This document provides an agenda and summaries for a class on advanced ActionScript concepts. The class will cover updates to the syllabus, building game elements in ActionScript 3.0, working with the Flash components and forms, and working in project teams. It also summarizes chapters from the Rosenzweig book on ActionScript and game programming, including creating visual objects, user input, and other programming concepts.
Tony Parisi is a serial entrepreneur and consultant architect who has authored a book on WebGL. He provides an overview of using WebGL for game development, including what WebGL is, popular frameworks like Three.js, techniques for loading models, animating scenes, implementing interaction, creating particle systems, and integrating 2D and 3D. He also discusses considerations for making WebGL games robust and putting all the pieces together.
This document provides an overview of client-side widgets in Google Web Toolkit (GWT). It discusses static widgets like Labels and Images, form widgets like Buttons and Checkboxes, and complex widgets like ListBoxes. Code samples are provided to demonstrate how to create and style these widgets. The document is intended for a GWT training session on building user interfaces with widgets.
Turducken - Divide and Conquer large GWT apps with multiple teamsRobert Keane
Complex GWT apps can involve multiple teams with different release cycles. Compile times can quickly become prohibitive when your codebase grows into millions of lines. “Turducken” is a technique to combine multiple GWT apps that can be built and released by separate teams while providing a seamless, snappy user experience.
The document discusses several Java technologies presented at the JJUG CCC 2010 Fall conference, including XML SmartDoc, Relaxer, SimpleModeler, and g3. It focuses on g3, a framework built using Scala that utilizes DSLs and supports REST/Atom, event-driven architectures, and integration patterns like splitter/aggregator. Key-value stores and CQRS are presented as alternatives to relational databases for building scalable applications.
Using mvvm on the web using knockoutjs & ignite uiNish Anil
The document discusses using the Model-View-ViewModel (MVVM) pattern on the web with KnockoutJS and Ignite UI. It provides an overview of MVVM and KnockoutJS, including how KnockoutJS implements data binding and observables to synchronize views and models. It then demonstrates how to build enterprise dashboards using Ignite UI with HTML5 and jQuery. The document compares different JavaScript MVC frameworks and their support for web UI bindings and composite views.
Tony Parisi is a serial entrepreneur and consultant architect who has authored a book on WebGL. He provides an overview of using WebGL for game development, including what WebGL is, popular frameworks like Three.js, techniques for loading models, animating scenes, implementing interaction, creating particle systems, and integrating 2D and 3D. He also discusses considerations for making WebGL games robust and putting all the pieces together.
This document provides an overview of client-side widgets in Google Web Toolkit (GWT). It discusses static widgets like Labels and Images, form widgets like Buttons and Checkboxes, and complex widgets like ListBoxes. Code samples are provided to demonstrate how to create and style these widgets. The document is intended for a GWT training session on building user interfaces with widgets.
Turducken - Divide and Conquer large GWT apps with multiple teamsRobert Keane
Complex GWT apps can involve multiple teams with different release cycles. Compile times can quickly become prohibitive when your codebase grows into millions of lines. “Turducken” is a technique to combine multiple GWT apps that can be built and released by separate teams while providing a seamless, snappy user experience.
The document discusses several Java technologies presented at the JJUG CCC 2010 Fall conference, including XML SmartDoc, Relaxer, SimpleModeler, and g3. It focuses on g3, a framework built using Scala that utilizes DSLs and supports REST/Atom, event-driven architectures, and integration patterns like splitter/aggregator. Key-value stores and CQRS are presented as alternatives to relational databases for building scalable applications.
Using mvvm on the web using knockoutjs & ignite uiNish Anil
The document discusses using the Model-View-ViewModel (MVVM) pattern on the web with KnockoutJS and Ignite UI. It provides an overview of MVVM and KnockoutJS, including how KnockoutJS implements data binding and observables to synchronize views and models. It then demonstrates how to build enterprise dashboards using Ignite UI with HTML5 and jQuery. The document compares different JavaScript MVC frameworks and their support for web UI bindings and composite views.
