An Interactive Online Application for Active Learning Using Escape Rooms

Total Page:16

File Type:pdf, Size:1020Kb

An Interactive Online Application for Active Learning Using Escape Rooms Sjalvst¨ andigt¨ arbete i informationsteknologi 13 juni 2021 An Interactive Online Application for Active Learning using Escape Rooms Andreas Bleichner Christoffer Nyberg Nils Hermansson Sebastian Fallman¨ Civilingenjorsprogrammet¨ i informationsteknologi Master Programme in Computer and Information Engineering Abstract Institutionen for¨ An Interactive Online Application for Active informationsteknologi Learning using Escape Rooms Besoksadress:¨ ITC, Polacksbacken Lagerhyddsv¨ agen¨ 2 Andreas Bleichner Christoffer Nyberg Postadress: Box 337 Nils Hermansson 751 05 Uppsala Sebastian Fallman¨ Hemsida: https://www.it.uu.se As the pandemic of 2020 broke out there was an increase in the use of virtual meeting rooms as a platform for holding online lectures. The use- fulness of being able to attend a lecture comfortably from home cannot be denied, however participants report feeling less engaged in lectures when studying remotely. By involving and engaging the participants in online lectures with the help of virtual Escape Rooms the partici- pants can feel more engaged and perform better in their schoolwork. The result is a prototype that showcases how virtual Escape Rooms can be used for educational purposes. The prototype consists of a room that connects to a group of Escape Rooms. The participants can interact with each other and objects as well as communicate through text and voice chat. Further work is necessary for the application to be an effective tool for education. Extern handledare: Matthew Davis Handledare: Mats Daniels, Anne Peters, Bjorn¨ Victor och Tina Vrieler Examinator: Bjorn¨ Victor Sammanfattning Nar¨ pandemin brot¨ ut 2020 okade¨ anvandningen¨ av virtuella motesrum¨ som en platt- form for¨ onlineforel¨ asningar.¨ Anvandbarheten¨ av att bekvamt¨ fran˚ hemmet kunna delta i forel¨ asningar¨ kan inte fornekas,¨ men undersokningar¨ visar pa˚ att deltagare i virtuella motesrum¨ kanner¨ sig mindre engagerade i forel¨ asningar¨ nar¨ de deltar pa˚ distans. Ge- nom att involvera och engagera deltagarna i onlineforel¨ asningar¨ med hjalp¨ av virtuella Escape Rooms kan deltagarna kanna¨ sig mer engagerade och prestera battre¨ i sitt skol- arbete. Resultatet ar¨ en prototyp som visar hur virtuella Escape Rooms kan anvandas¨ i utbildningssyfte. Prototypen bestar˚ av ett rum som ar¨ sammankopplat till en grupp Escape Rooms. Deltagarna kan interagera med varandra, samt interagera med objekt och kommunicera via textchatt och rostkommunikation.¨ Ytterligare arbete behovs¨ for¨ att applikationen ska vara ett effektivt verktyg for¨ utbildning. ii Contents 1 Introduction 1 2 Background 3 2.1 Virtual Meeting Room . .3 2.2 Escape Room . .4 2.3 Active Learning in Escape Rooms . .4 2.4 External Stakeholder . .5 3 Purpose, Aims and Motivation 5 3.1 Purpose . .6 3.2 Aims . .6 3.3 Motivation . .6 4 Sustainability and Ethics 7 4.1 Sustainability . .7 4.2 Ethics . .7 4.2.1 Availability . .7 5 Related Work 8 5.1 Unlock the Future - An Educational Escape Game . .8 5.2 Similar Products . .8 5.2.1 Engage . .8 5.2.2 Breakout EDU . .9 6 Method 10 6.1 Game Engine - Unity . 10 iii 6.2 Networking - Mirror . 10 6.3 Communication - Vivox . 11 7 System Structure 11 7.1 Clients . 11 7.2 Server . 12 7.3 Voice Communication . 12 8 Application Usage 12 9 Implementation 16 9.1 Managing the Escape Rooms . 16 9.2 State Synchronization . 17 9.3 Handling Commands . 17 10 Requirements and Evaluation Methods 18 10.1 Usability Requirements . 18 10.2 Evaluating Usability . 19 10.3 Requirements and Evaluation of Communication Functionality . 20 11 Evaluation Results 21 11.1 Initial Usability Test Results . 21 11.2 Evaluation of Communication Functionality . 22 11.3 The Second Usability Test Results . 22 12 Results and Discussion 23 13 Conclusion 24 iv 14 Future Work 25 Appendix 29 A First User Survey Results for Initial Prototype 29 B Second User Survey Results 33 v 1 Introduction 1 Introduction The development of the internet over the last few decades has provided us with many new and exciting tools that we can use to improve our everyday life. One such tool is the virtual meeting room. The usage of Zoom for example, an online virtual meeting room [38], skyrocketed in 2020 going from 10 million daily meeting participants in December 2019 [36] to 300 million daily participants in April 2020 [37] due to the pandemic that occurred and prevented people from physically meeting in large groups. Virtual meeting rooms offer both advantages and disadvantages compared to physical meetings. They can offer an easy way of sharing links to websites and documents with participants during a meeting and increase the availability to work from home. Students and other users have reported that they experienced complications after transitioning to these meeting rooms [18]. The usage of the meeting rooms might cause tiredness [14] and a reduced sense of