Applied Simulation
Today is our last day so we'll wrap up the semester. I'll collect the Cell Phone papers, then I'll have just a few final words and take a few closing comments. Then you're done! Topics
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Yet another brief day as all we have to do is see Luke's presentation from last week. Topics:
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Today is a very brief day to let you start your Thanksgiving a bit early. Topics:
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I don't think it's possible for the day to get any simpler. Topics:
Scavenger Hunt:
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Today we tackle the issues surrounding the second half of your "final" project. ...among other things...
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No Class in the classroom today. Please take this time to work on your Software Simulation Instructional Design packet. They're due next Thursday!
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Three Real Life Sims: Bobby, Alex, & Brian Topics:
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Oct 2, 2007 No SL Presentations today. Topics:
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Sep 27, 2007 Two Real Life Sim presentations. Bobby & Jesse Topic: Homework:
We begin by checking out the "bling" and see what you've come up with. Then we'll have a Second Life Sim presentation by Brian. After that, we'll visit another couple of locations that I have found.
Scavenger Hunt : A pet of some sort. We'll meet at the Beach House and show them off.
Real Life Simulation Presentation by: Bobby Topics: Homework:
Second Life Sim: Mike Other places by Damian Homework
Real Life Sim: Jerilyn Topics:
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Today we meet in Second Life at 11am.
Here are the topics we will be covering today:
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Sep 4, 2007 Today we meet in Second Life at 11am.
Today we meet in the classroom lab.
Today we meet in Second Life. Homework:
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APPLIED SIMULATION -Ventrilo Information- The Sims (Urbz in the City) on the
The Nindendo DS
The Urbz
The Nintendo DS screens are pretty small. Most of the actual game play takes place in the upper screen. The player character is located in the middle of the playing screen and the “world” moves under him, keeping him in the center. As the character moves from one “larger area” to other “larger areas” the screen will black out and a new area will load into memory. The lower part of the screen is where the game’s “motivations” are displayed. The player character is moved around the screen using the joystick. As the character nears certain items in the game, an arrow points to the item indicating its significance. At that time the player can press one of the buttons which brings up a menu of options concerning that item. The player uses the joystick highlight the chosen choice, then one of the buttons to activate his choice. The lower screen is used as a sort of PDA in which many of the game’s menus are accessed. This screen is also touch-sensitive, so many choices are made using a stylus to tap the options.
The Phone Above these keys are located more control keys that are used to maneuver through the various menus of the phone and camera. In the center is a (often) blue button which is used like a left-mouse button. Surrounding the selection button is a sort of click-wheel which acts as a directional joystick. On either side of this joystick are two more buttons: The left is a “menu” button which activates and provides access to the phone’s main menu options; the button on the right is sort of an “edit” button that provides access to submenu options within the current menu. In the upper part of the telephone is the screen. It’s orientation is taller-than-wide in contrast to the Nintendo DS which is wider-than-tall. The Conversion Converting the Nintendo DS version of the Urbz to the LG cell phone—while not a simple feat—would be fairly easy. The screen will stay largely the same, although smaller in detail. Due to the fact that the LG phone has a working joystick device, the player can move around the world using the joystick-wheel just as he would use the joystick-cross on the Nintendo DS. Button clicks on the Nintendo DS would be done using the selection-button in the center of the joystick-wheel. Because screen real estate is so confined, the game motivations can be reconfigured to run vertically and be positioned at the right hand side of the screen. Furthermore, they can be kept off-screen-left until the phone’s left-menu button is pressed at which time they can pop-up into view; pressing the left-button again causes the motivations to return to their offscreen location. The other screens such as the world map, the inventory, the missions, and the reputation screens, which, on the Nintendo DS, are displayed on the lower screen would instead not be visible until called up by use of the right-menu button. This action would present the player with a menu of destination screens. The player makes his selection using the joystick-wheel and selection button and the proper sub-screen would be displayed. The game would pause while in these subscreens. Furthermore, the game has a variety of mini-games that are used for earning in-game currency, or “Simoleons.” The games are simple and can be easily controlled using the joystick-wheel and the selection button.
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