This document outlines the agenda for an IT class on March 2, 2009. The agenda includes an overview of object-oriented programming concepts like classes, inheritance, encapsulation, and polymorphism. It then discusses planning a matching game project using a storyboard and prototyping approach. The document provides details on the basic rules and interactive elements of the matching game, and outlines the workflow for developing the game as a series of Flash files. It also covers importing and editing video in Flash. The agenda concludes with a lab period for students to work in groups.
The document outlines an agenda for a class on design strategies for e-learning. It discusses aligning engagement with education and elements for engaged learning, including theme, goal, challenge, action-domain link, and feedback. It presents four levels of engagement for e-learning design from enhanced instructional design to full game experiences. It provides the DreamBox math tutoring program as an example and outlines using Flash for motion tweening, buttons, and movie clips.
This document discusses inducing concepts in web ontologies through terminological decision trees (TDTs). It introduces TDTs, which extend first-order logical decision trees to allow description logic (DL) concept descriptions as node tests. The document outlines inducting, classifying with, and converting TDTs to learn concepts expressed in standard semantic web representations based on DL from examples. It evaluates the approach on benchmark datasets and concludes TDTs provide an effective means for automated concept learning in ontologies.
This document outlines the agenda for the first class of an online course on technology applications in education. The instructor introduces themselves and discusses course assignments, grading, structure, and communication methods. Students will complete individual and group assignments, as well as reading reflections. The asynchronous online format and use of social media and collaboration tools are explained. Students are asked to form discussion groups to present on emerging technology topics over the coming units.
The document discusses personal learning networks (PLNs) and how educators can use them for professional development. It defines PLNs as self-organized networks that allow individuals to manage information and connect with others. The document recommends Twitter as a tool to help construct a PLN and connect with other educators. It provides several resources and websites for educators to learn more about using social media and PLNs for ongoing learning and professional growth.
This document outlines an introductory course on games and simulations. It includes an agenda, introductions of the instructor and students, an overview of expectations and resources for the course. It discusses why games are engaging for learning, differences between simulations and games, and advantages of digital games and simulations for education. It introduces Flash as the tool used in the course and previews upcoming tutorials and assignments.
The K.A.R.E. Club is building compost bins on September 12th, 2009. Compost bins help break down food and yard waste into nutrient-rich soil. Students will learn how composting reduces waste and creates a natural fertilizer for the school garden.
The document discusses various social media tools that can be used to support learning, including podcasting, wikis, blogs, and learning management systems. It provides information on how to create podcasts using software like Garageband and Audacity. Wikis are described as websites that allow collaboration through editing content. Examples of wikis include Wikipedia and WikiSpaces. Blogs are defined as interactive websites used to publish regular writings, and examples of blog uses for education are given. Finally, learning management systems like Blackboard and Moodle are introduced.
The document proposes ReduCE (Reduced Coulomb Energy), a machine learning method for approximate classification of individuals using knowledge bases. ReduCE trains a model called an RCE network on a set of pre-classified individuals and background knowledge from the knowledge base. The trained RCE network can then be used to classify other individuals by calculating their similarity to the network patterns. Experiments show ReduCE achieves high matching rates and low error rates compared to a standard reasoner. Future work will explore extensions like forcing binary responses and adding probabilities to assertions.
ReduCE is a machine learning method called a reduced Coulomb energy network for approximate classification of individuals using ontologies. It learns a model called an RCE network from a training set of pre-classified individuals and background knowledge base. The model can then be used to approximately classify other individuals by outputting a predicted classification and likelihood. Experiments showed the method had good performance with high accuracy and low error rates on several ontologies compared to a standard reasoner.
This document summarizes a presentation on DL-FOIL, an approach for concept learning in description logics. DL-FOIL uses refinement operators adapted from previous work to generalize and specialize concepts. It evaluates candidate concepts using a gain function that considers positive and negative examples. Preliminary experiments showed DL-FOIL could learn concepts in three test ontologies with reasonable accuracy according to standard evaluation metrics. Future work aims to improve the refinement operators and evaluation methods.
This document summarizes a presentation on learning with kernels in description logics. It discusses using non-parametric statistical learning methods like support vector machines to perform inductive inference on ontology knowledge bases. Kernels and distance functions are proposed to quantify semantic similarity between individuals based on the knowledge base. The approach is applied to approximate concept retrieval and query answering. Experimental results on benchmark ontologies show good classification performance compared to deductive reasoning alone.
