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Reusing Components from Cultural Heritage Games – the RAGE Project Approach (invited talk)
Boyan Bontchevwith K. Stefanov, P. Boytchev, A. Georgiev and A. Grigorov Fac. of Math. and Informatics, Sofia Univ., Bulgaria
AGENDA
Introduction Types of computer games Features of computer games Entertainment games Applied games Presenting RAGE The RAGE Metadata Model Asset Repository Infrastructure Front-end Tools to Access the Software Asset Repository Conclusions
September 28, Veliko Tarnovo, Bulgaria 2DIPP'2016
VIDEO GAMES FOR CULTURAL HERITAGE Unlike other traditional media, video games are
capable to make deeper our understanding and feelings of cultural heritage (both tangible and intangible) in a very interactive and immersive way
All video games do always reflect somehow human culture because they are "objects produced and played within culture at large", however, "not all games manifest transformative cultural play to actually transform culture“ (Salen and Zimmerman, 2007)
September 28, Veliko Tarnovo, Bulgaria 3DIPP'2016
VIRTUAL HERITAGE ENVIRONMENTS VS GAMES
Interactivity – exploration of environments, meaningful tasks to be completed, dialogues - between players or with a non-player character (NPC), and quizzes;
Meaning – incorporates culture and history (intangible heritage) and story (interactive narrative);
Player character – role-play (in a historical environment), 3D avatar (visual equivalent of the player in the virtual world), and its personalization;
Others elements – inclusion of NPC as virtual (inter)active inhabitants and multiplayer mode;
Cultural and historical/visual and behavioral/environmental/auditory/olfactory accuracy and realism.
(Granström, 2013)
September 28, Veliko Tarnovo, Bulgaria 4DIPP'2016
APPLIED VIDEO GAMES FOR CULTURAL HERITAGE
Use: interactive simulation of realistic virtual heritage scenarios virtual and augmented reality artificial intelligence – for NPC control and content
generation adaptivity
Offer: free choice of learning place choice of learning time and speed autonomous and self-controlled learning in the game
context problem-solving willingness for cooperation
September 28, Veliko Tarnovo, Bulgaria 5DIPP'2016
TYPE 1. ENTERTAINMENT DOCUMENTARY GAMES ‘History Line: 1914-1918’ (Blue Byte, 1992) ‘Great Battles of Rome’ (Slitherine Strategies, 2007) ‘Napoleon: Total War’ (Creative Assembly, 2010)
September 28, Veliko Tarnovo, Bulgaria 6DIPP'2016
TYPE 2. 3D ROLE-PLAYING ADVENTURE GAMES ‘Red Dead Redemption’ (Rockstar San Diego, 2010) ‘Assassin’s Creed II’ (Ubisoft Montreal, 2009)
September 28, Veliko Tarnovo, Bulgaria 7DIPP'2016
TYPE 3. INTERACTIVE VIRTUAL MUSEUMS use gaming technology for both entertaining and
educating visitors usually by incorporating some exploration and reassembling tasks and quizzes
examples - ‘Virtual Egyptian Temple’, ‘Olympic Pottery Puzzle’, ‘Walk through Ancient Olympia’ and ‘ThIATRO’
September 28, Veliko Tarnovo, Bulgaria 8DIPP'2016
Froschauer et al, Design and Evaluation
of ThIATRO, 2012
‘WALK THROUGH ANCIENT OLYMPIA’
GAITATZES, CHRISTOPOULOS, PAPAIOANNOU: The Ancient Olympic Games: Being Part of the Experience (VAST, 2004)
September 28, Veliko Tarnovo, Bulgaria 9DIPP'2016
TYPE 4. PROTOTYPES AND DEMONSTRATORS games based on 3D virtual reconstruction 3D and geo-
referenced modeling of ancient historical sites provide not only realistic archaeological exploration
with historical accuracy but also political, religious and artistic walkthrough with crowd restauration of ancient characters with procedurally generated NPC
examples - ‘Pompei: The Legend of Vesuvius’ edutainment SG and ‘Roma Nova’ brain-controlled SG
September 28, Veliko Tarnovo, Bulgaria 10DIPP'2016
TYPE 5. SOCIAL TAGGING AND KNOWLEDGE ACQUISITION SG SG for encouraging players to submit accurate
information about cultural artifacts embedded into the games for further knowledge verification and mining
Examples - ‘One-Up’ is a multi-round mobile crowdsourcing metadata tagging game fostering players to propose high-quality metadata and rewarding them based on metadata (Flanagan et al, 2013)
