Courseware design of project research based on interactive game design
Post on 06-Jun-2016
Courseware Design of ProjectResearch Based on InteractiveGame DesignYULUNG WU
Department of Information and Communication, Kun Shan University, No. 949, DaWan Rd., Yung-Kung City, Tainan
Hsien, 71003, Taiwan, R.O.C.
Received 29 September 2009; accepted 18 January 2010
ABSTRACT: Interactive game design stretches over two domain knowledge: games and interactivetechnologies. The two so different domains are too difficult for students to learn at same time. In this research,
the course design of interactive game design is based on motion-sensing technology and presents a multiple
input interface development platform. Finally, three case studies are presented to verify that the proposed
framework is useful for educating of project research. 2010 Wiley Periodicals, Inc. Comput Appl Eng Educ;Published online in Wiley InterScience (www.interscience.wiley.com); DOI 10.1002/cae.20419
Keywords: interactive game design; project research; virtools; motion sensing
The growing digital content is various with the joining of
multimedia and Internet. Computer games play important roles in
the digital content industry. Computer games affect deeply in
home entertainment, e-learning, and audio/video media. With the
performance improvement of computer hardware, computer
games provide more real game environment and operation. The
home entertainment market is the next market to be developed in
the post-PC era in this saturated computer development environ-
ment. However, this market has been monopolized by Japanese
manufacturers since its inception. Nintendo, SEGA and Sony
have been market leaders at different times.
At the end of 2006, Nintendo developed a new generation of
home entertainment console, called Wii. The revolution of this
console is not in the strengthening of computing performance or
visual effect, but in the major advancement in humanmachineinteractive interface. The humanmachine interface of a tradi-tional PC comprises the keyboard and mouse. Considering the
operating capabilities of computer users, the home entertainment
computer further simplifies the humanmachine interface intoa gamepad and remote control to enable the computer to be
controlled by a few buttons. However, these operating styles
simply send out orders by fingers, and are not intuitive
humanmachine interactive styles. The novel feature of the Wiiis that its operating gamepad can detect motion and rotation in 3D
space. Additionally, the gamepad can be adopted as a bat, baton,
fishing rod, or sword in computer games. The game player can
perform motions such as waving, cutting, flinging, and chopping,
thus considerably increasing humanmachine interactivity andamusement. Hence, Wii has sold more than the Sony PS3 since its
launch, and has revolutionized the home entertainment market.
For training and bringing up interactive game designers, this
research proposes a game design platform of motion-sensing
technology. The platform helps students developing interactive
game without understanding too much detail specification of
hardware interface that helps students concentrating their
attentions on creative design and game content.
This article is organized as follows. Second section
introduces the literature on game design and interactive design.
Third section then describes the main part of this research
course design of Project Research. Subsequently, fourth
section presents framework of the proposed system. Next,
fifth section performs evaluations to gather learning outcomes
and demo. Finally, conclusions and future works are presented in
Reigeluth  says interactivity means mutual activities
between two organisms. In computer aided learning activities,
interactivity means interactive relationship between learners and
computers. Interactive system provides various ways to send
commands to system and obtain feedback from system.
Virtual reality (VR) provides various interactive methods to
let user immerse in a virtual environment. Users using VR and
interactivity features observe or play objects in the virtual world,
Correspondence to Y. Wu (firstname.lastname@example.org).Contract grant sponsor: National Science Council of the Republic
of China, Taiwan; Contract grant numbers: NSC 96-2815-C-426-005-E, NSC 97-2815-C-426-002-E.
2010 Wiley Periodicals Inc.
or discuss and communicate with other people. The rich
situational experience of VR promotes focus and interest in
users. Besides entertainment, VR can be adopted in teaching
assistance to increase the learning motivation of users [2,3].
The greatest advantage of VR is that it can portray a scene
close to reality. Some dangerous or hidden aspects of nature or
real life may not be freely accessible to most people. The
properties can be exploited to create virtual scenes to allow users
to browse and experience these aspects at any time. Although
documentary filming can depict such natural scenes and features,
VR has higher interactivity and freedom in perspective. Due to
improvements in 3D technologies and reduction of video card
price, VR is no longer confined to high-level server and expensive
devices for implementation, and can now be implemented simply
by general-purpose PCs. Hence, the VR-related applications are
now increasingly extensive and widespread.