engagement [1], resulting in students not learning as much from lectures in virtual meeting rooms as they could have [9, pages 10-12]. Our proposed solution to this issue is a virtual meeting room in 3D (Figure 1) that has tools which can increase the engagement of the students, from now on referred to as participants, in the meeting room. By having the participants discuss and cooperate with each other we want to achieve more interactions among the participants compared to other virtual meeting rooms. The user, meaning the host or a participant, starts in a meeting room referred to as the ”main room”. Each user controls a virtual avatar. The participants can go through a doorway in the main room to move to a room called an Escape Room. In the Escape Room the participants have to complete tasks in order to be able to exit the room. There can be many different types of tasks such as finding the correct password to a keypad or pushing buttons in a specific order. It was intended for Escape Rooms to be customized by the host to fit the material being discussed or taught however this feature was eventually scrapped due to time constraints. Multiple Escape Rooms have been created and linked together in succession so that when the students complete one Escape Room, they walk through a door in the completed room to get to the next Escape Room. The participants can move to the next room when they complete the given tasks. There is a timer in each room counting down from a set time limit to induce a sense of urgency upon the participants. 1 1 Introduction Figure 1 Two players standing in the main room. In order to move around and interact with objects within the 3D room, the participant can look around by moving the mouse and use a set of commands from the keyboard and mouse to move and interact with objects. The set of commands are shown in Table 1. The resulting application was evaluated by doing usability tests. These tests showed us that the application was generally easy and enjoyable to use. Some usability issues where found as some test participants reported that they did not immediately understand the controls and sometimes had minor issues understanding each other using voice com- munication. However, despite this all test participants were successfully able to learn the controls, interact with the tasks in the Escape Rooms and communicate with each other using both voice and text chat. Command Key Command Key Move forward W Jump Space Move left A Open Menu Esc Move backwards S Interact Left Mouse Button Move right D Table 1 Set of commands to be used as a user Declaration of Division of Labor All group members have been involved in both the development of the application, research as well as writing the report. We felt like having all group members involved in all aspects of the project was a good idea in order for each group member to gain insight into all parts of the system. In each area of the project there were tasks that we distributed as evenly as possible. 2 2 Background Nils focused on integration of voice communication as well as designing the audio menu. Sebastian designed and developed the keypad component (including network synchronization) in the escape rooms, implemented the text chat and assisted in syn- chronizing physics objects across the network. Andreas aided Nils with the integration of voice communication, designed the picture board component in the escape rooms and conducted the user tests. Christoffer designed the main menu, implemented the player controls and handled network synchronization of players, physics objects, and components within the Escape Rooms. All group members have been involved with reviewing and incorporating feedback into each section of the report. While each member has contributed to all sections in some capacity, there are sections which each member focused on. Nils focused on writing about the Purpose, Aims and Motivations of the project, Sus- tainability and Ethics as well as Results and Discussion. Sebastian focused on parts of the Background, Purpose, Aims and Motivation, Related Work, parts of Requirements and Evaluation, Evaluation Results and Results and Discussion. Andreas focused on the Introduction, parts of the Background, parts of Sustainability and Ethics, parts of Requirements and Evaluation Methods, Evaluation Results and the Results and Discus- sion. Christoffer wrote primarily about Method, System Structure, parts of Application Usage, Implementation, Requirements and Evaluation Methods and Future Work. 2 Background This project focuses on creating a platform that uses a virtual meeting room combined with Escape Rooms to engage students in active learning in a 3D environment. Virtual meeting rooms, Escape Rooms and active learning are aspects that are central in our project and therefore presented in this section. We will also talk about our external stakeholder. 2.1 Virtual Meeting Room A virtual meeting room is a digital environment that allows participants to meet and connect to each other in real-time online.
