Virtual Annelöv, an educational MORPG based on Planeshift Engine Arianna Benigno ([email protected]) Why Virtual Annelöv? Problems Virtual Annelöv Methodology.

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Transcript Virtual Annelöv, an educational MORPG based on Planeshift Engine Arianna Benigno ([email protected]) Why Virtual Annelöv? Problems Virtual Annelöv Methodology.

Virtual Annelöv, an
educational MORPG based on
Planeshift Engine
Arianna Benigno
([email protected])
Why Virtual Annelöv?
Problems
Virtual
Annelöv
Methodology
Motivations and Goals
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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
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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).
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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
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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
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The game is structured in two sessions (60 minutes
each).
The concept of session avoids idleness and makes
easier the organization of the game.
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Session 1
Free exploration with the aim of gathering
knowledge
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Session 2
RPG takes place. The scenario is previously
specified through email.
Conceptual Design (3)
Educational aspects
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The content is spread in the Virtual Environment.
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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
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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
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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
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MySQL
Client
(psclient)
Game
Server
(psserver)
Client
(psclient)
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Client
(psclient)
NPC AI
(npcclient)
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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
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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
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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