csci5530 jan13 winter2012...conjured up by “simulation” → computer simulation, virtual...
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CSCI 5530: Serious Games Development (Simulations and Serious Games)
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Bill Kapralos
CSCI 5530, Winter 2012 Bill Kapralos
Winter 2012
IntroductionFriday, January 13 2012
Bill Kapralos
Overview (1):Administrative Details
Course outline in detail
Simulation
The basics - simulation
The basics - system and model
The basics – computer simulation
The basics - learning
Brief Historical Overview
Overview
Overview (2):Brief Historical Overview (cont.)
Military simulations
Medical simulations
Play and Games
Play
Brief history of games
Video games
Serious games
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Administrative Details
Course Preliminaries (1):
Course Outline
Let’s go over the course outline in detail
Simulation
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The Basics – Simulation (1):
What is a Simulation ?
We all know the term but what exactly do we mean
when we refer to it → are we all referring to the same
thing when we use the term ?
There are so many different mental images
conjured up by “simulation” → computer
simulation, virtual simulation, game, etc. etc. etc.
The Basics – Simulation (2):
What is a Simulation ? (cont.)
Many of these differences are due to the fact that so
many disciplines use simulation and each discipline
provides a specific view of simulation
Different expert groups often use similar
terminology to mean different things → this can
lead to confusion particularly when considering
interdisciplinary simulation development teams
The Basics – Simulation (3):
What is a Simulation ? (cont.)
Consensus, conflict, correspondence, and contrast
amongst experts
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The Basics – Simulation (4):
Lets Define Simulation Now
Various definitions available but essentially they all
mean something along the lines of
Simulation is the process of designing a model of a real or
imagined system and conducting experiments with that
model. The purpose of simulation experiments is to
understand the behavior of the system or evaluate strategies
for the operation of the system. Assumptions are made about
this system and relationships are derived to describe these
assumptions - this constitutes a "model" that can reveal how
the system works. (Becker and Parker, 2011)
The Basics – System and Model (1):
But What is a Model ?
Let’s start with a definition of a system → a collection of
elements that act together to achieve some goal
Model
A description of the system that you wish to study
Start by describing the elements of interest, which
often end up becoming the variables and their
behaviours → behaviours are those things that the
elements can and cannot do as well as the
relationships they may have with each other
The Basics – System and Model (2):
But What is a Model ? (cont.)
A model doesn’t have to be a description of a real life
system but it does have to be consistent
Doesn’t have to necessarily refer to a physical model
→ can develop a purely mathematical model where it
is possible to describe all properties/behaviours only
using mathematical formulae
The model is a way of describing a system whether
the system is real or fantasy
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The Basics – System and Model (3):
But What is a Model ? (cont.)
A model will likely not be able to describe everything
there is to know about any given system → very few, if
any, perfect models available
Your description of the model and the types of values
and relationships you include will determine what you
can do with the model → your model is only as good
as your description of it
Important to know what you plan to do with the model
right from the beginning
The Basics – System and Model (4):
Model and Simulation (cont.)
Another view of simulation → implementation of a model
regardless of whether you are creating a computer-
based simulation or a live-action training simulation
Computer-based simulation
Simulation will ultimately be expressed as a program
or a set of programs on some type of computing
device → desktop, laptop, ipad, cell phones/PDAs,
etc.
The Basics – Computer Simulation (1):
Computer-Based Simulation
Need to have a precise and unambiguous description of
the model you wish to implement → need to know how
to describe your model using a form that you can turn
into a computer program without much difficulty
Algorithm → a precise set of instructions for
describing a task
An algorithm is to a computer program what a model
is to a simulation → the program is simply an
implementation of the algorithm
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The Basics – Computer Simulation (2):
Computer-Based Simulation (cont.)
Externally, can be roughly grouped into two main types
Experimental → seek to answer some question
Experiential → provide an environment with which
one or more users can interact
Here we are concerned with experiential simulations →
simulations for learning/training
Experimental simulations are used to answer “what-if”
type questions → “What is optimum timing of traffic
lights”? “What is the optimum number of cashiers to
be working at a grocery store at rush hour”? etc.
The Basics – Computer Simulation (3):
Computer-Based Simulation (cont.)
Internal (structural) design of a computer simulation can
be stochastic, discrete, continuous, distributed, etc.