The document provides information about Border Gateway Protocol (BGP). It discusses BGP basics including terminology, protocol operation, message types, and configuration of BGP peers. Specific topics covered include BGP neighbor and peer relationships, route attributes, and route advertisement between autonomous systems.
The document discusses statistics around telecom billing errors and inefficiencies that many organizations face. It notes that 80% of invoices have errors, US businesses lose $13 billion per year to overcharges, and most organizations do not properly audit their bills. The document then suggests how a company called Ruby can help organizations gain visibility, ensure billing accuracy, optimize contracts and infrastructure, and recover significant savings on their telecom expenses through comprehensive auditing and management services.
This document provides an overview of popular JavaScript libraries including Dojo Toolkit, YUI, Prototype, and jQuery. It discusses problems they aim to solve like cross-browser inconsistencies. Key features of each library are mentioned like Dojo's widgets, YUI's controls, Prototype's Ruby-like syntax, and jQuery's chaining and node selection. The document also covers ideas from the libraries like progressive enhancement, animation APIs, and leveraging hosting on CDNs.
This is the Google Tech Talk that I gave August 17th, 2007 on building a JavaScript library. I derived much of the talk from my experiences in building the jQuery and FUEL JavaScript libraries.
This document outlines the agenda for an IT class on March 2, 2009. The agenda includes an overview of object-oriented programming concepts like classes, inheritance, encapsulation, and polymorphism. It then discusses planning a matching game project using a storyboard and prototyping approach. The document provides details on the basic rules and interactive elements of the matching game, and outlines the workflow for developing the game as a series of Flash files. It also covers importing and editing video in Flash. The agenda concludes with a lab period for students to work in groups.
The document outlines an agenda for a class on design strategies for e-learning. It discusses aligning engagement with education and elements for engaged learning, including theme, goal, challenge, action-domain link, and feedback. It presents four levels of engagement for e-learning design from enhanced instructional design to full game experiences. It provides the DreamBox math tutoring program as an example and outlines using Flash for motion tweening, buttons, and movie clips.
This document discusses inducing concepts in web ontologies through terminological decision trees (TDTs). It introduces TDTs, which extend first-order logical decision trees to allow description logic (DL) concept descriptions as node tests. The document outlines inducting, classifying with, and converting TDTs to learn concepts expressed in standard semantic web representations based on DL from examples. It evaluates the approach on benchmark datasets and concludes TDTs provide an effective means for automated concept learning in ontologies.
This document outlines the agenda for the first class of an online course on technology applications in education. The instructor introduces themselves and discusses course assignments, grading, structure, and communication methods. Students will complete individual and group assignments, as well as reading reflections. The asynchronous online format and use of social media and collaboration tools are explained. Students are asked to form discussion groups to present on emerging technology topics over the coming units.
The document discusses personal learning networks (PLNs) and how educators can use them for professional development. It defines PLNs as self-organized networks that allow individuals to manage information and connect with others. The document recommends Twitter as a tool to help construct a PLN and connect with other educators. It provides several resources and websites for educators to learn more about using social media and PLNs for ongoing learning and professional growth.
This document outlines an introductory course on games and simulations. It includes an agenda, introductions of the instructor and students, an overview of expectations and resources for the course. It discusses why games are engaging for learning, differences between simulations and games, and advantages of digital games and simulations for education. It introduces Flash as the tool used in the course and previews upcoming tutorials and assignments.
The K.A.R.E. Club is building compost bins on September 12th, 2009. Compost bins help break down food and yard waste into nutrient-rich soil. Students will learn how composting reduces waste and creates a natural fertilizer for the school garden.
The document discusses various social media tools that can be used to support learning, including podcasting, wikis, blogs, and learning management systems. It provides information on how to create podcasts using software like Garageband and Audacity. Wikis are described as websites that allow collaboration through editing content. Examples of wikis include Wikipedia and WikiSpaces. Blogs are defined as interactive websites used to publish regular writings, and examples of blog uses for education are given. Finally, learning management systems like Blackboard and Moodle are introduced.
