an educational 3d maze game for bulgarian orthodox iconography

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AN EDUCATIONAL 3D MAZE GAME FOR BULGARIAN ORTHODOX ICONOGRAPHY Boyan Bontchev Dep. of Software Technologies, Fac. of Math. and Informatics, Sofia Univ., Bulgaria DIPP’2016 September 28, Veliko Tarnovo, Bulgaria 1

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Page 1: An Educational 3D Maze Game for Bulgarian Orthodox Iconography

September 28, Veliko Tarnovo, Bulgaria

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AN EDUCATIONAL 3D MAZE GAME FOR BULGARIAN ORTHODOX ICONOGRAPHYBoyan BontchevDep. of Software Technologies, Fac. of Math. and Informatics, Sofia Univ., Bulgaria

DIPP’2016

Page 2: An Educational 3D Maze Game for Bulgarian Orthodox Iconography

AGENDA Introduction The ADAPTIMES project Player-centric modeling of adaptation Measurement of player´s characteristics Generation of educational maze game A maze game for Bulgarian Orthodox

Iconography Video demonstration Conclusions

September 28, Veliko Tarnovo, Bulgaria 2DIPP’2016

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September 28, Veliko Tarnovo, Bulgaria

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PLAYER-CENTRIC ADAPTATIONPlayer-centric adaptation in video games needs to answer some questions: Who – player character structural and behavioral

changes => requires player modelling How – how adaptation will be realized => requires

adaptive loop design What – which game features can be adapted =>

requires adaptive gameplay design Why – advantages of game adaptation => requires

analysis of outcomes in playability and learning results

DIPP’2016

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September 28, Veliko Tarnovo, Bulgaria

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THE ADAPTIMES FP7 PROJECT ADAPTIve player-centric serious video gaMES ADAPTIMES aims at investigating how

cognitive abilities (the cognitive part), psycho-emotional status (the affective part) and playing style (the conative part – that of “desire,

volition, and striving”)

can be used in a holistic approach for efficient and effective player-centric adaptation

DIPP’2016

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September 28, Veliko Tarnovo, Bulgaria

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ADAPTATION MODEL

DIPP’2016

Game dynamics

Gam

e m

echa

nics

Gam

e aesthetics

Player

Player style metrics

Perfo

rman

ce

indi

cato

rs

Emotional

indicatorsPlaying styles

Performance and efficiency

(abilities, skills and knowledge)

Emotions(flow, immersion &

intrinsic motivation)

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September 28, Veliko Tarnovo, Bulgaria

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FLOW MENTAL STATE AS FUNCTION OF CHALLENGE AND PLAYER’S ABILITY/SKILLS (CSIKSZENTMIHALYI, 1997)

DIPP’2016

Low

Cha

lleng

e/C

ompl

exity

H

igh

Individualaverage

Prof

essi

onal

Novice

Anxiety Arousal Flow

Worry

Apathy Boredom Relaxation

Low Skills High

Control

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September 28, Veliko Tarnovo, Bulgaria

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MEASURING PROCESS Measuring player’s performance – by tracking

player’s results, incl. time, task difficulties and efficiency

Measuring playing styles – based on tracking specific gaming metrics describing player’s style of playing

Measuring player’s affect (emotions and arousal): By means of analysis of psychophysiology signals

(arousal) By means of visual expressions analysis (emotional

states)

DIPP’2016

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September 28, Veliko Tarnovo, Bulgaria

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AFFECT INFERRED BY PSYCHOPHYSIOLOGY SIGNALS

EDA (Electro-Dermal Activity) Custom EDA meter – custom hardware device and

software (H2020 RAGE asset developed by SU)

DIPP’2016

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September 28, Veliko Tarnovo, Bulgaria

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EMOTIONS INFERRED BY VISUAL EXPRESSIONS ANALYSIS

Custom emotion recognizer using Affectiva SDK Recognizes: sadness, disgust, anger, surprise, fear, joy;

engagement, attention (fixation), eye closures (saccades)

DIPP’2016

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September 28, Veliko Tarnovo, Bulgaria

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WORKFLOW OF EMOTION-BASED GAME DYNAMIC ADAPTATION CONTROL

DIPP’2016

Implicit EmotionalIndicators

(via sensors & other devices)Facial expr.