Game maker [http://www.yoyogames.com] is a game design
software with visual interface without the need to write a single
line of code. User can design game by using mouse to drag-and-
drop sprites, resources and events, and then constructing required
functions. Game maker focuses on 2D game design and provides
many animation effects to integrate into game project. Game
maker can simulate 3D screen with pre-rendering 2D image, but
not real 3D game design platform.
Song and Lee  adopted 3D in teaching geometry. They
adopted polyhedral teaching as an example, teaching students the
relationship among points, lines, surfaces, and the polyhedron.
Plane graphics could not fully express the features of poly-
hedrons, while too few physical teaching objects were available
to allow all students to spend enough time observing then. In
contrast, various polyhedrons were easy to build using 3D
technologies. The students were able to turn the polyhedrons
around to learn their features. Therefore, this system significantly
helped the students in their learning.
Jong  adopted 3D technology to create a multiple-people
interactive learning environment and to teach elementary science
courses. The learning activities were performed in groups. To
understand the personal interactive relations in between students,
the range of activities of students in the virtual learning
environment was analyzed.
Terrell and Rendulic  also adopted the computer-game
learning software to teach elementary school students. Their
results indicated that the computer-game-style learning improved
the intrinsic motivation and learning achievements of students.
The method and process of presenting the computer games were
consistent with the suggestions of Gagne : (1) provide sensory
stimulation; (2) carefully guide the learners activities; (3)
provide the way to reach the goal; (4) provide external driving
forces; (5) guide the direction of thinking; (6) stimulate the
transfer of knowledge; (7) assess the learning results, and (8)
obtain feedback. The computer game approach, if it is guided
correctly, plays an educational role to obtain teaching tasks.
Additionally, 3D can be adopted to teach spatial sense. The
round earth  project grouped learners into pairs. One learner
acted as driver to control the virtual space shuttle, and the other
acted as navigator to guide the direction of space shuttle. The
scenes helped learners to understand relative spatial positions,
and taught them to describe directions and positions. Addition-
ally, classroom explanations are inadequate in experiment-related
courses. The students have to verify what they have learnt from
the class by experiment. Hence, operating experimental materials
in experiment-related courses can provide students with deep
impressions . Raymond and Nathan  adopted VR
technologies to teach remote control and operation of motors.
Virtual reality peripheral network (VRPN)  proposed an
integrated library to support many devices that used in VR. VRPN
supports an abstraction layer that makes all devices of the same
base-class look the same. The information that VRPN obtains
from trackers is raw data. That means, though VPRN supports the
same interface to control devices, for motion-sensing pro-
grammer, developing methods of transforming raw data into
motion sensing is required. Our research proposes the same
interface and transforming method to provide a high extensible
and flexible system. And all devices are ensured that providing
necessary information of motion-sensing design. Besides,
Virtools is more suitable to design game and 3D system than
VRPN with C language.
THE COURSE DESIGN OF PROJECT RESEARCH
Project Research is compulsory for third-year undergraduates of
Department of Computer Science and Information Engineering,
Leader University, Taiwan. And the course period lasted three
semesters. Project Research educates students obtaining the
ability of analyzing and solving problems. Students have to master
and integrate their professional skills and work together to finish a
large-scale project. All students are grouped with 35 students forteamwork. In the course, many students have not much experience
in interactive game design; the following course design is designed
for students to follow. The course design shows as Figure 1.
In the first semester, students have to review the related
literature for understanding the theories, trends, and applications
of interactive game design. In the same time, students have to plan
their project topic and system framework; and the studying of
developing tools, 3DMax and Virtools, is also required.
In the following semester, students design their project with
Virtools and the proposed frame, multiple input interface (MII).
Due to the course, process is in the form of teamwork, students in
group have to finish different sub-systems by themselves. In the
phase, students design the interface and protocol among sub-
system and integrate finished sub-system.
In the last semester, the prototype of project finished,
including title animation, background music, and sound effects.
Figure 1 The course design of Project Research.
The next step is testing and revising system. System documenta-
tion and user manual also prepared. At the end of this semester, a
project achievement show will be hold for demonstrating the
For designing interactive game, motion-sensing device is
required for detecting user motion and providing feedback.
Managing motion-sensing device with low-level control is not
easy for students. They must pay much more attention to design
code of control hardware and do not have enough time to finish
their system. This research proposes the MII framework to reduce
development processes and hide hardware characteristics, and then
students can focus on system function and creative design. The
following introduces teaching materials in first semester, which
teach the students hardware and software used in the course.
