Georgia Institute of Technology ASE 6003: Modeling & Simulation for Systems Engineering



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Georgia Institute of Technology ASE 6003: Modeling & Simulation for Systems Engineering Module 12: Games and Virtual Worlds Roger D. Smith, Ph.D. Modelbenders LLC http://www.modelbenders.com Copyright 2010 by Roger Smith. All Rights Reserved.

References Abt, C. (1970). Serious Games. New York: The Viking Press. Beck, J.C. and Wade, M. (2004). Got game: How the gamer generation is reshaping business forever. Boston, MA: Harvard Business School Press. Bergeron, B. (2006). Developing serious games. Charles River Media. Bushnell, N. (August 1996). Relationships between fun and the computer business. Communications of the ACM, 39(8), 31 37. Chatham, R.E. (July 2007). Games for training. Communications of the ACM, 50(7), 37 43. Federation of American Scientists. (2006a). R&D challenges for games in learning. Washington D.C.: Author. Federation of American Scientists. (2006b). Summit on educational games: Harnessing the power of video games for learning. Washington D.C. Herz, J. and Macedonia, M. (April 2002). Computer games and the military: Two views. Defense Horizons, 11. Online at http://www.ndu.edu/inss/defhor/dh11/dh11.htm Kelly, H., et al. (July 2007). How to build serious games. Communications of the ACM, 50(7), 45 49. Kushner, D. (Aug 2002). The wizardry of id. IEEE Spectrum, 39(8), 42 47. Lenoir, T. (2003). Programming theatres of war: Gamemakers as soldiers. In Latham, R. (Ed.) Bombs and Bandwidth: The emerging relationship between information technology and security. New York: The New Press. Online at http://www.stanford.edu/dept/hpst/timlenoir/publications/lenoir_theatresofwar.pdf Michael, D and Chen, S. (2005). Serious games: Games that educate, train, and inform. New York: Thompson Publishing. Orbanes, P.E. (2004). The Game makers: The Story of Parker Brothers. Boston: Harvard Business School Press. Postigo, H. (2003). From Pong to Planet Quake: Post-industrial transitions from leisure to work. Information, Communications, and Society, 6(4), 593 607. Prensky, M. (2001). Digital game-based learning. New York: McGraw Hill. Sheff, D. (1999). Game over: Press start to continue. Wilton, CT: Cyber Active Publishing. Smith, R. (January 2006). Technology Disruption in the Simulation Industry. Journal of Defense Modeling and Simulation, 3(1), Online at http://www.scs.org/pubs/jdms/vol3num1/jdmsvol3no1smith3-10.pdf Steinkuehler, C. (January 2007). Massively multilayer online video gaming as participation in a discourse. Mind, Culture, and Activity, 13(1), 38 52. Zyda, M. (July 2007). Creating a science of games. Communications of the ACM, 50(7), 27 29. Zyda, M. (September 2005). From visual simulation to virtual reality to games. IEEE Computer, 38(9), 30 34. Zyda, M. (June 2006). Educating the next generation of game developers. IEEE Computer, 39(6), 25 32. 2

Engineering Tools are Generational 3

Digital information in its primitive form TELNET FTP E-MAIL ZORK 4

Digital information in its visual form 5

Computer Killer Apps Spreadsheet Word Processor 3D Game Engine E-Mail 6 Web Browser 6

1970 Serious Games Definition Reduced to its formal essence, a game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context. A more conventional definition would say that a game is a context with rules among adversaries trying to win objectives. We are concerned with serious games in the sense that these games have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement. Abt, C. (1970). Serious Games. New York: The Viking Press. 7

2005 Serious Games Definition Game: a physical or mental contest, played according to specific rules, with the goal of amusing or rewarding the participant. Video Game: a mental contest, played with a computer according to certain rules for amusement, recreation, or winning a stake. Serious Game: a mental contest, played with a computer in accordance with specific rules that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives. Zyda, M. (September 2005). From visual simulation to virtual reality to games. IEEE Computer. 8

Serious Games Examples Burn Center Direct Action Age of Ecology Geo Commander 9

Industries Adopting Serious Games Military Medicine Emergency Mgt City Plan Engineering Religion Space Explore Machinima Politics 10

Military Serious Games Full Spectrum Warrior America Army VBS2 Tactical Iraqi TC3 Tactical Questioning 11

Game Technologies 3D Engine GUI Physical Models Game Tech Core AI Network Persist ence 12 12

World Building Tools Game Recording Pre-Game Behavior Scripting Player & Team Stats Post-Game 13 13

Games Organize & Animate Data Organize Place objects and features into spatial context. Animate Enable dynamics with cause-and-effect. 14

PLACE Map, Google Earth, Game Levels, Virtual Worlds Create a Sense of PERSON Second Life, Virtual World Avatars PURPOSE Missions, Quests, Puzzles, Objectives 15 15

3D Shooters Right Here, Right Now. Focus has been on very short time periods and very small virtual spaces. MMOGs Connect Past, Present, and Future. Make other places and other times relevant to each other. Virtual Worlds Create Context, Connections, and History. A digital world that is big enough to handle important issues. 16 16

VW Perspective & Evolution Internet Games Fantasy Office VR Telnet FTP News Groups List Serv MUDs WWW Chat Rooms Social Nets Word Proc Presentation Net Meeting WebEx Data Glove HMD Body Track Face Track Arcade Console PC MMOG Second Life Web Games Immersive 3D D&D Tolkien Sports Warhammer Magic Virtual Worlds Collaboration Space Desktop 3D Web 3D Mobile 3D 17

VW Product Focus Primary VW Capabilities 3D Exploration Graphical Beauty User Created Content Self Expression Social Networking These capabilities attract and satisfy a small user base. These are not the kinds of capabilities that business people want and need. 18

Digital User Needs Information Office Maps Social Entertainment Games Collection and display of daily data feeds. News feeds and Blogs. Reading, Creating, and Managing office documents. Viewing and Navigating maps and geographic data. Maintaining and Using Social Networks. Delivering Entertainment. Movies and Music. Interactive, Immersive Entertainment. Virtual Worlds Representing and Integrating Large World Data Sets. 19

Interoperable Virtual Worlds Games create models appropriate for the purpose and environment. Simulations try to use one model for every object. Unique from data values. Virtual Worlds need many heterogeneous models with an infrastructure that can enable them to work together. Similar to work that has been done on Agent standards. 20 20

Real-time Real-world Data Integration Reliable Real World Data Information Perceived Data Extrapolated Data Time Virtual World Objects Environments Activities Data & Models for All Analysis Education OR Engineering Digital Experiments 21

Virtual World Data & Models Data Consistent, Integrated, Dynamic About terrain, vegetation, cityscape, building interiors Models Heterogeneous, User Supplied, Modifiable Of object behavior, communication networks, human behavior, group dynamics Needed: Standards for the data, models, and infrastructure in the Virtual World 22

Scope of the Virtual World Personal Digital Buddy Family Group Company City World Corporate CEO Leadership Team Department Competitor Industry Market Defense Commander Staff Unit Army Battlefield Theater Intelligence President Cabinet Government Populous Country Alliance 23

Conclusion Games are an expression of new technologies which can be applied in hundreds of ways. We will leverage this technology in the same way we have leveraged previous technologies for education, engineering, business, and the arts. 24