September 28, Veliko Tarnovo, Bulgaria 11DIPP'2016
APPLIED GAMES INDUSTRY IN EUROPE Delivers products with multiple uses in industry,
education, health and the public administration The Applied Games´ growth potential is widely
recognised Its education and training potential is widely
recognised To integrate them in education and training,
affordable games are needed But industry is still fragmented, scattered and needs
critical mass to compete globally and to offer affordable prices
September 28, Veliko Tarnovo, BulgariaDIPP'2016
THE RAGE PROJECT To support games development for education and
training: ─ RAGE will deliver self-contained gaming assets that
support easier, faster and more cost-effectively games development
─ Assets will be delivered via an online portal and social space connecting all stakeholders
RAGE is a technology and know-how driven Research and Innovation project co-funded by EU Framework Programme for Research and Innovation, Horizon 2020
The project started on February 1st, 2015 and will last 48 months
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MAIN RESEARCH GOAL
14
To enrich and transform advanced gaming technologies
into self-contained assets for applied gaming that facilitate essential pedagogical functions, that can be linked together into higher level
aggregates, and that can be easily integrated in existing game
platforms
September 28, Veliko Tarnovo, BulgariaDIPP'2016
APPLIED GAMING TECHNOLOGY ASSETS
15
Gaming platform
Game instance
Gaming platform
Game instance
Gaming platform
Game instance
Gaming platform
Game instance
Pedagogy
RAGEasset
RAGEasset
Interoperability
RAGEasset
Interoperability
September 28, Veliko Tarnovo, BulgariaDIPP'2016
RAGE REUSABLE GAME ASSETS (I)
16
Data analysis
Data capturingSensorsEmotion detectionLearning analyticsAssessmentEvaluationDashboard
Game intelligence
Procedural animationEmbodimentNatural languageDialoguesGame balancingStorytellingSocial agentsGamification
1 2
September 28, Veliko Tarnovo, BulgariaDIPP'2016
Interaction data exchange and storage Server side interaction data collection and storage
Client side interaction data collection and storage
Interaction data collection configuration
Interaction data dashboard and analysis
Assessment
Server side assessment data collection and storage
Client side assessment data collection and storage
Assessment data collection configuration Assessment dashboard and analysis
Emotion detection Server side emotion data collectionClient side text/speech analysis
Client side biometric library
Emotion data configuration
Dashboard & analysis
Evaluation
Game evaluation
Natural language
Text recognition
Text generation
Speech recognition
Speech generation
Dialogue management
Embodiment and physical interaction
Bodily motions Emotional display Conversational gestures Object interaction
Decision-making and socio-emotional behaviour
Strategic decision making Emotional behaviour Social reality modelling Interpersonal relationships Social motivation
Interactive storytelling Interactive storytelling
Social gamification Social challenges Social/shared rewards Social progression
Game balancing and personalized learning Adaptation of difficulty Competence focus and learning disposition Challenge generation Balancing learning and fun
17
RAGE REUSABLE GAME ASSETS (II)
September 28, Veliko Tarnovo, BulgariaDIPP'2016
18
GamesSoftwareAssets Pilots
Asset model
MetadataRepository
Ecosystem
Business models
Evaluation
THE RAGE METHODOLOGY
September 28, Veliko Tarnovo, BulgariaDIPP'2016
USAGE OF RAGE ASSETS
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RAGE ASSET MODEL
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RAGE ASSET METADATA Based on core subset of OMG Reusable Asset
Specification (RAS) - Asset, Solution, Usage, Artefacts, Requirements, Design, Implementation, Tests
Extended with elements from the Asset Description Metadata Schema (ADMS) - Classification, Context, Concepts
Use elements from IEEE Learning Object Metadata (LOM) - inside Classification and Context: Learning Goals, Knowledge transfer, Skills, Educational Disciplines, Teaching Phase, Learning Purpose, Educational Context, etc.
