Critters in the classroom: a 3D computer-game-like tool for teaching programming to computer animation students
SIGGRAPH 2007 Educators Program, co-authored with Leigh McLoughlin
The brewing crisis threatening computer science education is a well documented fact. To counter this and to increase... more
The brewing crisis threatening computer science education is a well documented fact. To counter this and to increase enrolment and retention in computer science related degrees, it has been suggested to make programming "more fun" and to offer "multidisciplinary and cross-disciplinary programs" [Carter 2006]. The Computer Visualisation and Animation undergraduate degree at the National Centre for Computer Animation (Bournemouth University) is such a programme. Computer programming forms an integral part of the curriculum of this technical arts degree, and as educators we constantly face the challenge of having to encourage our students to engage with the subject.
We intend to address this with our C-Sheep system, a reimagination of the "Karel the Robot" teaching tool [Pattis 1981], using modern 3D computer game graphics that today's students are familiar with. This provides a game-like setting for writing computer programs, using a task-specific set of instructions which allow users to take control of virtual entities acting within a micro world, effectively providing a graphical representation of the algorithms used. Whereas two decades ago, students would be intrigued by a 2D top-down representation of the micro world, the lack of the visual gimmickry found in modern computer games for representing the virtual world now makes it extremely difficult to maintain the interest of students from today's "Plug&Play generation". It is therefore especially important to aim for a 3D game-like representation which is "attractive and highly motivating to today's generation of media-conscious students" [Moskal et al. 2004].
Our system uses a modern, platform independent games engine, capable of presenting a visually rich virtual environment using a state of the art rendering engine of a type usually found in entertainment systems. Our aim is to entice students to spend more time programming, by providing them with an enjoyable experience.
This paper provides a discussion of the 3D computer game technology employed in our system and presents examples of how this can be exploited to provide engaging exercises to create a rewarding learning experience for our students.
A head movement propensity model for animating gaze shifts and blinks of virtual characters
Peters, C. and Qureshi, A.
Computers and Graphics, Elsevier Science, 2010 doi:10.1016/j.cag.2010.09.007
http://www.sciencedirect.com/science/article/pii/S0097849310001408
Bibtex available here: http://www.coventry.ac.uk/ec/~cpeters/bibtex/bibtex.html#CG10
An automatic model is presented for animating gaze shifts of virtual characters towards target locations in a virtual... more An automatic model is presented for animating gaze shifts of virtual characters towards target locations in a virtual environment. Two connected components are described: an eye-head controller and a blinking controller. The gaze control model is based on results from neuroscience, and dictates the contributions of the eyes and head to a gaze shift according to an individual's head movement propensity; that is, their tendency to recruit their head when making gaze motions under different conditions. The blink controller simulates gaze-evoked blinking, a specific category of behaviours that accompany gaze shifts. The probability of occurrence of such blinks, and their amplitude, is related to the gaze shift. These factors may allow for more believable gaze behaviour, providing variety in animation. The model is of particular significance to serious game environments, where the quality of a character's gaze behaviour may affect engagement, immersion and learning outcomes.
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Seen by:Developing serious games for cultural heritage: a state-of-the-art review
Anderson, E.F, McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P. and de Freitas, S.
Virtual Reality, Springer-Verlag Berlin Heidelberg, 14(4):255-275, December 2010 doi:10.1007/s10055-010-0177-3
Bibtex available here: http://www.coventry.ac.uk/ec/~cpeters/bibtex/bibtex.html#VR2010
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support... more Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented.
31 views
Seen by: and 8 moreDeveloping serious games for cultural heritage: a state-of-the-art review
Anderson, E.F, McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P. and de Freitas, S.
Virtual Reality, Springer-Verlag Berlin Heidelberg, 14(4):255-275, December 2010 doi:10.1007/s10055-010-0177-3
Bibtex available here: http://www.coventry.ac.uk/ec/~cpeters/bibtex/bibtex.html#VR2010
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support... more Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented.
31 views
Seen by: and 8 moreReliving Sarmatia: National Heritage Revived in the Polish Larp Scene
published in "States of Play: Nordic Larp Around the World"
The Sarmatian period is the setting of the popular Polish roleplaying game Dzikie Pola and the larps it has inspired.... more
The Sarmatian period is the setting of the popular Polish roleplaying game Dzikie Pola and the larps it has inspired. In the early 2000s, the players of these games developed a collective pretend play resembling an alternate reality game, in which their everyday lives overlapped with the assumed identities of Sarmatian noblemen.