The document proposes ReduCE (Reduced Coulomb Energy), a machine learning method for approximate classification of individuals using knowledge bases. ReduCE trains a model called an RCE network on a set of pre-classified individuals and background knowledge from the knowledge base. The trained RCE network can then be used to classify other individuals by calculating their similarity to the network patterns. Experiments show ReduCE achieves high matching rates and low error rates compared to a standard reasoner. Future work will explore extensions like forcing binary responses and adding probabilities to assertions.
ReduCE is a machine learning method called a reduced Coulomb energy network for approximate classification of individuals using ontologies. It learns a model called an RCE network from a training set of pre-classified individuals and background knowledge base. The model can then be used to approximately classify other individuals by outputting a predicted classification and likelihood. Experiments showed the method had good performance with high accuracy and low error rates on several ontologies compared to a standard reasoner.
This document summarizes a presentation on DL-FOIL, an approach for concept learning in description logics. DL-FOIL uses refinement operators adapted from previous work to generalize and specialize concepts. It evaluates candidate concepts using a gain function that considers positive and negative examples. Preliminary experiments showed DL-FOIL could learn concepts in three test ontologies with reasonable accuracy according to standard evaluation metrics. Future work aims to improve the refinement operators and evaluation methods.
This document summarizes a presentation on learning with kernels in description logics. It discusses using non-parametric statistical learning methods like support vector machines to perform inductive inference on ontology knowledge bases. Kernels and distance functions are proposed to quantify semantic similarity between individuals based on the knowledge base. The approach is applied to approximate concept retrieval and query answering. Experimental results on benchmark ontologies show good classification performance compared to deductive reasoning alone.
The document provides information about Border Gateway Protocol (BGP). It discusses BGP basics including terminology, protocol operation, message types, and configuration of BGP peers. Specific topics covered include BGP neighbor and peer relationships, route attributes, and route advertisement between autonomous systems.
The document discusses statistics around telecom billing errors and inefficiencies that many organizations face. It notes that 80% of invoices have errors, US businesses lose $13 billion per year to overcharges, and most organizations do not properly audit their bills. The document then suggests how a company called Ruby can help organizations gain visibility, ensure billing accuracy, optimize contracts and infrastructure, and recover significant savings on their telecom expenses through comprehensive auditing and management services.
This document provides an overview of popular JavaScript libraries including Dojo Toolkit, YUI, Prototype, and jQuery. It discusses problems they aim to solve like cross-browser inconsistencies. Key features of each library are mentioned like Dojo's widgets, YUI's controls, Prototype's Ruby-like syntax, and jQuery's chaining and node selection. The document also covers ideas from the libraries like progressive enhancement, animation APIs, and leveraging hosting on CDNs.
This is the Google Tech Talk that I gave August 17th, 2007 on building a JavaScript library. I derived much of the talk from my experiences in building the jQuery and FUEL JavaScript libraries.
July 22, 2005. Using the Poseidon UML modeling tool and ArchGenXML, this presentation shows how to create a Plone product in a matter of minutes without writing a single line of code. The example used is ArtistSite, a model of artists, bands and recordings which is then transformed into a Plone product. Presented at the North America Plone Symposium in New Orleans, LA. (7/22/2005)
Moving from AS3 to Flex - advantages, hazards, trapsFlorian Weil
At first view developing with Flex looks pretty easy and comfortable for Flash developers. But that Impression is misleading since some features of Flex have to be savoured with caution.
Florian delivers in his talk a conceptional view into the Flex Framework und shows up when it makes sense to use Flex and what hurdles there are to master when switching from Flash to Flex.
This document provides information about publishing Flash content on web pages. It discusses embedding SWF files using <embed> and <object> tags, and using SWFObject for dynamic embedding with JavaScript. Parameters like width, height, and Flash player version can be set. Preloaders are also covered, including checking load progress and creating percentage bars. The timeline outlines assignments for an art and design class leading up to a final Flash game project presentation.
MATE: A Flex Framework - "Extreme Makeover"Theo Rushin Jr
This document discusses using the MATE framework to restructure a Flex application called ClipSafe. It describes setting up the MATE environment, converting the original application's view into a custom component, defining event handlers and custom events, creating classes like an application manager and value object, and how to extend the MATE framework. The goal is to make the application more modular, scalable, and maintainable by separating concerns and promoting loose coupling between components.
