Extending the ATTAC-L game simulator to support different serious game domains (AVAILABLE)

Type of Thesis: 
Master Thesis

To ease the development process of educational virtual interactive scenario, the domain-specific modeling language, ATTAC-L, is developed to help non-technical people specifying these scenarios.

A domain-specific modeling language is a kind of modeling language that uses a dedicated vocabulary and provides abstractions that make the specifications of solutions easier and more accessible for domain experts. In general, domain-specific modeling languages are graphical (visual) languages because graphical or visual specifications are easier for the communication with non-technical people than textual languages; they are also helpful for conveying complex models and designs as they can help people to grasp large amounts of information more quickly than large listings of text.

For the ATTAC-L modeling language, a simulator has been developed to assist designers with modeling scenarios (illustrated below), by giving them the opportunity to preview the different steps of a scenario(-model) in time without the need of integrating it into the actual game. In this way, the simulator is used to allow the story designers to check and validate their scenarios. 

However, since 2015 the ATTAC-L language has evolved and became more powerful. Therefore, the first goal is to adapt the simulator to be able to deal with the new functionalities provided by ATTAC-L. 

Furthermore, serious games can be used to teach everything from topics in regular education to promoting better health-related behavior and marketing. Therefore, the domain of the serious game may vary from game to game. For this reason, it should be possible to use ATTAC-L and its simulator with different domain vocabularies. Currently, the simulator is specially developed for the domain of cyber bullying. The main goal of the project is to adapt the simulator so that it can be used for different domains. This means that there should be an easy way to define the game environment (3D world) and to implement behaviors specific for a domain. 

For more information contact Prof. dr. Olga De Troyer.

 

 

 

Background Knowledge: 

Good programming skills

Game development (e.g. using unity) is an advantage

Technical challenges: 

- Digging into and extending existing code

- Finding an easy mechanism to compose a 3D environment and specify behaviors for non-player characters

Academic Year: 
2016-2017