Hardware Specifications of Interactive Devices
Many hardware devices in support of motion sensing are
currently available in the market, with various operating
principles and properties. The positioning of motion-sensing
devices falls mainly into two broad categories, namely relative
displacement and absolute coordinates. Relative displacement
means that the motion-sensing device can only sense the direction
of the current movement, which is the relative displacement
direction with the starting position, and cannot know the exact
position at any moment. Such positioning adopts a gyroscope to
detect movement. In a motion-sensing device based on absolute
coordinates can acquire its exact position in space, which is
represented generally by 3D coordinates. A positioning device
based on absolute coordinates can judge precise movements more
accurately than a relative positioning device, since it can acquire
the movement tracks. Such positioning generally adopts infrared
or ultrasound to detect movement.
The immersion VR system (Cave)  positioning and
operating device comprise two components, Wanda, and soni-
strip. Wanda is a device that looks like a gamepad, as shown in
Figure 5. The structure includes a direction stick and a few
buttons, and has similar functions to general computer gamepads
that send out control orders by finger. The sonistrip comprises a
few metal stripes placed on top of Cave to send out ultrasound
waves. Wanda calculates its position in space by time delay
between ultrasound reception and transmission, and then locates
and identifies the operations of the user.
The MX Air is a 3D wireless mouse produced by Logitech,
and is connected with PC by a 2.4GHz RF signal. It is similar in
appearance to a general wireless mouse, and has a built-in
gyroscope. When the MX Air is off the desktop, the gyroscope
accumulates displacement information, which is transformed into
mouse cursor coordinates by the built-in chip. The MX Air can be
held in air to control the mouse cursor when operating the
computer or briefing, and is very easy to apply in motion sensing.
Since the movements of the user are transformed into displace-
ments of the desktop mouse cursor inside the mouse, the X and Y
coordinates of the mouse cursor are ultimately transmitted to the
computer. Therefore, general windows programs can easily
acquire the mouse cursor data without the need for any specific
platform or operating system.
Wii remote is the new generation of gamepad introduced by
Nintendo, and is connected to a console by bluetooth signals with
built in gyroscope and infrared receptor. The gyroscope also
detects the movements of the user to obtain the displacement
information. Therefore, the displacement information is also the
relative displacement. Unlike in MX Air, Wii remote does not
process displacement information, but instead directly transmits
the data to the main console, which performs the computations to
obtain the 3D displacement information.
Software Specifications of Course Used
The development platforms adopted in this research are Virtools
and PC. Virtools is a 3D interactive construction software
application developed by 3DVIA [http://www.3dvia.com], and
provides a WYSWYG development environment. The interactive
functionality design method of Virtools does not request writing
programmable codes as in general programming languages.
Instead, program design is represented in a flowchart to present a
more intuitive and more easily accessible development environ-
ment than traditional programming languages. This type of
development interface is called a schematic. In Virtools, each
function is called a building block (BB). The development
process involves selecting suitable BBs to assemble in a serial
link. Each BB has some variable parameters to provide necessary
information for implementation. A simple example is given
below to illustrate how to adopt a keyboard to control the
movements of 3D objects. The schematic as illustrated in Figure 2
adopts three BBs. Switch On Key waits for the keyboard
button to be pressed. According to different pressed keys, the
following BBs are executed. Translate moves the 3D object
and Rotate changes the angle of 3D object in the virtual scene.
The three BBs connected by line represent pressing the button,
then moving or rotating the 3D object Shphere01.
Virtools has various BBs, based on categories of different
functions. Some important categories, namely Network, AI,
Physics, and VR, are illustrated below. The network library
Figure 2 The schematic of controlling the movements of 3D objects.
COURSEWARE DESIGN OF PROJECT RESEARCH 3
contains BBs for online connection and database connection,
which are adopted in the design of multi-user online game or
game progress storage. The AI Library can provide non-player
character (NPC) BBs. NPC has intelligent actions, such as a
hostile monster approaching the player; or running, hidden or
member in the line automatically following the player. The
physics library mainly provides physical properties similar to the
reality for the objects in the scenes to improve the simulation of
the game and reduce the design difficulty. It provides simulation
of various common physical properties such as gravity, mass,
friction force, bouncing force, bumping, and floating force. These
BBs can be directly applied to reduce considerably the game
manufacturing time. The VR library is adopted along with
immersion style VR devices, providing hardware devices such as
access pack, headphone display, 3D glove, force feedback jacket
to focus on the design of interactivity mechanism and game in
scenes. The communication with hardware devices can be
processed by the BBs provided by the VR library.