Recommended publications
  • Silver Lake Announces Strategic Investment in Unity Technologies Joins Current Investors Including Sequoia Capital in the World
    Silver Lake Announces Strategic Investment in Unity Technologies Joins Current Investors Including Sequoia Capital in the World’s Leading Game Development Platform Company Poised for Continued Rapid Growth in Core Game Engine and Virtual and Augmented Reality Technology SAN FRANCISCO, Calif. — Unity Technologies, the largest global development platform for creating 2D, 3D, virtual and augmented reality games and experiences, announced today an investment by Silver Lake, the global leader in technology investing, of up to $400 million in the company. The primary use of new capital will be driving growth in Unity’s augmented and virtual reality capabilities and in its core engine. Silver Lake Managing Partner Egon Durban will join Unity’s board of directors. “Our mission to help game developers bring their disparate creative visions to life has enabled us to create a rapidly expanding global platform with enormous growth potential both within and beyond gaming,” said John Riccitiello, CEO of Unity. “We look forward to partnering with Silver Lake, with its proven technology industry expertise, to enhance Unity’s next stage of growth, allowing us to accelerate the advance of augmented and virtual reality in both gaming and non-gaming markets and continue to democratize development.” Unity is the leading provider of mission-critical infrastructure for gaming. Every month, developers using the Unity platform create more than 90,000 unique applications, which are downloaded over 1.7 billion times per month. Over the past two years, the company has leveraged its long history as a game engine provider to expand into new offerings, including a market-leading in-game mobile ad network and a widely deployed analytics tool using machine learning and data science.
    [Show full text]
  • Comparison of Unity and Unreal Engine
    Bachelor Project Czech Technical University in Prague Faculty of Electrical Engineering F3 Department of Computer Graphics and Interaction Comparison of Unity and Unreal Engine Antonín Šmíd Supervisor: doc. Ing. Jiří Bittner, Ph.D. Field of study: STM, Web and Multimedia May 2017 ii iv Acknowledgements Declaration I am grateful to Jiri Bittner, associate I hereby declare that I have completed professor, in the Department of Computer this thesis independently and that I have Graphics and Interaction. I am thankful listed all the literature and publications to him for sharing expertise, and sincere used. I have no objection to usage of guidance and encouragement extended to this work in compliance with the act §60 me. Zákon c. 121/2000Sb. (copyright law), and with the rights connected with the Copyright Act including the amendments to the act. In Prague, 25. May 2017 v Abstract Abstrakt Contemporary game engines are invalu- Současné herní engine jsou důležitými ná- able tools for game development. There stroji pro vývoj her. Na trhu je množ- are numerous engines available, each ství enginů a každý z nich vyniká v urči- of which excels in certain features. To tých vlastnostech. Abych srovnal výkon compare them I have developed a simple dvou z nich, vyvinul jsem jednoduchý ben- game engine benchmark using a scalable chmark za použití škálovatelné 3D reim- 3D reimplementation of the classical Pac- plementace klasické hry Pac-Man. Man game. Benchmark je navržený tak, aby The benchmark is designed to em- využil všechny důležité komponenty her- ploy all important game engine compo- ního enginu, jako je hledání cest, fyzika, nents such as path finding, physics, ani- animace, scriptování a různé zobrazovací mation, scripting, and various rendering funkce.