GSRHeart Rhythm

ECGEEG

Pressure…

ChangeProcedures

TimeVelocity

AccelerationRouteSize

Defeat range Luminosity

Contrast…

Real-TimeExplicitPlayer

Feedbackthrough

AdaptationControl Panel

Analysis

Change

Visuali-

zationTriggering

Eventson Behavior

Templates

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September 28, Veliko Tarnovo, Bulgaria

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IN-GAME EXPLICIT PLAYER FEEDBACK

using a built-in Adaptation Control Panel

DIPP’2016

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September 28, Veliko Tarnovo, Bulgaria

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STYLES BASED ON KOLB LEARNING PROCESS

DIPP’2016

Concrete Experience (feeling)

Abstract Conceptualization(thinking)

ActiveExperimentation

(doing)

ReflectiveObservation

(watching)

Competitor

Dreamer

Logician

Srategist

Learning styles of Kolb versus styles of Honey

and Mumford (Bontchev & Vassileva,

2012) and ADOPTA playing styles

(Aleksieva et al, 2011)

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PLAYING STYLE MODELS

DIPP’2016

Relationships between Honey and Mumford (1982) learning styles and playing styles of ADOPTA (Aleksieva et al., 2011) and Bartle (1996)Honey and

MumfordLearns/plays by: ADOPTA Bartle

Activist Hand–eye coordination, planning and strategizing, problem-solving, teamwork and the ability to think quickly

Competitor

Killer

Theorist Logically entering problems step-by-step, with spatial awareness and verbal & numeracy skills

Logician Achiever

Pragmatist Planning, decision-making, testing hypotheses, strategic thinking, management skills

Strategist

Explorer

Reflector Observing and watching reflectively

Dreamer Socializer

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PLAYER STYLE MEASUREMENT 1/2

Explicitly - though self-report A 40 items questionnaire for measuring Competitor,

Discoverer (Dreamer), Logician and Strategist style of playing Experimented together with the 40 items questionnaire for

measuring Honey and Mumford learning styles

DIPP’2016

Correlations Playing style/

Learning style

Competitor/Activist

Discoverer/Reflector

Logician/Theorist

Strategist/

Pragmatist

r 0,75562 0,71113 0,83883 0,70487p-value 0,00000 0,00000 0,00000 0,00003

N 152

Playing style Competito

r Discovere

r  Logician Strategis

tCronbach’s alpha 0,63606 0,80414 0,78935 0,70201

N 260

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PLAYER STYLE MEASUREMENT 2/2

Implicitly - during game time of playing specific mini-game Based on player’s metrics for specific game tasks

including performance (result), efficiency (result/effort), task difficulty and play time

Linear regression coefficients determined by: Qualitative study (structured interviews with

gamers) Adjusted by the least squares method (LSM)

Calculation incorporated into an adaptive action video game

DIPP’2016

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EXPERIMENTAL SETUP

DIPP’2016

Brainstorm eStudio

Rush for Gold

Video maze

3D quiz assessmen

t

3D zoom ordering

RoomsRoomsRooms

RoomsRoomsTunnels

Affectiva SDK

Emotion recogniz

er

RAGE arousal asset

RAGE arousal asset.NET USB

TCP sockets

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A PLATFORM FOR GENERATION OF CUSTOMIZABLE VIDEO MAZES FOR EDUCATION

DIPP’2016

Maze EditorTransitions

table

Property Editor

Titles …

Texts …Graphics …

PythonScripts

Brainstorm API

3D Maze Game Engine

BrainstormRun Time

Environment

Embedded Mini-Games

3D videogame

Property Metadata

Graph Editor

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SAMPLE MAZE STRUCTURE (BULGARIAN ORTHODOX ICONOGRAPHY GAME)

DIPP’2016 September 28, Veliko Tarnovo, Bulgaria

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Page 19: An Educational 3D Maze Game for Bulgarian Orthodox Iconography

INTRODUCTION ROOM OF THE MAZE

DIPP’2016 September 28, Veliko Tarnovo, Bulgaria

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Page 20: An Educational 3D Maze Game for Bulgarian Orthodox Iconography

INSIDE A TUNNEL OF THE MAZE

DIPP’2016 September 28, Veliko Tarnovo, Bulgaria

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VIDEO DEMONSTRATION

See gameplay video at: https://youtu.be/P4rMkLXp_IM

September 28, Veliko Tarnovo, BulgariaDIPP’2016 21

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CONCLUSIONS We plan to apply game features in further

applications related to pilgrimage tourism and cultural heritage literacy.

Gamer style-based adaptations and customization will be considered.

Web-based releases of both the generation platform and educational games, which will result in massive use of this approach for creation of customized maze games and game-based learning.

September 28, Veliko Tarnovo, Bulgaria 22DIPP’2016

Page 23: An Educational 3D Maze Game for Bulgarian Orthodox Iconography

THANK YOU FOR YOUR ATTENTION!

Questions?

Boyan Bontchev, [email protected] 28, Veliko Tarnovo, Bulgaria 23DIPP’2016