In many cases, this ”sarmatization” has produced a lasting effect, permanently imprinting on the player’s real-life identity. A similar way of constructing identity (being Polish = being an heir to the Polish cultural heritage = being a descendant of the Sarmatians) is also found among people who have no contact with roleplaying or historical re-enactment. However, in the roleplaying community games have been the deciding factor in the construction of such an identity.
Standing Growing Blooming Trees REHABILIUM Serious Game for Rehabilitaion
Hiroyuki Matsuguma, Sadamu Fujioka, Ai Nakajima, Kosuke Kaneko,
Proceedings of the 9th International Conference of Asia Digital Art and Design Association (ADADA'2011), pp.227-228, Dec., 2011.
Rehabilium is a game to support stand-up rehabilitation exercise, which is strongly recommended in a rehabilitation... more
Rehabilium is a game to support stand-up rehabilitation exercise, which is strongly recommended in a rehabilitation therapy. The game users grow up the tree by their stand-up movements collecting various kinds of items such as unique flowers, cards and medals and that enable the extremely tedious training to a fun game.
Rehabilium is more than just an entertainment for the patients; it’s about the dependable partner for the therapists.
20 views
Conceptual and methodological issues for the application of game engines in designs of productive situations (EN)
D. Braatz, F. M. Toledo, L. A. Tonin, M. A. B. da Costa, N. L. Menegon
ICPR | 2011 | Stuttgart
The use of computer graphics and simulation in productive situation designs has provided significant gains in the... more The use of computer graphics and simulation in productive situation designs has provided significant gains in the planning of industrial plants. Such applications are supported by a technical dimension (time for modeling, graphic quality of models and performance evaluation) and a social dimension (communication and understanding of the professionals involved). The diffusion of new technologies related to the game industry in the entertainment sector, provides new applications for the field of industrial engineering. The aim of this paper is to explore the conceptual and methodological issues that support the use of these technologies. For such study, the game engine CryENGINE (Crytek) was used in the modeling of a manufacturing and assembly plant of consumer goods. Results revealed that such a development should be used within an approach that fosters the incorporation of knowledge of the professionals involved in a collaborative and innovative process.
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Seen by:64 views
Seen by:Serious Urban Games. From play in the city to play for the city
Co-authored with Patrick Coppock.
Presented at "Media & the City" TWG ECREA Workshop
Mobile Gaming: An Engineer Puts an Arcade Cabinet on Wheels (Popular Science)
by Garnet Hertz
Popular Science (February 2012). Story by Gregory Mone. Photographs by Jeff Newton. Edited by Doug Cantor.
In the late 1980s, millions of arcade-addicted kids sat in the faux racing seats of Sega's OutRun videogame, grabbed... more In the late 1980s, millions of arcade-addicted kids sat in the faux racing seats of Sega's OutRun videogame, grabbed the rubber-covered wheel of the imitation Ferrari Testarossa, pressed down on the pedals, and imagined they were roaring down the street. Twenty-five years later, one of those kids, Garnet Hertz, has realized that fantasy, modding an 1,100-pound arcade machine to ride on pavement.
From Participatory to Contributory Simulations: Changing the Game in the Classroom
Kreitmayer, S., Rogers, Y., Laney, R., Peake, S. From Participatory to Contributory Simulations: Changing the Game in the Classroom. Proceedings of the 30th International Conference on Human Factors in Computing Systems. ACM CHI 2012, ACM Press, to appear.
There is much potential for supporting collaborative learning with interactive computer simulations in formal... more There is much potential for supporting collaborative learning with interactive computer simulations in formal education and professional training. A number of simulations have been developed for single user and remote interaction. In contrast, our research is concerned with how such learning activities can be designed to fit into co-located large group settings, such as whole classrooms. This paper reports on the iterative design process and two in-the-wild evaluations of the 4Decades game, which was developed for a whole classroom of students to engage with a climate simulation. The system allows students to play and change the rules of the simulation, thereby enabling them to be actively engaged at different levels. The notion of Contributory Simulations is proposed as an instructional model that empowers groups to make informed, critical changes to the underlying scientific model. We discuss how large-group collaboration was supported through constraining an ecology of shared devices and public displays.

