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Generic Event-Based  Data Collection Engine Amith Tudur Entertainment Technology Center Carnegie Mellon University CGAT 2010
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
Agenda ,[object Object],CGAT 2010
Agenda ,[object Object]
Overview of Data CollectionCGAT 2010
Agenda ,[object Object]
Overview of Data Collection
Details about the FrameworkCGAT 2010
Agenda ,[object Object]
Overview of Data Collection
Details about the Framework
TARDACGAT 2010
Agenda ,[object Object]
Overview of Data Collection
Details about the Framework
TARDA
Q&ACGAT 2010
Unity3D CGAT 2010
Unity3D Objects CGAT 2010
Unity3D Components CGAT 2010
Unity3D Parameters CGAT 2010
Overview    Highly Generic Event Based Data Collection Engine. ,[object Object]
Parameters: Determine the state of the Object at  a given time.
Data Collection Engine:Tracks the values of parameters over time.

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Generic Event Based Data Collection for Serious Games

Notas do Editor

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Blue text indicates how I imagine this slide working. Will need to either create text for the slide or delete the slide altogether while showing Data Collection and Unity.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.