    [Show full text]
  • Ja Unreal Engine -Pelimoottoreilla Vertailu Kaksiulotteisen Pelin Kehittämisestä Unity- Ja Unreal Engine -Pelimoottoreilla
    Vesa Väisänen VERTAILU KAKSIULOTTEISEN PELIN KEHITTÄMISESTÄ UNITY- JA UNREAL ENGINE -PELIMOOTTOREILLA VERTAILU KAKSIULOTTEISEN PELIN KEHITTÄMISESTÄ UNITY- JA UNREAL ENGINE -PELIMOOTTOREILLA Vesa Väisänen Opinnäytetyö Kevät 2016 Tietotekniikan tutkinto-ohjelma Oulun ammattikorkeakoulu 2 TIIVISTELMÄ Oulun ammattikorkeakoulu Tietotekniikan tutkinto-ohjelma, ohjelmistokehityksen suuntautumisvaihtoehto Tekijä(t): Vesa Väisänen Opinnäytetyön nimi: Vertailu kaksiulotteisen pelin kehitämisestä Unity- ja Unreal Engine -pelimoottoreilla Työn ohjaaja: Veikko Tapaninen Työn valmistumislukukausi ja -vuosi: Kevät 2016 Sivumäärä: 48 Työn tavoiteena oli tutkia Unity- ja Unreal Engine -pelimoottoreiden eroavaisuuksia kaksiulotteisen pelin kehityksessä. Työn aihe on itse keksitty, toimeksiantajaa opinnäytetyössä ei ole. Opinnäytetyössä tehtiin eri pelimoottoreilla kaksi identtistä peliä PC-alustalle ja vertailtiin pelimoottoreiden ominaisuuksia. Pelimoottoreiden vertailusta on hyötyä esimerkiksi aloittelevalle peliohjelmoijalle, joka haluaa tietää minkä pelimoottorin opetteluun kannattaa keskittyä kaksiulotteisessa pelinkehityksessä. Pelimoottorin vertailussa keskitytään pelimoottorin käyttöön, ei niinkään teknisiin ominaisuuksiin. Vertailtavia ominaisuuksia ovat yhteensopivuus eri käyttöjärjestelmien kanssa, dokumentointi, käyttöliittymän käytettävyys, pelimoottorin lisenssin hinta, ohjelmointiominaisuudet, spritejen eli kuvien käsittely, törmäysten käsittely, animointi ja yhteensopivuus Subversion- versionhallintasovelluksen kanssa. Tekijällä on taustallaan
    [Show full text]
  • Chaos in Innovation and Ai
    CHAOS IN INNOVATION AND AI NEXT CHAPTER: THE AGE OF THE BOLD ONES Andreas Sjöström, CTO Digital Advisory Services Your innovation partner Next chapter: The bold ones The bold ones learn fearlessly 4 Children Sleeping Room @ #HACKFORSWEDEN Innovation is uncertainty Most are overweighted in horizon 1 From bell to shark fin: Threat and opportunity Open innovation. Open APIs. Ecosystems. Startups. Where’s the idea? What is it? Does it actually work? Chaos vs order GO Value Ideation Refinement/ Incubation Portfolio of selection future options Chaos vs order Operations Innovation Performance engine Dedicated team Efficient Unregulated Routines & rules Experiments Rational decisions Bold ideas Calculated results Unpredictable outcomes Aimed at guarding the status quo Constantly challenging the status quo Short-term goals Long-term goals Driven by the belief that current Driven by the belief that current operations keep the company alive operations will not fuel growth forever Managing fundamental tensions New types of tests Where to innovate: Design thinking and ecosystems Inspiration Book Airport Onboard Destination Platform eats product for breakfast Book flight Contextual baggage info Flight status Proactive notifications Boarding pass Seat reminder Chatbot @ SAS Biohacking Experimenting, Proof Test Smoke Test, Wow Test Two faces of AI: AI in testing. Testing AI. A human hiding behind the system “Does the system seem to be very reasonable? Does it almost seem like there’s a human hiding behind the system, interacting with me and making me feel comfortable? I get this sense that the system knows a lot about what I want and helps me get the thing that I want.
