Posts tagged: AquaMOOSE

State of the Blog, September 2008

It’s time for some navel gazing as we take a look at who is taking a look here. I could tell school was back in session when the numbers started spiking in September. Judy Wilson and librarian Katy French over at Palomar College in San Marcos, California added an old post of mine to a list of web sites for students to examine in a course on website evaluation. Learning Family Values While Killing Monsters was written back in November last year, and discussed an article by Robin Torres over at WowInsider.com. I suspect it was included over at Palomar College not just for my excellent writing (haha), but also for the fact I referenced the source material. The instructor indicates sourcing of materials lends credibility to a post.

Those opinion-meisters at Reddit posted a link to my post from late July regarding the new ESA survey indicating females comprise 40% of the gaming audience. Discussion so far has centered around whether females truly comprise 40% of the audience for advanced MMORPGs and not just casual games. Read the profanity-laced conversation here.

Lee Wilson and Nicola Whitton, both of whose opinions I respect, linked to my post on Seven Questions to Ask Before Using a Video Game In the Classroom. Both disagreed with Question 7: Are the graphics and gaming quality on par with contemporary entertainment titles? Both seemed to suggest the graphics in casual titles may not compare with the newest $60 games for home consoles, but were adequate in relaying pedagogical content. I suppose I should have elaborated and indicated I was concerned with really basic graphics that are even below casual game standards. Probably I was thinking of the research outcomes from the old AQUAMoose project at Georgia Tech, where programming a game from scratch (not the programming language Scratch, but literally from scratch) led to some disappointing feedback from the target audience.

To sum up, I’m still here and posting, and thanks for the feedback. The old goal of one post each weekday has been suffering of late, but I should manage to get something of interest up on a regular basis. As always, shoot me an e-mail if you’d like to call my attention to something.

Programming a New AquaMOOSE? Virtual Real Worlds Using MellaniuM & Unreal 2

The famous AquaMOOSE study came out of Georgia Tech a few years back, led by Amy Bruckman. High school students were exposed to a game developed by the team focusing on three-dimensional mathematics (think of Logo, only in 3-D). However, the students had high expectations going into the study, and were disappointed with the graphical sophistication of the home-brewed software. Since then, and maybe because of Team Bruckman’s findings, educational gaming research seems to have shifted more to examining pedagogical potentials within existing products.

On many levels, this makes sense. When one considers the multi-person staffs, high dollar budgets, and extended timelines for creating top notch videogames, replicating that level of sophistication becomes problematic on the typical budgetary levels professors are used to winning in grants. Big grants offer a nice exception to this rule. Even then, the funds may run out, as we saw earlier this year when Castronova over at Indiana was forced to pull the plug on Arden, his ambitious Shakespearean-themed VW.

So existing game engines are hot, especially for serious game development. Appropriate the engines already developed and focus on the pedagogy … this seems to be a guiding principle. Fortunately, folks are out there working to help us utilize some of the state of the art platforms for business and educational purposes.

I spoke via e-mail recently with Joe Rigby, over at MellaniuM, who offers a look into his company’s product that allows highly detailed representations of real world objects created in AutoCAD to be exported into the Unreal 2 engine. Elaine has written an excellent entry in which she explores the product and interviews Rigby. The video Rigby has shows things like a World War II Spitfire, half in shadow, half in light; a motorcycle with multi-spoke wheels (each spoke standing out in detail); and a horse-drawn carriage that looks incredibly detailed.

The product highlights the notion of “virtual real worlds,” where users can explore realistic representations of locations that exist now, in the past, or in imagination. Training or exploration within such environments may be advantageous to police teams learning to deal with emergency situations; military groups learning urban warfare; and college students interested in exploring architecture, archaeology, or historical contexts.

Details within virtual real worlds can be extremely important, and products such as MillaniuM’s offer tantalizing possibilities to programmers.

References:
Elliott, J., Adams, L., & Bruckman, A. (2002). No magic bullet: 3D video games in education. Proceedings of ICLS 2002. Seattle, Washington, October 2002. [Online]. Available: http://www.cc.gatech.edu/~asb/papers/aquamoose-icls02.pdf