csci5530 jan13 winter2012...conjured up by “simulation” → computer simulation, virtual...

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CSCI 5530: Serious Games Development (Simulations and Serious Games) 1 Winter 2012 Bill Kapralos CSCI 5530, Winter 2012 Bill Kapralos Winter 2012 Introduction Friday, 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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Page 1: csci5530 jan13 winter2012...conjured up by “simulation” → computer simulation, virtual simulation, game, etc. etc. etc. The Basics – Simulation (2): What is a Simulation ?

CSCI 5530: Serious Games Development (Simulations and Serious Games)

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Winter 2012

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