2 research outputs found

    Exploring the use of a commercial game engine for the development of educational software

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    Three-dimensional visualization and simulation environments are becoming increasingly important in both industrial and educational environments. However, developing these simulations can be a difficult and expensive task. Herein we explore the use of a commercial game engine to develop a 3-D, interactive computer game designed to teach players about the anatomy of a frog. The goal of this project is threefold: 1) to develop high-fidelity virtual reality educational software with a limited budget and limited personnel, 2) to define a software development process by which similar simulations can be developed, and 3) to explore the benefits that these simulations provide to secondary education. To this end, the Frog Explorer software development process will be reviewed, including discussion of the use of frog anatomy information, as well as the use of the Quake III game engine tools and features. Positive and negative results from two user-testing studies will be reported, with a focus on the game\u27s usability and utility as an educational tool --Abstract, page iii

    Towards exploring future landscapes using augmented reality

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    With increasing pressure to better manage the environment many government and private organisations are studying the relationships between social, economic and environmental factors to determine how they can best be optimised for increased sustainability. The analysis of such relationships are undertaken using computer-based Integrated Catchment Models (ICM). These models are capable of generating multiple scenarios depicting alternative land use alternatives at a variety of temporal and spatial scales, which present (potentially) better Triple-Bottom Line (TBL) outcomes than the prevailing situation. Dissemination of this data is (for the most part) reliant on traditional, static map products however, the ability of such products to display the complexity and temporal aspects is limited and ultimately undervalues both the knowledge incorporated in the models and the capacity of stakeholders to disseminate the complexities through other means. Geovisualization provides tools and methods for disseminating large volumes of spatial (and associated non-spatial) data. Virtual Environments (VE) have been utilised for various aspects of landscape planning for more than a decade. While such systems are capable of visualizing large volumes of data at ever-increasing levels of realism, they restrict the users ability to accurately perceive the (virtual) space. Augmented Reality (AR) is a visualization technique which allows users freedom to explore a physical space and have that space augmented with additional, spatially referenced information. A review of existing mobile AR systems forms the basis of this research. A theoretical mobile outdoor AR system using Common-Of-The-Shelf (COTS) hardware and open-source software is developed. The specific requirements for visualizing land use scenarios in a mobile AR system were derived using a usability engineering approach known as Scenario-Based Design (SBD). This determined the elements required in the user interfaces resulting in the development of a low-fidelity, computer-based prototype. The prototype user interfaces were evaluated using participants from two targeted stakeholder groups undertaking hypothetical use scenarios. Feedback from participants was collected using the cognitive walk-through technique and supplemented by evaluator observations of participants physical actions. Results from this research suggest that the prototype user interfaces did provide the necessary functionality for interacting with land use scenarios. While there were some concerns about the potential implementation of "yet another" system, participants were able to envisage the benefits of visualizing land use scenario data in the physical environment
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