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uAdventure:The eAdventure
rebootCombining the experience of commercial gaming tools and
tailored educational tools
Ivan J. Perez-Colado, Victor M. Perez-Colado, Ivan Martínez-Ortiz, Manuel Freire-Moran,Baltasar Fernández-Manjón
Dept. of Software Engineering and Artificial Intelligence, Facultad de Informática,Universidad Complutense de Madrid Madrid, Spain
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Index
1. Introduction
2. From eAdventure to uAdventurea. eAdventureb. Why does eAdventure need a refurbishment?
3. uAdventurea. uAdventure Architectureb. The uAdventure editorc. The uAdventure Interpreter: an emulator for eAdventured. Migrating SGs from eAdventure to uAdventure
4. New Educational Features in uAdventurea. Learning Analytics for SGsb. Embracing ubiquity: geolocated games
5. Conclussions and Future Work
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From eAdventure to uAdventure: eAdventure
● The eAdventure (eA) provides an authoring tool that allows for SG development
without requiring advanced computer skills.
● Balancing both educational, practical (e.g. cost, maintenance) and technological
aspects
● eAdventure is a platform for simplifying the development of 2D point-and-click
adventure serious games
○ Game development can be achieved with small budgets○ Maximizes the Return on Investment (ROI)○ Customizes the learning experience○ Facilitates both distribution and evaluation.
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Why does eAdventure need a refurbishment?
● eA design started in 2007: First version delivered in early 2008.○ Maintained by different contributors○ Architectural and technological decisions that were correct at that time, but are
now hindering the maintenance and evolution of the platform.● eA was built with Java technology: “build once run anywhere” -> Still on desktop
● Schools: Desktop computers -> Tablets○ Java problems on mobile platforms○ Mobile = Touchscreen = New interaction methods
● eA relied on Java Applets as deployment -> Deprecated
● eA: Usual game platform features + educational features○ Maintain the platform and include mobile is not possible (too much effort)
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eAdventure Architecture
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uAdventure
● uA development aims to achieve the following goals○ To address the technical issues of the eA platform○ To face the project management/survival issues.○ To provide a solid base platform to build new educational features○ Maintain compatibility with eA (at least importing previous eA games).
● uA is built on top of Unity ○ Possibly the most popular (indy) game development platform ○ Multi-platform support
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uAdventure Architecture
● uA is composed only of two main layers: Interpreter and Editor
● ad-hoc eA layers replaced by Unity’s standard layers:
○ Development effort can be used in educational features
● The Editor is focused on creating a game specification that, in conjunction with the
required game resources, will make it a game.
○ eA data model + new additions (new map scenes and new assessment specification)
● The Interpreter relays on Unity’s representation core and translates all eA model
components into Unity game elements, will make it a game.
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uAdventure Architecture
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The uAdventure editor
● The Editor allows users to modify the game specification, manage and
create new game resources○ Replicated from eA: main graphical user interface, including menus,
windows and general appearance. ○ Easier for the current eA users to migrate to uA
● Include also a brand-new Unity-Unified GUI○ Unity views for advanced users : Scene preview and object hierarchy,
Unity animator, or element inspector.● As uA evolves inside Unity, it will be able to benefit from other Unity
features:○ 3D assets (downloadable from the Unity Asset Store), ○ the physics engine○ navigation meshes for movement ...
● ∆ Richier Games (mobile) + ∇ Less time to produce them
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Fade transition from players appearance view on uAdventure (left) to previous players appearance view on
eAdventure (right). The editor is quite similar in both systems.
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uAdventure Conversation editor (top) and condition editor (left)
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uAdventure Interpreter: an emulator for eAdventure
● The Interpreter loads eA game file and makes it playable.○ developing behaviors for every element that is visible or plays a role in
the game. ● Manages the GameState, including: flags, variables, global-states, inventory...
● Handling user interaction:○ PC/Mouse-Keyboard system -> Older eA games
■ Cursors, floating names, and lists of answers at the bottom of the screen○ Tablet/Touch system -> New features:
■ interactive elements glow periodically to capture the player's attention● Touchscreen players can’t “mouse-over” scenes to find interactive
element
● uA also includes a multi-platform eA game emulator that can
take a “.jar” executable eA game and run it on every platform
available within uA
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Migrating SGs from eAdventure to uAdventure
● Games reliability: games stop working due to technological issues
● eA’s SG life cycle improvement ->uA Interpreter ○ Most of the games developed with eA -> supported by uA
● Cost reduction: If uA doesn’t exist -> complete redevelopment○ That is, the use of uA avoids the high cost in time and money
● Case study of adapting a game to Unity by the e-UCM research group○ reproduced the First Aid Game inside Unity
50 Hours -> 85% of the game
60 Hours for full support
60h * 20€/h = 1.200€ per game
CATEDU has 6 games -> 7.200€Original Budget ≈ 35.000€ -> 20%
Estimated cost reduction
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New Educational Features in uAdventure
Two main educational features that are being implemented in uA:
● Learning Analytics as an assessment tool
● Geolocated games
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Integrating Learning Analytics for SGs
● Assessment in eAdventure○ Condition -> Assert: If the user fails send: “The learner has failed the test”
● uA Learning analytics○ Every user interaction in the game is traced.○ Default game-independent analytics and game-specific analytics
● xAPI support: integrate analytics with H2020 RAGE and BEACONING
Learning Analytics
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Embracing ubiquity: geolocated games
● Ubiquity -> Ubiquitous Learning -> Mobile learning
● Mobile allows games to be played anywhere and anytime
○ Pokemon GO
● uA takes advantage of the GPS, Compass and Camera:○ Gymkhanas, interactive tours, or cultural visitor guides○ GPS: Outdoor ○ Compass: Orientation○ Camera: QR Codes -> Indoor
● Extending xAPI analytics for geolocated games
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Conclusions
● From eAdventure to uAdventure ○ Addresses the technological limitations, and provides new
educational capabilities ● The uA tool has been created around two main elements:
○ The Game Editor and the Game Interpreter (open code in github)
● The interpreter has same model used in eA -> compatibility.
● Improve game lifecycle: reduce 85% maintenance and migration
costs.
● Integration of uAdventure with the real-time Game Learning
Analytics platform used in the H2020 RAGE and BEACONING
● Although uAdventure still requires significant work before public
release
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Want to be involved in uAdventure? check our Github repository
https://github.com/e-ucm/uadventure
Any questions?- Mail: [email protected] Twitter: @BaltaFM
- GScholar: https://scholar.google.es/citations?user=eNJxjcwAAAAJ&hl=en- ResearchGate: https://www.researchgate.net/profile/Baltasar_Fernandez-Manjon- SlideShare: https://www.slideshare.net/BaltasarFernandezManjon
EDUCON 2017