    [Show full text]
  • Unity Vr Samples Tutorial
    Unity Vr Samples Tutorial Lunisolar Hartwell dins or disparts some spital glacially, however pessimistic Weylin deep-freezing loads or distastes. Emmit stripping his intermixtures foreground sporadically, but pederastic Sherwynd never federate so cousin. How setaceous is Tallie when untameable and workless Bennet lifts some owl? Can you upload it somewhere? That project focuses on it, samples app running. The tutorial we create an rpg in. By a tutorial. Based on your sample below are at. This makes dealing with a sample scene with physics should now a cool, game can help some interactables along with vr landscape in your left blank. This is normal for things like visual novels or RPGs. These assets with permanent content goes out at Getting Started Guide. Unity until understand the bit more. Master that can take getting into vr samples app, separate game in annual revenue share many more information contained in this tutorial will be transferable to? Simple Unity VR Project DEV Community. Is C sharp easy to learn? This figure that even initial the quantization error at above sample be large. Unity tutorial is pretty neat visual fidelity game before posting! It was time policy make more changes. Leap motion can provide a gesture control function which is any lack in other VR hand. Vr headset is spatial audio designer from any new crosshair functionality that we can change your game ends up or judder. Where do the start? Java SE SDK installed on star system. At least in unity tutorials, samples games were constructed, we have come to show buttons or more records.
    [Show full text]
  • Applying Imitation and Reinforcement Learning to Sparse Reward Environments
    University of Arkansas, Fayetteville ScholarWorks@UARK Computer Science and Computer Engineering Undergraduate Honors Theses Computer Science and Computer Engineering 5-2020 Applying Imitation and Reinforcement Learning to Sparse Reward Environments Haven Brown Follow this and additional works at: https://scholarworks.uark.edu/csceuht Part of the Artificial Intelligence and Robotics Commons, Software Engineering Commons, and the Theory and Algorithms Commons Citation Brown, H. (2020). Applying Imitation and Reinforcement Learning to Sparse Reward Environments. Computer Science and Computer Engineering Undergraduate Honors Theses Retrieved from https://scholarworks.uark.edu/csceuht/79 This Thesis is brought to you for free and open access by the Computer Science and Computer Engineering at ScholarWorks@UARK. It has been accepted for inclusion in Computer Science and Computer Engineering Undergraduate Honors Theses by an authorized administrator of ScholarWorks@UARK. For more information, please contact [email protected]. Applying Imitation and Reinforcement Learning to Sparse Reward Environments An honors thesis submitted in partial fulfillment of the requirements for the degree of Bachelor of Science in Computer Science with Honors by Haven Brown University of Arkansas Candidate for Bachelors of Science in Computer Science, 2020 Candidate for Bachelors of Science in Mathematics, 2020 May 2020 University of Arkansas This honors thesis is approved for recommendation to the CSCE thesis defense committee. David Andrews, PhD Dissertation Director John Gauch, PhD Lora Streeter, PhD Committee Member Committee Member Abstract The focus of this project was to shorten the time it takes to train reinforcement learn- ing agents to perform better than humans in a sparse reward environment. Finding a general purpose solution to this problem is essential to creating agents in the future ca- pable of managing large systems or performing a series of tasks before receiving feedback.