What they can simulate and their implementations are
quite distinct
Most modern digital (video) games are simulations
although not all simulations are games (more later)
Modern digital games fall under the sub-category of
discrete event simulations whereby time passes in
(discrete) increments or quanta rather than
continuously
The Basics – Learning (1):
Simulation and Learning
Simulation is a powerful learning tool when learning
outcomes are clearly defined
Narrow popularist view of simulation
That of advanced technologies recreating a particular
experience, such as those found in virtual reality and
advanced computer controlled simulations
But simulation does not focus exclusively on technical or
psychomotor performance
Encompasses a broad perspective even incorporating
cognitive aspects
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The Basics – Learning (2):
Simulation and Learning (cont.)
Simulation may involve a wide range of techniques and
approaches applicable to learners at all levels → from
novice to expert
Simulation is not dependent on “high” (or “low”)
technologies and it is not confined to interactions with
people of models, physical or virtual → a simulation
could be a simple paper-based activity!
The Basics – Simulator (1):
Definition (Merriam-Webster Dictionary)
One that simulates
A device that enables the operator to reproduce or
represent under test conditions phenomena likely to
occur in actual performance
A machine that is used to show what something looks or
feels like and is usually used to study something or to
train people
Brief Historical Overview
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Overview (1):
First Simulations Were Probably Military-
Based
Stories of Roman soldiers using a tree trunk to
practice with their sword
Later developed into logs hanging on a rope →
introduced movement
Next evolved to work from horse-back and boats
using wooden figures to represent enemy soldiers
Overview (2):
First Simulations Were Probably Military-
Based (cont.)
Improvements in military simulation continued for
centuries, reaching the current state
Simulation and “war-games” are a standard feature
of armed forces everywhere
The US military spends hundreds of millions
annually on simulation-based training (physical
and virtual simulations)
Military simulation “took off” with the advent of the
computer beginning in the 1930s and 1940s
Overview (3):
First Simulations Were Probably Military-
Based (cont.)
Computer simulation really gets its start in WWII
during the Manhattan Project where simulations were
used to model the progress of nuclear detonation
Military has been making use of simulations and
simulators since the availability of the technology
The first non-military computer simulation may have
been the determination of water levels due to the
opening of the St. Lawrence Seaway in 1952
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Military Simulations (1):
Huge Number of Applications
Link Trainer (1929) - first device to be called a simulator
Simple mechanical flight simulator developed by
Edward Link to train pilots at indoor location
Trainee learns to fly and navigate using a cockpit with
replica instrument panel, etc. (no computers!)
Military Simulations (2):
Huge Number of Applications (cont.)
NASA has made extensive use of simulation and
simulators since advent of the manned space program
Many simulations for the Apollo program were
developed and many simulators that the astronauts
could enter and pretend to fly were constructed
Military Simulations (3):
Huge Number of Applications (cont.)
Current focus is on virtual reality-based technologies and
serious gaming in particular (more later in course…)
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Military Simulations (4):
Huge Number of Applications (cont.)
Flight simulators were initially developed for the military
but are now used extensively to train commercial pilots
Planes of every type, helicopters, etc.
Employ various types of hardware, modeling detail,
and realism → include both physical + virtual aspects
Range from PC laptop-based models of aircraft
systems to simple replica cockpits for familiarization
purposes to more complex cockpit simulations with
some working controls and systems to highly detailed
cockpit replications with all controls and aircraft
Military Simulations (5):
Flight Simulator Examples
Medical Simulations (1):
Historical Overview
Next to military use, simulation has been used
extensively for health professions education
First medical simulations/simulators were simple
models of human patients
From antiquity, representations in clay and stone
were used to demonstrate clinical features of
disease states and their effects on humans →
used in some cultures (e.g., Chinese) as a
"diagnostic" instrument
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Medical Simulations (2):
Foetal Model and Pelvis
One of the first patient simulators was the foetal
model and pelvis to train midwives developed by
Madame Du Coudray, 1759 → released first edition of
her midwifery manual Abrege de L’art des
Accouchements
Madame Du Coudray’s"machine", a mannequin for teaching obstetrics
Medical Simulations (3):
Foetal Model (cont.)
From Du Coudray’s model, there have been many,
many more simulations used in healthcare → huge
movement in simulation-based training
Modern movement in simulation coincided with
developments of the part task trainer → a physical
simulator that provides just the key elements of the
task or skill being learned
Medical Simulations (4):
Resusci Anne
Resusci Anne (aka Rescue Anne, Resusci Annie)
Mannequin used for teaching CPR to emergency
workers and members of the general public
Developed by Norwegian toy maker Asmund
Laerdal in 1960 → low cost, and practical
Designed to accurately simulate the human
respiratory system and external body landmarks in
order to facilitate training
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Medical Simulations (5):
Sim-One
Sim-One high fidelity, human patient simulator
In the late 1960s, Stephen Abrahamson led team
that invented Sim-One → first computer-controlled,
interactive simulated patient
Used initially to help anesthesiologists develop skills
in inserting endotracheal tube → anaesthesia has
been at the forefront of simulator development
Heartbeat and pulse, lifelike skin and teeth → reacts
to trainee ministrations by sleeping, coughing,
vomiting, changing breathing rate, even dying
Medical Simulations (6):
Sim-One (cont.)
