INTEGRATION OF THE PROCESS OF COMPUTER GAME DEVELOPMENT WITH AUGMENTED REALITY IN STREAM-EDUCATION COMPONENTS
Journal: Herald of Advanced Information Technology (Vol.01, No. 01)Publication Date: 2018-12-18
Authors : Tamara R Gumennykova; Tetiana A. Luhova; Yuliia L. Troianovska; Oksana I. Riashchenko;
Page : 49-61
Keywords : STREAM-education; computer game; augmented reality; human motion control sensors;
Abstract
This article describes the links between STREAM-education components (Science, Technology, Reading/Writing, Engineering, Arts, Mathematics) and the stages of computer game development (StoryTelling/Scripts, GameDesign, 2D/3D-Computer graphics, Programming, Testing, and Game Level) on the example of using sensors of human movement control. In order to effectively integrate the computer game development process with the augmented reality into the component of STREAM-education, the method for creating a real-complemented virtual training exercises using an example of training with a ball on the basis of the MS Kinect motion sensor is proposed. As a result of the analysis of the virtual environment characteristics created by the sensor of the MS Kinect controller and taking into account the limits of the Scratch program, it is proposed to formalize the characteristics of the virtual environment. The results of the analysis of games offered by LumoPlay and MotionMagix software manufacturers in logic, sports, entertaining classes in various game genres and relaxation with special effects are given. Examples of experiments are shown during the organization of two Meet and Code 2018 master-classes for schoolchildren of virtual programming, complemented by the reality of football training, which has confirmed the interest of students in participating in many STREAM-related learning processes. The results of the work also identified the directions of further research and development; in the research process the estimation of the visualization error of virtual objects determined the need for the development of a special algorithm for automatic correction of the coordinates of the location of virtual sprite objects that are part of a single group of objects player's body; Many examples of commercial game systems are based on new templates that allow you to quickly change the graphic part of the game, so it is planned to create similar scratch templates for developing games.
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