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Generic Event Based Data Collection for Serious Games
1. Generic Event-Based Data Collection Engine Amith Tudur Entertainment Technology Center Carnegie Mellon University CGAT 2010
2. The Challenge Design a Data Collection System that is generic enough to collect data from any game that can be developed on the Unity3D game engine. CGAT 2010
32. Flow Example: Testing a crowd simulationin the event of a bad driver in a public place. Condition: Reckless Car on Sidewalk Parameters: Car Velocity > 50mph, XYZ Coordinates on Pavement Selection: Character locations Data: Character & Car Co-ordinates, Color of the shirt of the person CLOSEST to the car. EVENT CGAT 2010
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
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Test Application for Reactive Data Analysis-Allows the game to be updated in real time based on the analysis of data that has been collected.-Crosses over all games played:Can be used to change the game mechanics, environment or behaviors based on an infinite number of games played.- Link between Simulation and Games:Allows for external input (AI or Human Intelligence) which can create a reactive gaming or simulation environment that responds to the players or simulations actions. Creating a more realistic experience or sim.-Calls scripts and behaviors in game: This is a limitationin that the behaviors or actions must be present in the build of the game in order to trigger them.
Test Application for Reactive Data Analysis-Allows the game to be updated in real time based on the analysis of data that has been collected.-Crosses over all games played:Can be used to change the game mechanics, environment or behaviors based on an infinite number of games played.- Link between Simulation and Games:Allows for external input (AI or Human Intelligence) which can create a reactive gaming or simulation environment that responds to the players or simulations actions. Creating a more realistic experience or sim.-Calls scripts and behaviors in game: This is a limitationin that the behaviors or actions must be present in the build of the game in order to trigger them.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.
Overview: Highly generic system based on the creation of Conditions and Selections which track very specific parameters of objects.-Objects: Each object has many parameters. Each of these parameters can then be tied into other game objects. These specific parameters are what we are going to track.-Condition: The definition of the event that triggersthe collection of data on any number of objects or parameters. -Selection:Determines what data will be collected. (not necessarily the objects used in the condition)-Log: The Data that is actually sent to the Database, based on the condition.