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Generic Event-Based <br />Data Collection Engine<br />Amith Tudur<br />Entertainment Technology Center<br />Carnegie Mello...
The Challenge<br />Design a Data Collection System that is generic enough to collect data from any game that can be develo...
Agenda<br /><ul><li>Design model Unity3D game engine</li></ul>CGAT 2010<br />
Agenda<br /><ul><li>Design model Unity3D game engine
Overview of Data Collection</li></ul>CGAT 2010<br />
Agenda<br /><ul><li>Design model Unity3D game engine
Overview of Data Collection
Details about the Framework</li></ul>CGAT 2010<br />
Agenda<br /><ul><li>Design model Unity3D game engine
Overview of Data Collection
Details about the Framework
TARDA</li></ul>CGAT 2010<br />
Agenda<br /><ul><li>Design model Unity3D game engine
Overview of Data Collection
Details about the Framework
TARDA
Q&A</li></ul>CGAT 2010<br />
Unity3D<br />CGAT 2010<br />
Unity3D<br />Objects<br />CGAT 2010<br />
Unity3D<br />Components<br />CGAT 2010<br />
Unity3D<br />Parameters<br />CGAT 2010<br />
Overview<br />   Highly Generic Event Based Data Collection Engine.<br /><ul><li>Objects:  Each object is composed of many...
Parameters: Determine the state of the Object at  a given time.
Data Collection Engine:Tracks the values of parameters over time.
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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.

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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 of "Generic Event Based Data Collection for Serious Games"

    1. 1. Generic Event-Based <br />Data Collection Engine<br />Amith Tudur<br />Entertainment Technology Center<br />Carnegie Mellon University<br />CGAT 2010<br />
    2. 2. The Challenge<br />Design a Data Collection System that is generic enough to collect data from any game that can be developed on the Unity3D game engine.<br />CGAT 2010<br />
    3. 3. Agenda<br /><ul><li>Design model Unity3D game engine</li></ul>CGAT 2010<br />
    4. 4. Agenda<br /><ul><li>Design model Unity3D game engine
    5. 5. Overview of Data Collection</li></ul>CGAT 2010<br />
    6. 6. Agenda<br /><ul><li>Design model Unity3D game engine
    7. 7. Overview of Data Collection
    8. 8. Details about the Framework</li></ul>CGAT 2010<br />
    9. 9. Agenda<br /><ul><li>Design model Unity3D game engine
    10. 10. Overview of Data Collection
    11. 11. Details about the Framework
    12. 12. TARDA</li></ul>CGAT 2010<br />
    13. 13. Agenda<br /><ul><li>Design model Unity3D game engine
    14. 14. Overview of Data Collection
    15. 15. Details about the Framework
    16. 16. TARDA
    17. 17. Q&A</li></ul>CGAT 2010<br />
    18. 18. Unity3D<br />CGAT 2010<br />
    19. 19. Unity3D<br />Objects<br />CGAT 2010<br />
    20. 20. Unity3D<br />Components<br />CGAT 2010<br />
    21. 21. Unity3D<br />Parameters<br />CGAT 2010<br />
    22. 22. Overview<br /> Highly Generic Event Based Data Collection Engine.<br /><ul><li>Objects: Each object is composed of many parameters.
    23. 23. Parameters: Determine the state of the Object at a given time.
    24. 24. Data Collection Engine:Tracks the values of parameters over time.
    25. 25. DCE logs parameters.</li></ul>Objects<br />Components<br />Parameters<br />Generic<br />CGAT 2010<br />
    26. 26. Correlation<br /><ul><li>Value of Parameter State of Object
    27. 27. State of Objects State of the Game
    28. 28. CORRELATE the values of parameters State of the Game</li></ul>CGAT 2010<br />
    29. 29. Data Collection<br />Events, Conditions & Selections:<br /><ul><li>Instant  Condition (WHEN?)
    30. 30. Parameters  Selection ( WHAT? )
    31. 31. Condition + Selection  Event</li></ul>CGAT 2010<br />
    32. 32. Flow<br />Example: Testing a crowd simulationin the event of a bad driver in a public place.<br />Condition: Reckless Car on Sidewalk<br />Parameters: Car Velocity > 50mph, XYZ Coordinates on Pavement<br />Selection: Character locations<br />Data: Character & Car Co-ordinates, Color of the shirt of the person CLOSEST to the car.<br />EVENT<br />CGAT 2010<br />
    33. 33. Framework<br />Client Side:<br /><ul><li>Simply the ‘game’
    34. 34. Opaque data collection</li></ul>Server Side:<br /><ul><li>Editor & Database logging
    35. 35. TARDA dynamically updating DB</li></ul>CGAT 2010<br />
    36. 36. T.A.R.D.A.<br />[ Test Application for Reactive Data Analysis ]<br /><ul><li>Allows the game to be updated in real time.
    37. 37. Crosses over all games played.
    38. 38. Link between External Data Sources and Games.</li></ul>CGAT 2010<br />
    39. 39. T.A.R.D.A.<br /><ul><li>Similar to Remote Admin.
    40. 40. Reads the Database, then inserts a command
    41. 41. Game Queries the Database and runs the command.
    42. 42. Run scripts already present in the game.</li></ul>CGAT 2010<br />
    43. 43. DCE<br />Using the Previous Example…<br /><ul><li>After each player drives on the sidewalk 3 times, the crowd begins to run from the car when it is close them.
    44. 44. After 10 times, the crowd runs from the car when it is in line of sight.
    45. 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.</li></ul>CGAT 2010<br />
    46. 46. Recap<br /><ul><li>Unity3D game engine
    47. 47. Objects, Components, Parameters</li></ul>CGAT 2010<br />
    48. 48. Recap<br /><ul><li>Unity3D game engine
    49. 49. Objects, Components, Parameters
    50. 50. Overview of Data Collection
    51. 51. Events, Conditions, Selections</li></ul>CGAT 2010<br />
    52. 52. Recap<br /><ul><li>Unity3D game engine
    53. 53. Objects, Components, Parameters
    54. 54. Overview of Data Collection
    55. 55. Events, Conditions, Selections
    56. 56. Framework logs data</li></ul>CGAT 2010<br />
    57. 57. Recap<br /><ul><li>Unity3D game engine
    58. 58. Objects, Components, Parameters
    59. 59. Overview of Data Collection
    60. 60. Events, Conditions, Selections
    61. 61. Framework logs data
    62. 62. Test App 4 Reactive Data Analysis
    63. 63. Dynamically change the game in real-time</li></ul>CGAT 2010<br />
    64. 64. Thank you!<br />amith@cmu.edu<br />CGAT 2010<br />
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