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
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