298 research outputs found

    Use of online tools to aid group work

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    In this paper we examine the use of online tools – namely wikis and blogs in aiding group work for a large and diverse student-based team. The results suggest that while students see the generic skill of being able to work in a team as important for their future career, using blogs and wikis is not seen to be as important. It was also found that the flexibility of these tools provides more motivation for students than having assessment based on their use

    Giving students an informed choice when selecting teams for group work

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    Most large scale software projects require team work. However, it is a common problem that, when forming teams in a university setting, students know little about each other, resulting in dysfunctional teams. To help alleviate this, we ran three small preliminary assignments before students formed a team for the last major project. The idea was to encourage students to work with a variety of group members before they could choose their final team. The results showed that half of the final groups had a makeup that changed from their first initial grou

    E-learning with docugames: AE2 Commander

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    Mark Brogan and Martin Masek teach and research in the School of Computer and Security Science at Edith Cowan University. Dr Brogan teaches and researches enterprise information management and digital recordkeeping. With Associate Professor Karen Murcia, Dr Masek coordinates research activity in ECU\u27s Research Centre for Transformational Games. 1 This paper describes outcomes from user acceptance testing of AE2 Commander 2 - a docugame released as alpha software in April 2011 by ECU\u27s Research Centre for Transformational Games. Docugames form a genre of serious games that employ digitised copy of historical sources as part of the game narrative. The design and development of AE2 Commander began in 2009, when the authors received an Ian MacLean Award 3 from the National Archives of Australia (NAA) to build an authentic role-play game based on the exploits of the World War I Australian submarine AE2. The design brief required the designers to develop a strategy for incorporating digitised copy of archival records held by the NAA and to measure the e-learning and engagement outcomes that were achieved with the docugame format. In an earlier Archives and Manuscripts article, the authors introduced the methods and technologies of computer game design and development used to produce AE2 Commander. 4 This paper reviews the learning outcomes that have been achieved with the game and the player reaction to the inclusion of authentic digital recreations of historical source records. The topic is significant within the context of e-learning, but also more generally, as many cultural heritage institutions seek new ways of engaging audiences through the leveraging of serious games

    Shared Assessment: a Strategy for Managing Multidisciplinary Projects

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    Assessment-centered is the new black, apparently, if you believe recent research literature (eg. Boud & Associates, 2010) – but multi-disciplinary student assessments in multimedia are already challenging to assess. Naturally the more complex the project the more challenging it is for those administering the assessments, and in multi-unit settings (rather than end-of-course ‘capstone’ units) the complexity can be extreme. The consequential staff overload is insufficiently addressed even if the results are worth it. Shared assessments start with one large situated project and ask multiple staff running multiple units to collaborate whilst designing their assessments, all based around student teams ‘solving’ that project. This on-going research has developed criteria for better supporting staff in complex multidisciplinary projects in multimedia. After two years of iterations we thought to share the draft criteria, the positive results and the challenges through this paper and use feedback to better prepare for future iterations

    Managing Multidisciplinary Student Design Teams

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    The management of multidisciplinary student teams is a challenge. In this paper we describe our experience in running a shared assessment across several units. Four multidisciplinary teams were formed, and success was mixed, with one team splitting into two along discipline lines and all experiencing communication issues. The main management challenges that arose were based around difficulty in communication and the understanding of the other disciplines requirements. We outline the process we used to construct the shared assessment, and provide some insight in how the student groups dealt with issues that arose

    Protecting Critical Infrastructure with Games Technology

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    It is widely recognised that there is a considerable gap in the protection of the national infrastructure. Trying to identify what is in fact ‘critical’ is proving to be very difficult as threats constantly evolve. An interactive prototyping tool is useful in playing out scenarios and simulating the effect of change, however existing simulators in the critical infrastructure area are typically limited in the visual representation and interactivity. To remedy this we propose the use of games technology. Through its use, critical infrastructure scenarios can be rapidly constructed, tested, and refined. In this paper, we highlight the features of games technology and associated tools to creating immersive simulations of critical infrastructure and present our implementation