Verold Studio allows users to build and publish interactive 3D content to the web without coding. It provides visual tools for designers and artists to create scenes and define behaviors. Developers can customize projects using HTML/CSS/JavaScript and Three.js. The editor supports collaboration, importing 3D models and textures, animations, and publishing projects to be embedded on websites or downloaded as standalone apps. Components can be created to add interactivity and integrate third party libraries.
The document provides an overview of new and updated APIs in Android 3.0 Honeycomb, including the system bar, notifications, action bar, fragments, loaders, clipboard framework, drag and drop, hardware acceleration, renderscript, property animation framework, enterprise features, and media playback updates. It emphasizes designing tablet apps with larger screens in mind using fragments and flexible layouts, and discusses updating existing apps to be compatible with Honeycomb.
jQuery is an open source JavaScript library that simplifies HTML and JavaScript interaction. It uses CSS to layer functionality and has a quick, terse syntax. jQuery selects elements and allows something to be done with them, like adding a class. It has a large plugin ecosystem managed through a plugin tracker. jQuery UI provides cross-browser user interface components. The library is fully documented, has a great community, many plugins, and small size. It works in all major browsers and is used by many large companies and projects.
This document discusses advanced Ruby scripting techniques for Google SketchUp. It provides an overview of SketchUp and its Ruby API. It then describes 7 advanced techniques for integrating web content, controlling the camera, animating models, capturing keystrokes, combining JavaScript and Ruby, and using Ruby extension modules to create physics simulations and other advanced functionality. The document encourages learning more about the SketchUp API and joining related online communities.
SwiftUI - Performance and Memory ManagementWannitaTolaema
This document discusses performance and memory management techniques in SwiftUI. It provides information on ObjectWillChange and Published properties, how to use StateObject and ObservedObject, and best practices like only publishing properties that matter to the UI and caching ObservedObjects to avoid unnecessary view recreations. NavigationLink performance is also covered, including using LazyView for deep navigation flows.
Chris Wilson has worked on web browsers since 1993, joining Microsoft in 1995 where he worked on various versions of Internet Explorer. As the "Platform Architect" of Internet Explorer, his focus is on standards compliance, security, and user experience while maintaining compatibility. He discusses Internet Explorer 7's improvements in these areas along with tools to help developers test compatibility.
This document provides tips and tools for iOS indie developers for planning, designing, developing, testing, publishing, and analyzing mobile applications. It recommends tools for wireframing apps, generating icon files, resizing images, using Git source control, testing web services, optimizing code, distributing beta builds, integrating analytics, tracking installation sources and sales, generating press kits, and more.
Silverlight: Designer and Developer Workflowroberto.design
This document provides information about using Silverlight for application development. It discusses Expression Design and Expression Blend which are used for visual design and development. It also discusses various file formats and converters that can be used with Silverlight, including vector images, video, audio, and 3D formats. Project structure, naming conventions, and the XAML object tree are also covered. Resources and links for additional information are provided.
This document provides a summary of the topics covered in Week 5 of the ARTDM 170 class, including:
- Students were asked to turn in last week's homework which involved creating a webpage using jQuery.
- An introduction to Adobe Flash was provided, covering how to create a new ActionScript 3.0 document and basic ActionScript commands like trace and adding text to the screen.
- Other Flash concepts explained include display objects, object properties, display lists, the stage, timeline, and writing ActionScript code in an external class file.
- The instructor assigned homework of reading chapters in a book on ActionScript game programming, due by March 2nd.
The latest midpoint of Summer’17 collection of news from JavaScript universe.
Browser news:
Chrome 59 update
Chrome 60 Beta
Safari Technology Preview 32
WebKit Support for WebAssembly
Firefox 54
Misc:
Building the Web of Things
Node.js Will Overtake Java Within a Year: Analysis
New releases:
React v15.6.0
New libs:
Data-Pixels
Moon
vx
SmartPhoto
Embedo
Microtip
Prettier
Tinytime
Moon.js
Birdview.js
Timeline.js
Building an artist community website with ArchGenXML / PoseidonJazkarta, Inc.
