Parameters
      CGAT 2010
    • 48. Recap
      • Unity3D game engine
      • 49. Objects, Components, Parameters
      • 50. Overview of Data Collection
      • 51. Events, Conditions, Selections
      CGAT 2010
    • 52. Recap
      • Unity3D game engine
      • 53. Objects, Components, Parameters
      • 54. Overview of Data Collection
      • 55. Events, Conditions, Selections
      • 56. Framework logs data
      CGAT 2010
    • 57. Recap
      • Unity3D game engine
      • 58. Objects, Components, Parameters
      • 59. Overview of Data Collection
      • 60. Events, Conditions, Selections
      • 61. Framework logs data
      • 62. Test App 4 Reactive Data Analysis
      • 63. Dynamically change the game in real-time
      CGAT 2010
    • 64. Thank you!
      amith@cmu.edu
      CGAT 2010

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