    [Show full text]
  • Unity Introduction Kingsley Stephens, Monash University
    Unity Introduction Kingsley Stephens, Monash University Introduction 2 What is Unity? 2 Downloading and Installing Unity 3 Getting Familiar With the Editor 4 About the Editor 4 The Editor Interface 4 Controlling the Scene View Camera 5 Hello Unity! A First Program 6 Create a New Project 6 Add a Cube 7 Make the Cube Interesting 8 Some Further Things to Try 10 Unity Concepts 11 Game Objects and Components 11 Scene Hierarchy 11 Assets 11 Manipulating Game Objects 11 Prefabs 12 Scripting in C# 12 Building an Executable 12 Learning Resources 13 Introduction What is Unity? Unity1 is a game engine that has a generous free pricing tier. A game engine is a software library that provides the lower layers for games to be built on top of. A game engine typically provides components for rendering 3D graphics, playing audio, access to the file system, handling user input, physics simulation and many more services that go into making the complex software that is a game. Another popular game engine is the Unreal2 engine, while an up and coming one is the Amazon Lumberyard3 engine. Unity (as do the other engines) also provides an editor. The editor allows games creators to import art assets, build scenes, write scripts, coordinate game play, and deploy to the platform of their choice; be it console, PC/Mac, web, mobile, or VR. Figure 1. The Unity editor with a scene being edited The first version of Unity was released in 2005 by Unity Technologies. It is now on its sixth major version iteration. It has grown in popularity due to it targeting ‘indie’ developers - single developers or small teams with low budgets.
    [Show full text]
  • INSTRUCTIONS 1.0 Beta Welcome to the Open Source Section of Momar! Setting up Unity & Vuforia 1. Installing Unity 2. Startin
    INSTRUCTIONS 1.0 beta Welcome to the open source section of MoMAR! Our goal is to democratize physical exhibition spaces, museums, and the curation of art within them. If you like to create your own gallery or show your own work in any museum around the world – this will help you. All you need is: Unity https://store.unity.com/ Unity is a cross-platform game engine developed by Unity Technologies, which is primarily used to develop both three-dimensional and two-dimensional video games and simulations for computers, consoles, and mobile devices. It’s a simple – yet powerful – platform to create AR experiences. The personal plan is for free. Usually we don’t need more than that plan. Vuforia https://vuforia.com/ Vuforia is an Augmented Reality Software Development Kit (SDK) for mobile devices that enables the creation of Augmented Reality applications. It uses Computer Vision technology to recognize and track planar images (Image Targets) and simple 3D objects, such as boxes, in real-time. The free plan is guess what for free and also here we don’t need more. APPLE iOS or Android developer account https://developer.apple.com/ https://developer.android.com/ When you want to distribute your gallery or art to more people than you should create an app. We’ll show you how to create a simple app. For publishing you app you need a developer account. The Google Play store has a one-time fee of $25. The Apple fee is $99/year. Setting up Unity & Vuforia 1. Installing Unity Download and install the Unity Editor from the Unity download page.
    [Show full text]
  • Q4 2020 Form 10-K
    UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-K (Mark One) ☒ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended December 31, 2020 OR ☐ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from _______ to _______ Commission File Number: 001-39497 UNITY SOFTWARE INC. (Exact name of registrant as specified in its charter) Delaware 27-0334803 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 30 3rd Street San Francisco, California 94103‑3104 (Address, including zip code, of principal executive offices) (415) 539‑3162 (Registrant's telephone number, including area code) Securities registered pursuant to Section 12(b) of the Act: Title of each class Trading Symbol(s) Name of each exchange on which registered Common stock, $0.000005 par value U The New York Stock Exchange Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes o No x Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or 15(d) of the Act. Yes o No x Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days.
    [Show full text]
  • Unity Playground
    Unity Playground Instructor: Prof Pisan [email protected] Overview Game Engine Architecture Unity's approach to creating a game engine Defining a game - components, criticism Role of Game Designer Unity Playground https://unity3d.com/learn/tutorials/s/unity-playground 2 HW1: Unity Basics Review answers Grading: #2 2pts #5 2pts #8 2pts Rest 4pts 3 Game Designer Advocate for the player See the world through the player's eyes Player experience Playtesters - providing feedback Game design as hosting a party - an interactive experience Communication - sell your game, good listener and compromiser Teamwork - personalities Process - games are fragile, prioritize goals Inspiration - world as challenges, structures and play. Money to relationships Beyond existing games Will Wright - ant colonies to SimAnt What parts of your life can be turned into games? 4 Fail and Fail Again https://officechai.com/startups/51-failed-games-rovio-created- angry-birds-now-going-public-1-billion-valuation/ Playcentric Design Process Keeping the player experience in mind and testing the gameplay with target players through every phase of development. Setting player experience goals Players have to cooperate to win, but structured so cannot trust each other Players will feel a sense of happiness and playfulness Prototyping and Playtesting Paper is easy to modify, software decisions harder to reverse Iteration Design → Test → Evaluate → Design → Test → …. 6 Game Development 1. Brainstorming 2. Physical prototype 3. Presentation (if you need $$s) 4. Software prototype 5. Design documentation - putting the notes together 6. Production 7. Quality assurance Approaches: Jump from concept to writing up design to coding. Works OK when the game is a variation of an existing game Game Jams: Tapping into community for ideas and prototypes Innovation: unique play mechniques, beyond existing genres, integrating into daily lives, taking on new business models, emotionally rich gameplay, ….
