Virtual Annelöv, an educational MORPG based on Planeshift Engine Arianna Benigno ([email protected]) Why Virtual Annelöv? Problems Virtual Annelöv Methodology.
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Virtual Annelöv, an educational MORPG based on Planeshift Engine Arianna Benigno ([email protected]) Why Virtual Annelöv? Problems Virtual Annelöv Methodology 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) 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. 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 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 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! Development of the project 1. Conceptual design and cooperation with the archaeologists: background knowledge, GIS data, interviews, objects from the excavation 2. Modelling of the VE based on the archaeologists’ feedback 3. Exporting of the model to Crystal Space format 4. Implementation phase and 2D Art: use of Planeshift 5. Tests with the target user group 6. Analysis of the obtained results 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 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. 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. 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 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 Exporting to Crystal Space Walktest 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 The 3D World Architecture MySQL Client (psclient) Game Server (psserver) Client (psclient) Client (psclient) NPC AI (npcclient) 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. 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 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 Tests Based on the REAL (Relevance Effectiveness Attitude Learnability) approach Effectiveness and Learnability First Test Relevance and Attitude Second Test First Test Second Test Thinking Aloud Full experience User tasks Three people with motor impairment Interview Questionnaire Results: Results: Minor interface issues Second session more effective Rather intuitive Positive Some bugs response 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