A framework to meet didactical requirements for serious game design.

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Title: A framework to meet didactical requirements for serious game design.
Authors: Rilling, Stefan1 rilling@uni-koblenz.de, Wechselberger, Ulrich1 wberger@uni-koblenz.de
Source: Visual Computer. Apr2011, Vol. 27 Issue 4, p287-297. 11p.
Subjects: Training, Interdisciplinary research, Automation, Middleware, Video games
Abstract: Interest in game-based training is growing within the industry. In this article, we present an interdisciplinary work on the application of computer game principles and techniques within an automation industry training scenario. A data flow-based component architecture forms the technical foundation of our system and enables us to exploit the capabilities of available middleware components like game or physics engines. An interactive simulation of a real automation plant is built as a combination of state-based and physical object behavior. A training scenario founded on didactical principles of video game is built with the help of our implemented system. [ABSTRACT FROM AUTHOR]
Copyright of Visual Computer is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Engineering Source
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  Data: A framework to meet didactical requirements for serious game design.
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  Data: Interest in game-based training is growing within the industry. In this article, we present an interdisciplinary work on the application of computer game principles and techniques within an automation industry training scenario. A data flow-based component architecture forms the technical foundation of our system and enables us to exploit the capabilities of available middleware components like game or physics engines. An interactive simulation of a real automation plant is built as a combination of state-based and physical object behavior. A training scenario founded on didactical principles of video game is built with the help of our implemented system. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Visual Computer is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.1007/s00371-011-0550-6
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              Text: Apr2011
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