By adding particle systems to Meta!Blast we are intending to simulate natural phenomena resulting in visual enhancements. Thus aiding Meta!Blast to not only be of learning value, but it will also be engaging and visually stunning.
Inverse Kinematics (IK) is applied to the skeleton structure joints in order to eliminate unnatural movements in the bones. Inverse Kinematics can be defined as the problem of calculating the angle of a desired joint in a hierarchical object. Human body has learned the ability of solving IK.
Future Work
Meta!Blast will continue pursuing realism with the addition of these dynamic components. Future work includes visual authoring of the user interface, using particle systems to replace polygons on structural objects, and animations based on real-time motion capture. The game will continue to develop into an entertaining interactive educational game. Meta!Blast is being distributed to high school students and teachers for educational and research purposes.
Background Work
Research has shown that students find games more interesting than classroom instruction. A study reported that 87% of students were more interested in learning from a game than in a traditional setting [games article]. But once we get these students playing the game, how can we keep them intrigued and entertained? According to Reiber, students are more likely to play an educational game multiple times if it includes dynamic graphics. The graphics are said to “enhance the motivational appeal of instructional activities” [games article]. If the student is motivated, they are more likely to continue the activity for longer periods of time.
Meta!Blast is a game of “edutainment”, meaning it consists of a balance between education and entertainment. The creators of the game want students to be entertained, but also want the biology to be a primary aspect. Entertainment is an “effective way to transmit information,” making the game a fun and effective tool for teaching biology [metablast]. A plant cell is a very complex concept that is hard to visualize. Kurt Squire of MIT suggests that allowing students “to interact with a model of a complex system…places learners in a unique position to understand the system’s dynamics” [MIT]. By using visual realism the students will stay immersed in the environment while interacting and learning from an accurate representation of the cell.
Abstract
Meta!Blast is an educational video game about cell biology geared towards high school and college students. The game helps students visualize an accurate representation of a three-dimensional plant cell. Students learn cellular plant biology by exploring a virtual soybean cell and perform biochemical reactions to help keep the cell alive. Today’s video games are constantly improving graphics and visual effects. The same is needed for educational games in order to keep the user’s attention. The goal of this project is to animate characters, add particle systems to enhance visual realism, and create a look and feel that matches the artistic approach of the visuals to enhance the user experience. When completed, the game will be distributed to high school students and teachers for educational and research purposes.
The addition of skeleton animation and inverse kinematics gives Meta!Blast characters realistic poses and joint movement by applying movement constrictions to the joints.
Simulate physics-based explosions when a player fires upon an attacking virus.
Particle-based models simulate visual fading with distance based on the real-world optics; a thylakoid in the foreground is seen with more detail while the cell membrane in the background visually appears faded in less detail.
Examples
Duplicate explosions when a player fires upon an attacking virus.
Particle-based models simulate visual fading with distance based on the real-world optics; a thylakoid in the foreground is seen with more detail while the cell membrane in the background visually appears faded in less detail.
Optimize the visual effects of the foreground region in the game like a thylakoid that the player could see while reducing the visual effects of the background region like the back wall of the inner membrane. But as the player moves closer to it the visual effects will increase for the background; vice-versa for the foreground.
Tentative Schedule
Particle Systems (David)
Week 5:Particle Generators - Rate, Burst
Week 5 - 10:Working Drawers - Point, line, quad, sphere, metaballs, 3D nodes