Sim-One high fidelity, human patient simulator (cont.)
Initially, medical community was somewhat cautious,
but today teaching hospitals around the world use
computerized human patient simulators to train
medical personnel
Medical Simulations (7):
Sim-One (cont.)
Sim-One high fidelity, human patient simulator (cont.)
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Medical Simulations (8):
“Harvey”
Cardiopulmonary patient simulator
Created in 1968 by Dr. Michael Gordon at the
University of Miami
Performs more than 25 different cardiac functions of
the human body, varying blood pressure, breathing,
pulse, heart sounds and heart murmurs
Harvey has been upgraded with more advanced
cardiac functions, with the intention of creating a
general and also in-depth program in cardiology
Medical Simulations (9):
“Harvey” (cont.)
“Harvey” the cardiopulmonary patient simulator (cont.)
Internal structure of
Harvey
Harvey
Medical Simulations (10):
Huge Applications
Simulation in
healthcare → large
emphasis on the use
of simulation
particularly over the
last 40 years
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Medical Simulations (11):
Huge Applications (cont.)
Medical Simulations (12):
Rationale for Simulations in Healthcare
By mimicking the basic functions of the human body,
mannequin simulators provides a much more realistic
training exercise than a traditional classroom lecture
By removing the risk of working on a real patient,
simulators prepare medical students, or anyone else
who uses the device, for real-world situations
As medical world becomes more complex, more
demand is placed on the need for training techniques
that do not rely upon living patients
Medical Simulations (13):
Rationale for Simulations in Healthcare (cont.)
Simulation and simulators are very effective teaching
tools
Medical students are more willing to attempt to learn
on a mannequin than on a patient volunteer → this
saves both the teacher and the student valuable
time
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Medical Simulations (14):
Rationale for Simulations in Healthcare (cont.)
Some skepticism about simulation → some medical
experts say that medicine, surgery, and general healing
skills are too complex to simulate accurately
But technological advances in the past two decades
have made it possible to simulate practices from
yearly family doctor visits to complex operations
such as heart surgery
There is plenty of evidence to support simulation-
based medical training but the area is still somewhat
open and much work remains
Play and Games
Play (1)Definition of Play
Engage in activity for enjoyment and recreation rather
than for a serious or practical purpose
Partly Responsible for Survival of Humans
Through play our ancestors
Honed their hunting skills
Established a dominance hierarchy
Learned the importance of following rules
Discovered values of their societies
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Play (2)Games
Formalized play → uniquely human behavior
associated with enhanced individual and group survival
Penalty for failure in game much less than in real world
Every “good game” → message about how to think and
act when confronted with real problems
Play (3)Games (cont.)
Several key features in common whether played on a
field, around a table, or in front of an LCD display
Clear rules and goals
Clear objectives that push the player to compete
and overcome an adversary
Present problems that must be solved and
overcome by taking some action
Play (4)
Animal World
Animals (and humans) have been learning by “playing
games” for 1000s of years
Games are most “ancient and time-honored vehicle for
education” → the original educational technology
having received the approval of natural selection
We don’t see mother lions lecturing at the
blackboard!
Game play → vital educational function for any
creature capable of learning
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Play (5)Animal World (cont.)
Adult lion → efficient predator that kills & feeds on
mammals like antelope, wildebeest, zebras, and even
larger animals like giraffe and buffalo
When hunting larger animals → attacks at oblique
angle before leaping and throwing one paw over the
shoulder or rump and then using its weight and
strength to pull down the quarry
Play (6)
Animal World (cont.)
Lion cubs during play → often mimic this attack
behavior, stalking, ambushing, and grappling with each
other as they instinctively learn and practice how to
bring down prey
Essential skills they'll need to survive as adults.
Play (7)
Can Games Have Educational Value ?
What do you think?