Added metadata related to the applied games domain
21September 28, Veliko Tarnovo, BulgariaDIPP'2016
RAGE METADATA PRESENTATION
We followed the Europeana project approach: Internal representation - in RDF - easy
processing from program tools Formal presentation - XML format with XSD
schema - easy validation Easy transformation from XML to RDF and
vice versa, when needed
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ASSET METADATA MODELrage:Asset
«attr»name [1..1]: xs:stringdcterms:title [1..*]: xs:stringdcterms:description [1..*]: xs:stringdcterms:type [1..1]: skos:Conceptdcterms:date [0..1]: xs:datedcterms:language [0..1]: xs:stringdcterms:creator [1..*]: foaf:Agentdcterms:publisher [1..1]: foaf:Agentrage:owner [0..1]: foaf:Agentdcat:keyword [0..*]: xs:stringrage:versionInfo [1..1]: xs:stringadms:versionNotes [1..1]: xs:stringadms:status [1..1]: skos:Conceptdcat:accessURL [0..1]: xs:anyURI
rage:RelatedAsset
«attr»name [1..1]: xs:string«attr»minVersion [1..1]: xs:string«attr»maxVersion [1..1]: xs:stringdcterms:description [1..*]: xs:stringrage:relationType [1..1]: xs:stringdcat:accessURL [0..1]: xs:anyURI
rage:Artefact
«attr»name [1..1]: xs:stringrage:reference [1..1]: xs:stringIdcterms:title [0..*]: xs:stringdcterms:description [0..*]: xs:stringdcterms:type [0..1]: skos:Conceptdcterms:date [0..1]: xs:datedcterms:creator [0..*]: foaf:Agentdcterms:publisher [0..1]: foaf:Agentrage:versionInfo [0..1]: xs:stringdcterms:format [0..1]: xs:stringdcat:accessURL [0..1]: xs:anyURI
rage:Solution
dcterms:description [0..*]: xs:string
rage:Requirements
dcterms:description [0..*]: xs:string
rage:Design
dcterms:description [0..*]: xs:string
rage:Tests
dcterms:description [0..*]: xs:string
rage:Implementation
dcterms:description [0..*]: xs:stringrage:gameEngine [0..1]: skos:Conceptrage:gamePlatform [0..1]: skos:Conceptrage:progLanguage [0..1]: skos:Concept
rage:Usage
dcterms:description [0..*]: xs:string
rage:Classification
dcterms:description [0..*]: xs:string
0..*
0..1
0..* 0..*0..*
0..*
1
1
0..1 0..1
0..11
0..*
rage:Context
«attr»name [1..1]: xs:stringdcterms:title [0..*]: xs:stringdcterms:description [0..*]: xs:stringdcat:themeTaxonomy [1..1]: skos:ConceptSchemedcat:theme [0..*]: skos:Concept
1..*
rage:License
dcterms:title [0..*]: xs:stringdcterms:description [1..*]: xs:stringdcterms:type [1..1]: skos:Conceptdcat:accessURL [0..1]: xs:anyURI
0..*
0..*
September 28, Veliko Tarnovo, BulgariaDIPP'2016
RAGE ASSET METADATA MODELAsset A self-contained solution related to computer games and intended to
be reused in a variety of game platforms and scenarios.
Classification Descriptors for pedagogical classification of the asset as a learning object and of the educational context(s) for which the asset is relevant.
Context Game context where asset can be used, educational context, and links between game and learning mechanics in the game.
