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Multiuser serious game development: Virtual worlds vs. Game engines

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Presentation given at the Videojogos 2012 conference, December 14th, 2012, Lisbon, Portugal, Universidade Católica Portuguesa.

Presentation given at the Videojogos 2012 conference, December 14th, 2012, Lisbon, Portugal, Universidade Católica Portuguesa.

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  • 1. Multiuser serious game development: Virtual worlds vs. Game enginesLeonel Morgadoleonelm@utad.pt
  • 2. //pseudocodefunction Throw(...){ animate(player1) detachBall(player1); moveball(to_player2); attachBall(player2); animate(player2);}
  • 3. Game elementsWorld participants
  • 4. Detachable
  • 5. 1Access 2 Production 3 Deployment
  • 6. 1 Acesso 2Produção 3 Operacionalização
  • 7. 1 Acesso 2Produção 3 Operacionalização Stage3D/Molehill
  • 8. 1 Acesso Adequate graphics cards Admin access for installation, updating… 2 Risk of operation conflicts Custom network settings and requirementsProdução No studies on vulnerabilities 3 Operacionalização Stage3D/Molehill Browser add-ons: similar problems, but rendered simpler due to widespread availability WebGL support is still limited Streaming is quite demanding on network latency
  • 9. 1Access 2 Development professionalsProduction3 DevelopmentDeployment amateurs
  • 10. 1 Acesso 22 Development Produção professionals 3 Development professionalsOperacionalização
  • 11. 1 Acesso Games engines (presentation and control) 2 OLIVE2 Artificial agent engines Development Produção professionals BEcool 3 Quagents Development professionalsOperacionalização Virtual worlds
  • 12. 1 Acesso Games engines (presentation and control) 2 OLIVE2 Most common approach for development of serious games Artificial agent engines Development User seen as a player/trainee with strict goals professionals Produção BEcool 3 Greater control over the user experience Quagents Greater flexibility of implementation Development professionals OperacionalizaçãoHigher level of required resources / investment Virtual worlds The education process is entirely predefined
  • 13. 1 Acesso 22 Development professionals Produção Development 3 amateursOperacionalização
  • 14. 1 Acesso 22 Development professionals Produção Development 3 amateursOperacionalização
  • 15. 1 Acesso 2 Possible in many worlds (varies in degree) Lesser resource requirements/investment 2lows the creation and adaptation of spaces for Development professionals context and customization Produção Allows “ordering” of components fromDevelopment 3 professionals (not just full systems) amateurs Operacionalização Behaviour definition by end users is still a challenge Choreographies cannot (yet!) be shared as common content
  • 16. 1 Access 2Production 3 Deployment
  • 17. 1 Acesso 2Produção 3 Define methods, 3 actions, processes Operacionalização
  • 18. 1 Acesso 2Produção 3 3 Operacionalização
  • 19. 1 Acesso 2 Who is each person/avatar? Which credentials? Personal or organizational? Produção Private or public? If private, how to handle guests? 3 How to save & track processes and results?How can resources and componentes be distributed? 3 How to support participants and organizations? Operacionalização
  • 20. 1 Acesso 2Produção 3 3 Operacionalização
  • 21. 1 Acesso MULTIS 2Produção 3 3 Operacionalização
  • 22. System architecture
  • 23. Integration withmanagement, assessment,…
  • 24. Thank you!Questions welcomed!leonelm@utad.pt