    [Show full text]
  • Download This PDF File
    Vol. 10, No. 1 (2019) http://www.eludamos.org Games and AI: Paths, Challenges, Critique Mathias Fuchs, Andreas Sudmann Eludamos. Journal for Computer Game Culture. 2019; 10 (1), pp. 1–7 Games and AI: Paths, Challenges, Critique MATHIAS FUCHS AND ANDREAS SUDMANN In 2006, the first-person shooter F.E.A.R. makes headlines in the gaming world. One feature in particular attracts much attention: the non-playable characters seem to behave intelligently to a degree yet unseen in computer games. From earlier productions like No One Lives Forever 1 & 2 (2000, 2002), players were already familiar with NPCs that are able to seek cover under fire and to leave it at random in order to shoot back at the player. In F.E.A.R. that happens too, but in a much more realistic manner. Computer-controlled enemies attack players in a coordinated way. If one member of the enemy team comes closer, he gets supportive fire by his team members. If the player attacks them, enemy forces remain in cover until they are immediately threatened. Ten years later, an AI system called AlphaGo beats the human world champion Kim Sung Yong in the ancient board game Go in five rounds—final score: 4-1. The global community of Go players is perplexed, almost shocked, even though the victory did not totally come out of the blue. Already in October 2015, an earlier version of AlphaGo was able to beat the European Go champion Fan Hui. However, Hui’s playing level was significantly lower than that of Kim Sung Yong (2-dan out of possible 9-dan levels).
    [Show full text]
  • United States Securities and Exchange Commission Form
    UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, DC 20549 FORM 8-K CURRENT REPORT Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934 Date of report (Date of earliest event reported): August 25, 2021 Motorsport Games Inc. (Exact name of registrant as specified in its charter) Delaware 001-39868 86-1791356 (State or other jurisdiction (Commission (I.R.S. Employer of incorporation) File Number) Identification No.) 5972 NE 4th Avenue Miami, FL 33137 (Address of principal executive offices) (Zip Code) Registrant’s telephone number, including area code: (305) 507-8799 N/A (Former name or former address, if changed since last report) Check the appropriate box below if the Form 8-K filing is intended to simultaneously satisfy the filing obligation of the registrant under any of the following provisions: ☐ Written communications pursuant to Rule 425 under the Securities Act (17 CFR 230.425) ☐ Soliciting material pursuant to Rule 14a-12 under the Exchange Act (17 CFR 240.14a-12) ☐ Pre-commencement communications pursuant to Rule 14d-2(b) under the Exchange Act (17 CFR 240.14d-2(b)) ☐ Pre-commencement communications pursuant to Rule 13e-4(c) under the Exchange Act (17 CFR 240.13e-4(c)) Securities registered pursuant to Section 12(b) of the Act: Title of each class Trading Symbol(s) Name of each exchange on which registered Class A common stock, $0.0001 par value per share MSGM The Nasdaq Stock Market LLC (The Nasdaq Capital Market) Indicate by check mark whether the registrant is an emerging growth company as defined in Rule 405 of the Securities Act of 1933 (§230.405 of this chapter) or Rule 12b-2 of the Securities Exchange Act of 1934 (§240.12b-2 of this chapter).
    [Show full text]