Concept Scheme
A vocabulary, thesaurus or taxonomy used for organizing concepts.
Concept Represents a particular concept within a vocabulary, thesaurus or taxonomy.
Solution Describes the artefacts of the asset. Usage Contains information for installing, customizing, and using the asset. Related Assets Describes the asset’s relationship to other assets.
Artefact Any physical element of an asset corresponding to a file on a file system.
Requirements Artefacts specifying asset requirements such as models, use-cases, or diagrams.
Design Artefacts specifying the asset design such as diagrams, models, etc.Implementation
Artefacts identifying the binary and other files that provide the implementation.
Tests Artefacts describing the testing of the asset such as procedures and test units.
License Conditions or restrictions to the use of an asset or artefact.Agent Person or organization contributing (owner) of an asset or artefact.
FRONT-END TOOLS Developed front-end tools
RAGE Metadata Editor RAGE Taxonomy Tools
Taxonomy viewer Taxonomy selector Taxonomy editor
To be developed front-end tools RAGE Configuration Editor
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REPOSITORY ARCHITECTURE
26
Client tier
Service tier
Data store tier
Asser Repository Manager
IDEs(Eclipse, etc.)
Ecosystem Portal
Asset Authoring
Tools
Taxonomy Tools
MetadataEditor
Asset Services
Fedora Services Sesame Services Solr Services
Fedora
Assets, ArtefactsRDF
Sesame
Taxonomies, MetadataRDF
Solr
MetadataIndexes
September 28, Veliko Tarnovo, BulgariaDIPP'2016
METADATA EDITOR Purpose
View and edit the metadata associated witha RAGE entity – asset, asset package, etc.
Implementation Metadata structure is extracted from schemas The actual editor is built in real-time Embeds the taxonomy selector Uses the asset services from the service tier
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GENERATED USER INTERFACE
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EMBEDDED TAXONOMY SELECTOR
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TAXONOMIES IN RAGE Purpose
Represent classification concepts and vocabularies
Provide values for metadata and their verification Taxonomy tools
A set of three tools: viewer, selector and editor Embeddable in other front-end tools
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RAGE TAXONOMY VIEWERUsed to browse / view a (multilingual) taxonomy
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RAGE TAXONOMY EDITORUsed to edit the structure or content of a taxonomy
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SAMPLE ASSET USAGE FOR GAME ADAPTATION OF THE “RUSH FOR GOLD” GAME
Image source: Leiner and Fahr, 2012. EDA Positive Change, Comm. Methods and Measures 6(4):237-250
EXAMPLE: Real-Time Arousal Detection Using Galvanic Skin Response (GSR)
STARTING THE GSR MEASURING DEVICE
STARTING THE GSR ASSET
STARTING THE GSR SIGNAL VISUALIZATION
STARTING THE SOCKET FOR ASSET INTEGRATION
STARTING THE RUSH FOR GOLD ACTION GAME
Arousal levels (SCL left, SCR right)
(in the scope of the ADAPTIMES project, http://adaptimes.eu/)
PLAYING THE RUSH FOR GOLD GAME WITH LOWER SCR AROUSAL
darker
slower
easier
PLAYING THE RUSH FOR GOLD GAME WITH HIGHER SCR AROUSAL
brighter
faster
harder
CONCLUSIONS The market space of both entertainment and
applied video games entertainment games and applied will continue to grow in next years, together with that of gamification applications.
The impact of video games will be higher thanks to their synergy of story, art and technological achievements including affective and adaptive gameplay.
Applied games for cultural heritage with non-linear and interactive storytelling will be used more and more for immersive cultural presentation, teaching, assessment and training.
September 28, Veliko Tarnovo, Bulgaria 41DIPP'2016
THANK YOU FOR YOUR ATTENTION! Questions?
Boyan Bontchev, [email protected] http://www.rageproject.eu/
September 28, Veliko Tarnovo, Bulgaria 42DIPP'2016