This document summarizes Nate Aune's presentation on building an artist community website using Poseidon/ArchGenXML/Plone given at the Plone Conference in Vienna, Austria on September 21, 2005. The presentation covered modeling content types like artists and groups using UML, generating Archetypes schemas from the UML using ArchGenXML, and implementing features like references, vocabularies, and registration. It also briefly discussed existing multimedia products for Plone and limitations in Plone's built-in support for audio/video content.
The document provides an overview of Silverlight 2.0 Beta 2 from Microsoft. It discusses the origins and capabilities of Silverlight, key components like XAML, available controls, and the base class library. It also covers animation, data binding, media playback, styles, templates and networking functionality in Silverlight. The session aims to demonstrate core Silverlight concepts like layout, shapes, controls and data binding through examples.
Dovydas Navickas is a 6 year veteran developer with 4 years of C# experience. He is presenting on Metro style design, Silverlight development, and Windows Phone development. The presentation covers Metro principles of clean and minimal design, Silverlight concepts like code+Xaml, controls, data binding and MVVM, and Windows Phone specifics like the application structure and phone-specific controls.
The document discusses digital curation and open educational resources (OER) in three key areas:
1) It outlines how OER can promote social justice through affordable and accessible education for all.
2) It explains that digital curation involves collecting, preserving, and providing access to digital information and research data throughout its lifecycle at the individual, institutional, and societal levels.
3) It argues that teaching digital literacy skills, such as critical thinking, collaboration, and cultural understanding, is important for effective use of OER and digital curation.
This document discusses MOOCs and online learning. It begins by describing the origins of cMOOCs in 2008 and their focus on peer-constructed knowledge. It then discusses the hype around MOOCs in 2012 and questions about their business models, assessments, and abilities to recreate the campus experience. The document examines MOOCs through the lenses of disruptive innovation and the Gartner Hype Cycle. It also provides an overview of MOOC platforms and courses. Overall, the summary discusses the history and current state of MOOCs while raising questions about their future impacts and applications.
The document discusses how social learning is a fundamental shift in how people work, leveraging connections but with new tools like social media. It defines social networks and social media, and discusses why social learning is now relevant due to expanding connections, changing workforce demographics, and customized technologies. Examples of building social learning communities include social webcasting, microblogging, wikis, virtual worlds, and games/gamification.
The document discusses learning through games and game genres. It covers key concepts in instructional design like cognitivist and constructivist views, Gagne's instructional events, and Keller's ARCS model. The document also discusses different game genres like action, fighting, driving/flying games. It provides criteria for designing engaging learning experiences through games, like thematic coherence, clear goals, balanced challenges, and direct manipulation. The document recommends sample games for learning in subjects like algebra, vocabulary, biology and more.
This document discusses social learning and various social media tools that can support it, including podcasting, wikis, blogs, and learning management systems. It covers topics like social learning networks, communities versus other organizational structures, and the stages of community development. Evaluation of social media is discussed using the framework of evaluating the promise, the tool, and the bargain. Examples are provided of different social media tools and their uses for social learning.
This document discusses perspectives on social networks from two analogies - social epidemics and social media. Regarding social epidemics, it outlines Malcolm Gladwell's concepts of tipping points, the law of the few (connectors, mavens, salesmen), stickiness, and the power of context. It then discusses characteristics of online communities and Clay Shirky's perspectives on social media, including how lowering transaction costs enables cooperation, collaboration, and collective action through easily formed groups. Shirky also proposes evaluating social networks based on their promise, the tools used, and the bargain or norms agreed to by users.
This document provides an agenda for a class on social media concepts. It includes definitions of social media, forms of social media like forums and blogs, examples of social media sites, tools for web collaboration, information on copyright and fair use, an exercise for students to evaluate social media sites, and plans for the next class.
This is the last in a set of prepared lectures used for IT 7220, Multimedia Games for Education. The companion text for Flash game reference is ActionScript 3.0 Game Programming University by Gary Rosenzweig. This section deals with game frameworks for quiz and trivia games.
Discussion of Flash text/string operations for creating two games: Hangman and Word Search. References Gary Rosenzweig's book: ActionSccipt 3.0 Game Programming University and companion web site http://flashgameu.com/
This document summarizes the agenda for a class on March 9, 2009 about brain games. It discusses updates to the syllabus, an upcoming midterm exam with both essay and Flash parts, a guest lecturer, polls of the class, and an assignment to create a greeting card game in Flash. It also covers using arrays and objects to track game elements in sample memory and deduction games programmed in Flash. Tips are provided on publishing Flash files and optimizing file size. The class will conclude with lab and group work.
