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Multiuser serious game development:
  Virtual worlds vs. Game engines

Leonel Morgado
leonelm@utad.pt
//pseudocode
function Throw(...)
{
       animate(player1)
       detachBall(player1);
       moveball(to_player2);
       attachBall(player2);
       animate(player2);
}
Game elements




World participants
Detachable
1
Access
                             2


                Production
     3


   Deployment
1
                       Acesso


               2




Produção




           3




       Operacionalização
1
                       Acesso


               2




Produção




           3




       Operacionalização




                                Stage3D/Molehill
1
                       Acesso                          Adequate graphics cards
                                        Admin access for installation, updating…
               2
                                                      Risk of operation conflicts
                                      Custom network settings and requirements
Produção

                                                  No studies on vulnerabilities
           3




       Operacionalização




                                               Stage3D/Molehill
                                          Browser add-ons: similar problems,
                           but rendered simpler due to widespread availability
                                                   WebGL support is still limited
                                Streaming is quite demanding on network latency
1

Access




             2

                               Development
                               professionals
Production
3

                 Development
Deployment        amateurs
1

    Acesso




                    2
2
                        Development
        Produção
                        professionals
    3


                              Development
                              professionals
Operacionalização
1

    Acesso


            Games engines (presentation and control)

                        2
             OLIVE
2
         Artificial   agent engines
                                                       Development
        Produção
                                                       professionals
                                           BEcool
    3
                                Quagents

                                                             Development
                                                             professionals
Operacionalização

            Virtual worlds
1

     Acesso


            Games engines (presentation and control)

                        2
              OLIVE
2                                Most common approach
                       for development of serious games
        Artificial    agent engines
                                                 Development
 User seen as a player/trainee with strict goals professionals
       Produção

                         BEcool
  3  Greater control over the user experience
                                Quagents
            Greater flexibility of implementation         Development
                                                          professionals
  Operacionalização

Higher level of required resources / investment
    Virtual worlds
    The education process is entirely predefined
1

    Acesso




                    2
2                                     Development
                                      professionals




        Produção

                        Development
    3
                         amateurs
Operacionalização
1

    Acesso




                    2
2                                     Development
                                      professionals




        Produção

                        Development
    3
                         amateurs
Operacionalização
1

        Acesso




                            2
     Possible in many worlds (varies in degree)
     Lesser resource requirements/investment
   2
lows the creation and adaptation of spaces for
                                                                    Development
                                                                    professionals




                    context and customization
           Produção

               Allows “ordering” of components fromDevelopment
       3
                   professionals (not just full systems) amateurs
     Operacionalização   Behaviour definition by end users
                                         is still a challenge
                             Choreographies cannot (yet!)
                            be shared as common content
1

             Access




             2




Production




                       3


                      Deployment
1

           Acesso




           2




Produção




                        3            Define
                                   methods,
 3                                  actions,
                                   processes
                    Operacionalização
1

           Acesso




           2




Produção




                        3
 3
                    Operacionalização
1

            Acesso




            2
                                   Who is each person/avatar?
            Which credentials? Personal or organizational?
 Produção


   Private or public? If private, how to handle guests?
                              3
                     How to save & track processes and results?
How can resources and componentes be distributed?
  3 How to support participants and organizations?
                       Operacionalização
1

           Acesso




           2




Produção




                        3
 3
                    Operacionalização
1

           Acesso      MULTIS

           2




Produção




                        3
 3
                    Operacionalização
System architecture
Integration with
management, assessment,…
Thank you!

Questions welcomed!

leonelm@utad.pt

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Multiuser serious game development: Virtual worlds vs. Game engines

  • 1. Multiuser serious game development: Virtual worlds vs. Game engines Leonel Morgado leonelm@utad.pt
  • 2.
  • 3.
  • 4. //pseudocode function Throw(...) { animate(player1) detachBall(player1); moveball(to_player2); attachBall(player2); animate(player2); }
  • 5.
  • 6.
  • 7.
  • 8.
  • 10.
  • 11.
  • 12.
  • 14.
  • 15.
  • 16.
  • 17.
  • 18. 1 Access 2 Production 3 Deployment
  • 19. 1 Acesso 2 Produção 3 Operacionalização
  • 20. 1 Acesso 2 Produção 3 Operacionalização Stage3D/Molehill
  • 21. 1 Acesso Adequate graphics cards Admin access for installation, updating… 2 Risk of operation conflicts Custom network settings and requirements Produção No studies on vulnerabilities 3 Operacionalização Stage3D/Molehill Browser add-ons: similar problems, but rendered simpler due to widespread availability WebGL support is still limited Streaming is quite demanding on network latency
  • 22. 1 Access 2 Development professionals Production 3 Development Deployment amateurs
  • 23. 1 Acesso 2 2 Development Produção professionals 3 Development professionals Operacionalização
  • 24. 1 Acesso Games engines (presentation and control) 2 OLIVE 2 Artificial agent engines Development Produção professionals BEcool 3 Quagents Development professionals Operacionalização Virtual worlds
  • 25. 1 Acesso Games engines (presentation and control) 2 OLIVE 2 Most common approach for development of serious games Artificial agent engines Development User seen as a player/trainee with strict goals professionals Produção BEcool 3 Greater control over the user experience Quagents Greater flexibility of implementation Development professionals Operacionalização Higher level of required resources / investment Virtual worlds The education process is entirely predefined
  • 26. 1 Acesso 2 2 Development professionals Produção Development 3 amateurs Operacionalização
  • 27. 1 Acesso 2 2 Development professionals Produção Development 3 amateurs Operacionalização
  • 28. 1 Acesso 2 Possible in many worlds (varies in degree) Lesser resource requirements/investment 2 lows the creation and adaptation of spaces for Development professionals context and customization Produção Allows “ordering” of components fromDevelopment 3 professionals (not just full systems) amateurs Operacionalização Behaviour definition by end users is still a challenge Choreographies cannot (yet!) be shared as common content
  • 29. 1 Access 2 Production 3 Deployment
  • 30. 1 Acesso 2 Produção 3 Define methods, 3 actions, processes Operacionalização
  • 31. 1 Acesso 2 Produção 3 3 Operacionalização
  • 32. 1 Acesso 2 Who is each person/avatar? Which credentials? Personal or organizational? Produção Private or public? If private, how to handle guests? 3 How to save & track processes and results? How can resources and componentes be distributed? 3 How to support participants and organizations? Operacionalização
  • 33. 1 Acesso 2 Produção 3 3 Operacionalização
  • 34. 1 Acesso MULTIS 2 Produção 3 3 Operacionalização