    Protecting critical infrastructure with games technology

    Get PDF
    It is widely recognised that there is a considerable gap in the protection of the national infrastructure. Trying to identify what is in fact ‘critical’ is proving to be very difficult as threats constantly evolve. An interactive prototyping tool is useful in playing out scenarios and simulating the effect of change, however existing simulators in the critical infrastructure area are typically limited in the visual representation and interactivity. To remedy this we propose the use of games technology. Through its use, critical infrastructure scenarios can be rapidly constructed, tested, and refined. In this paper, we highlight the features of games technology and associated tools to creating immersive simulations of critical infrastructure and present our implementation

    Discovering optimal strategy in tactical combat scenarios through the evolution of behaviour trees

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    In this paper we address the problem of automatically discovering optimal tactics in a combat scenario in which two opposing sides control a number of fighting units. Our approach is based on the evolution of behaviour trees, combined with simulation-based evaluation of solutions to drive the evolution. Our behaviour trees use a small set of possible actions that can be assigned to a combat unit, along with standard behaviour tree constructs and a novel approach for selecting which action from the tree is performed. A set of test scenarios was designed for which an optimal strategy is known from the literature. These scenarios were used to explore and evaluate our approach. The results indicate that it is possible, from the small set of possible unit actions, for a complex strategy to emerge through evolution. Combat units with different capabilities were observed exhibiting coordinated team work and exploiting aspects of the environment

    Quantifiable isovist and graph-based measures for automatic evaluation of different area types in virtual terrain generation

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    © 2013 IEEE. This article describes a set of proposed measures for characterizing areas within a virtual terrain in terms of their attributes and their relationships with other areas for incorporating game designers\u27 intent in gameplay requirement-based terrain generation. Examples of such gameplay elements include vantage point, strongholds, chokepoints and hidden areas. Our measures are constructed on characteristics of an isovist, that is, the volume of visible space at a local area and the connectivity of areas within the terrain. The calculation of these measures is detailed, in particular we introduce two new ways to accurately and efficiently calculate the 3D isovist volume. Unlike previous research that has mainly focused on aesthetic-based terrain generation, the proposed measures address a gap in gameplay requirement-based terrain generation-the need for a flexible mechanism to automatically parameterise specified areas and their associated relationships, capturing semantic knowledge relating to high level user intent associated with specific gameplay elements within the virtual terrain. We demonstrate applications of using the measures in an evolutionary process to automatically generate terrains that include specific gameplay elements as defined by a game designer. This is significant as this shows that the measures can characterize different gameplay elements and allow gameplay elements consistent with the designers\u27 intents to be generated and positioned in a virtual terrain without the need to specify low-level details at a model or logic level, hence leading to higher productivity and lower cost

    Quantifiable isovist and graph-based measures for automatic evaluation of different area types in virtual terrain generation

    Get PDF
    © 2013 IEEE. This article describes a set of proposed measures for characterizing areas within a virtual terrain in terms of their attributes and their relationships with other areas for incorporating game designers\u27 intent in gameplay requirement-based terrain generation. Examples of such gameplay elements include vantage point, strongholds, chokepoints and hidden areas. Our measures are constructed on characteristics of an isovist, that is, the volume of visible space at a local area and the connectivity of areas within the terrain. The calculation of these measures is detailed, in particular we introduce two new ways to accurately and efficiently calculate the 3D isovist volume. Unlike previous research that has mainly focused on aesthetic-based terrain generation, the proposed measures address a gap in gameplay requirement-based terrain generation-the need for a flexible mechanism to automatically parameterise specified areas and their associated relationships, capturing semantic knowledge relating to high level user intent associated with specific gameplay elements within the virtual terrain. We demonstrate applications of using the measures in an evolutionary process to automatically generate terrains that include specific gameplay elements as defined by a game designer. This is significant as this shows that the measures can characterize different gameplay elements and allow gameplay elements consistent with the designers\u27 intents to be generated and positioned in a virtual terrain without the need to specify low-level details at a model or logic level, hence leading to higher productivity and lower cost
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