This document provides an agenda and summary for an IT class on February 17, 2009. The agenda includes updates to the syllabus, a game review paper due, wrapping up the Quinn project with implementation planning, a Flash lab, and a team activity to begin designing their concept. The document also summarizes guidelines for effective use of media like photos, video, graphics and text in educational games. Key points are made about balancing educational goals with engagement, using dynamic media that learners control, and evaluating designs both formatively and summatively.
The document summarizes the agenda and content covered in an IT design course on February 9, 2009. It discusses checking in on the syllabus, reviewing a chapter on the design process from a textbook, and holding a Flash lab. The chapter discusses different design models like the waterfall model and design spiral. It also outlines the typical stages of analysis, specification, implementation, and evaluation in an iterative design process. The lab introduces students to ActionScript 3.0 basics like variables, functions, and controlling movie clips.
This document outlines the agenda and content covered for a class on learning and experience. The topics discussed include personal web pages, learning basics like individual learning processes and instructional design frameworks, experience basics like game genres and properties, and creating engaging experiences through principles like flow, fun, and human-computer interface design. The class will include an exercise playing an online solitaire game and analyzing it against the criteria for fun experiences and instructional design models.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
2. Agenda
Syllabus Updates
✤
Game Assessment Papers
✤
Rosenzweig - ActionScript 3.0/Game Programming University
✤
Building Game Elements in ActionScript 3.0
✤
HOT Lab - Flash Components and Forms
✤
Work in Project Teams
✤
Sunday, February 22, 2009 2
3. Rosenzweig GP University
Flash Game University (http://flashgameu.com/)
✤
Companion Website to Book
✤
Source code for all games referenced in text
✤
Video tutorials
✤
Blog
✤
Forums
✤
Sunday, February 22, 2009 3
4. Rosenzweig Chap 1 Overview
Review of Flash Interface
✤
ActionScript in timeline and using document class files
✤
Condition statements
✤
Loops - For, While, Do
✤
Use of Flash ActionScript Debugger
✤
Game Programming Checklist
✤
Sunday, February 22, 2009 4
5. Simple ActionScript Program
HelloWorld1.fla
✤
ActionScript in timeline, output using Trace Function
✤
Sunday, February 22, 2009 5
6. Placing Objects on Stage
HelloWorld2.fla
✤
Still working with
✤
ActionScript in the Timeline
Create text field object
✤
Assign a value to it
✤
Place on stage (in display list)
✤
No text parameters for control
✤
Stage
over placement or appearance (Display Object Container)
of object
Main Timeline
(Display Object Container)
TextField
(Display Object)
Sunday, February 22, 2009 6
7. Document Class Library
HelloWorld3.as
✤
All document classes are
✤
derived from either the
MovieClip or Sprite class
MovieClip class is a container
✤
class which includes the
stage and timeline with each
instance created
This allows the text object to
✤
be added to the movie clip
Document class must then be
✤
added to the Flash project file
using the properties panel
Sunday, February 22, 2009 7
8. Rosenzweig Chap 2 Overview
Creating and working with visual objects
✤
Player input
✤
Controlling animation with ActionScript
✤
Player Interaction via the Keyboard
✤
Accessing external data
✤
Arrays
✤
Sunday, February 22, 2009 8
9. Visual Objects - Movie Clips
We can add movie clips to our project by dragging them from the
✤
library to the stage, and then adjusting appearance using the
properties panel
It is also possible to add movie clips from the library solely with
✤
ActionScript, by setting the symbol linkage properties
Lets take a look at the mascot movie clip in UsingMovieClips.fla
✤
The MC timeline has four layers to make it easier to change the
✤
animation a single part of the movie
Sunday, February 22, 2009 9
10. Create MC Objects - Flash Interface
Drag as many instances of a movie clip symbol onto the stage as you
✤
want
Position using select tool/properties
✤
Scale and rotate using free transform tool
✤
Sunday, February 22, 2009 10
11. Create MC Objects - ActionScript
First, we make the movie clip accessible to ActionScript by setting the
✤
Linkage properties (see Fig 2.2, p 43): enter Class name and select
Export for ActionScript
Next we use ActionScript to create a single instance on the stage at
✤
x=275, y=150, and rotating the movie clip 10º to the right
Finally, using a For loop, we create 10 additional instances of the
✤
movie clip at y=300, spaced 150 pixels apart from each other, scaled at
50% of the size of the symbol class
Sunday, February 22, 2009 11
12. Button Creation in ActionScript
Buttons can be made from either movie clips or button symbols stored
✤
in the library
As we have seen, an event listener:
✤
objectName.addEventListener(MouseEvent.CLICK, objectFunction);
is then used to link a button to an action
Lets take a look at MakingButtons.fla
✤
Sunday, February 22, 2009 12
13. Simple Shapes in ActionScript
It is possible to create simple
✤
graphics entirely within
ActionScript such as lines,
rectangles, circles, and ellipses
Closed shapes can also be filled
✤
in
Lets take a look at
✤
DrawingShapes.fla
Sunday, February 22, 2009 13
14. Using Sprites in ActionScript
The Sprite class is a basic display list building block: a display list
✤
node that can display graphics and can also contain children.