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Brief History of Games (1):
Formalized Games
Games that include some form dice, board, cards, or
other artifacts designed specifically for those games
Have existed for more than 4.5 thousand years
Two of the earliest known games
Senet
Royal Game of Ur
Which of the two came first is still under debate
Brief History of Games (2):
Senet
One of the most popular games of Egypt
Gameboard is a grid of thirty squares, arranged in three
rows of ten
A senet board has two sets of pawns (at least five of
each and, in some sets, more)
Actual rules of the game are a topic of some debate
Brief History of Games (3):
Royal Game of Ur
Originated in Iraq
Race-type game → object is to be the first to move all
of one's pieces to the end of a track
May be the predecessor to backgammon
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Brief History of Games (3):Go
Ancient board game for two players that originated in
China more than 2,000 years ago and noted for being
rich in strategy despite its simple rules.
Players alternately place black and white stones on
vacant intersections ("points") of a grid of 19×19 lines
Object of the game is to use one's stones to surround a
larger portion of the board than the opponent
Brief History of Games (4):
Some Suggested Theories
The games we develop and play are both an indicator
of our cultural development and a stimulator for further
development
Most developed civilizations throughout history had
games → many uncovered ancient artifacts that
have been uncovered yet whose purpose is not
known, may in fact be parts of games!
Ok, so we have been using games for play etc. but how
about their use for other than symbolism / fun → have
they been used in training (as simulations) ? YES!
Brief History of Games (5):
Games as Simulations
Use of board games to simulate real-world activities
instead of their use for “fun” probably began with chess
Developed around the 6th century in northwest India
“Indian military strategy is faithfully reflected in the
game of chess” (Kulke, 2004)
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Brief History of Games (6):
Games as Simulations (cont.)
Games that are explicit simulations began sometime
around 1824 with a game called Kriegesspiel,
developed by a Prussian military officer
Brief History of Games (8):
Games as Simulations (cont.)
In the US, there was a game called Mansion of
Happiness, developed in 1843 but the best known
simulation games is Monopoly, developed in the 1930s
In the 1970s fantasy type simulation games became
popular → Dungeons and Dragons in 1974
Military-themed board games involving strategy and
tactics became commercially available in the 1960s and
1970s → PanzerBlitz and Stalingard
Such games had a specific time scale that they were
designed to implement
Brief History of Games (9):
Games as Simulations (cont.)
Panzerblitz
Each turn in PanzerBlitz was intended to represent
the passing of a fixed and relatively short period of
time within the game although the player may take
as much time as needed to set up their move
Representative of computer simulations where
passage of time is simulated in discrete chunks
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Video Games (1):
Three Overlapping Categories
Video games
Use a video display and an electronic device that
allows a game to be played
Computer game
Makes use of a computer to create a game
environment of sound/images and enforce rthe rules
of the game allowing player to focus on play
Computer mediated game
Computer sets up/keeps score, allowing player to
avoid boring parts & provides opponent if needed
Video Games (2):
Three Overlapping Categories (cont.)
Chess and solitaire → computer mediated games
No computer required to play solitaire but shuffling
and dealing cards takes much time for a game →
computer is much more efficient
Pong → one of the original video games and didn’t use
a computer to control play
The influence of traditional games to the evolution of
video games is indisputable but computer games
began as, and remain as sub-categories of simulations
Video Games (3):Three Overlapping Categories (cont.)
First computer games were traditional games like chess
and tic-tac-toe → tic-tac-toe was the first, implemented
in 1952 at the University of Cambridge and key to this
game was the simulated opponent (which couldn’t lose)
Tennis for Two in 1958 (oscilloscope-based)
Spacewar in 1961 which simulated battle in space
→ became the first commercially available video
game Computer Space in 1971
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Video Games (4)
Three Overlapping Categories (cont.)
Video game → a game played by electronically
manipulating images produced by a computer program
on a television screen or display
Video Games (5):Video Games and Simulation
Whether or not you accept the premise that video
games are all, in some sense, simulations → most
video games marketed after Spacewar have a
significant simulation component
Video games are all about learning → learning the
paths, rules, actions that permit the player to win
This inherent learning coupled with the simulation
component make video games a natural choice to
teach → serious games!
Serious Games (1):Serious Games and the Military
The most consistent supporters and developers of
games for learning and professional development
First likely serious game was Battlezone, arcade
game (Atari 1980) → version of this game (Army
Battlezone) was designed to train army gunners
Army Battlezone was not particularly successful but
it was the beginning of the army’s use of gaming and
virtual reality for training
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Serious Games (2):
The Topic of Simulation is Huge
Can spend several courses covering simulation but
the purpose here was to provide a very brief overview
of simulation
This is intended to motivate the topic of serious
games and virtual simulations → which are
simulations albeit in the virtual domain
Future Lectures
We will focus on the topic of video games, game-
based learning, and serious games