A Sprite object is similar to a movie clip, but does not have a timeline.
✤
Sprite is an appropriate base class for objects that do not require
timelines. For example, Sprite would be a logical base class for user
interface (UI) components that typically do not use the timeline.
The Sprite class is new in ActionScript 3.0.
✤
Lets take a look at CreatingSpriteGroups.fla
✤
Sunday, February 22, 2009 14
15. Managing the Display List
As we add objects to the display list, the last object added appears in
✤
front of previously added objects
We manage the position of “children” on the stage using
✤
setChildIndex (first position is 0)
Lets take a look at SettingSpriteDepth.fla
✤
Sunday, February 22, 2009 15
16. User Input in ActionScript
Mouse Input
✤
Use event listener to track mouse movement and rollover
✤
MouseInput.fla
Keyboard Input
✤
Use event listeners to detect key press (requires ASCII codes)
✤
KeyboardInput.fla
Text Input
✤
Using AS to set input type, properties and actions
✤
TextInput.fla
Sunday, February 22, 2009 16
17. User Interaction in ActionScript
Many games allow interaction with an object using the arrow keys
✤
MovingSprites.fla
Another common method of interaction is dragging an object using
✤
the mouse. The example creates an instance of the Point() class to
track movement.
DraggingSprites.fla
Sunday, February 22, 2009 17
18. Rosenzweig - Wrap-up
Chapter 2 covers a lot things you can do with ActionScript for
✤
creating games
Be sure to review the additional sections:
✤
Random numbers and Shuffling an Array
✤
Accessing external data
✤
Collision detection
✤
Animation examples
✤
Sunday, February 22, 2009 18
19. HOT - Components and Forms
You can create a form in html that includes text entry fields, check
✤
boxes, radio button, combo boxes, lists, etc. You can also set the tab
order for the form elements to aid in usability. The contents of the
form may then be submitted using either a form post method or by
calling a script.
Submitting form contents is generally via server-side script to tell
✤
what to do with the form contents. Scripts may be in JavaScript, Perl,
ASP.NET, Visual Basic, or other scripting languages.
Flash allows the creation of Forms, creating rich-content user
✤
applications using a set of pre-defined component classes which may
be instantiated using the stage or through ActionScript.
Sunday, February 22, 2009 19
20. HOT - Working with Components
Chap 15 builds a form in Flash using the Flash UI Components in
✤
ActionScript 3.0
Components are accessed via the Components Panel and are
✤
automatically added to the Library when they are dragged to the
stage
In the example, components are configured using the Properties/
✤
Parameters panel, although this could also be done using the
Component Properties panel or in ActionScript
Sunday, February 22, 2009 20
21. HOT - Creating a Form
Take a look at:
✤
orderForm_Final.fla
✤
orderForm.fla
✤
Sunday, February 22, 2009 21
22. Team Activity
Begin working on storyboard
✤
What role with prototypes play?
✤
Finalize project plan
✤
Sunday, February 22, 2009 22