The basic and most common development method in
Virtools is to build the functions required from the built-in BBs
as shown in Figure 2. However, the implementation of complex
functions results in huge and complex schematic that is not easy
for maintenance and reading. Therefore, Virtools can pack parts
of the schematic into one BB as a new self-made BB, known as a
behavior graph. Similar to BBs in appearance, a behavior graph
can be adopted repeatedly and integrated with other BBs. If the
process is amended, then the behavior graph can be expanded
to the original schematic, thus considerably reducing the
complexity of the schematic. In practice, the commonly adopted
or independently operating schematics can be packed into
behavior graphs such as the scoring function or file storage
function. User-created behavior graphs can be shared with other
gaming projects if required.
Both BBs and behavior graphs are established graphically in a
schematic. However, programming codes are easier than sche-
matics to adopt in design relating to complex logic judgment and
data storage. This is because a line of programming code may
obtain the task of 23 BBs. Hundreds of lines of code are commonin general programming, while more than 100 BBs are hard to
maintain. Therefore, Virtools also provides programming lan-
guage-based design methods. Virtools scripting language (VSL) is
a scripting language based on the C language provided by Virtools.
The system operation is controlled by programming codes written
in VSL, which produces the same results as BBs in both
appearance and application methods. However, VSL comprises
programming codes when expanded. Nevertheless, BBs, behavior
graphs and VSL are designed in the development environment
despite the different formats, and can ultimately be converted into
BBs for execution. Restated, the functions available are limited by
the BBs provided by Virtools. The behavior graphs and VSL are
simply different presentations of BBs, and they cannot perform
functions that are not provided by BBs.
To enhance the supportiveness of Virtools and escape the
limitation of the existing BBs, Virtools provides an SDK
development environment that adopts Visual C to developDLLs to be loaded into Virtools for execution. Since the SDK
development is performed in VC, and Virtools is simply anexecution environment, functions that can be run in VC canbe adopted by Virtools, meaning that Virtools has almost no
restriction on any function. Functions accomplished by SDK are
similar in appearance and application method to BBs in Virtools
interface, but are converted to VC for reprogramming if they
need to be amended. Wii remote is not a Virtools-supported
hardware device. The SDK was adopted for user-development in
the research (Fig. 3).
SYSTEM FRAMEWORK OF COURSEWARE
In interactive games that support motion sensing, the sensing
mode detects the movements such as the hand waving or head
swinging of the player. The fundamentals of these movements are
the direction, displacement, and time parameters. According to
Figure 4, the parameters when a player physically moves are the
starting (coordinates sc) and ending (coordinates ec) positions, as
well as the movement time t. As described in the previous section,
the absolute coordinate motion-sensing device can obtain the
spatial coordinate information of the movement, that is, the
starting position coordinates sc and the ending position
coordinates ec. However, the relative displacement device can
only obtain the direction of movement d. The movement direction
d and movement distance l are calculated from the coordinates of
the two positions.
These data are sent to the computer for computation after
being received by sensors, and then further transformed to the VR
scenes for interactivity or control. The movement direction d of
the player is transformed into the direction of force to the virtual
object. The movement distance l is adopted to calculate whether
the movement of the player is in contact with the virtual object.
The movement velocity v is calculated by dividing the movement
distance l by the movement time t, representing the speed of the
swinging movement of the player as well as the force to the
virtual object. Therefore, regardless of the type of motion-sensing
device, if the movement data can be transformed into motion-
sensing parameters such as the starting and ending coordinates (or
moving direction) and movement time, then they can be
transformed into the scene interactive parameters requested by
the interactive games.
The Framework of Multiple Input Interface
Since currently available hardware devices supporting motion
sensing vary in operating principles and characteristics, access
methods and data formats, games have to individually develop
for different platforms to support different sensing devices,
Figure 3 Development methods of Virtools.
resulting in repeated investment and long development processes.
This research presents a MII development platform that allows
program developers to focus on developing of game contents
without worrying about the different hardware properties.
Figure 5 shows the MII framework. The main aim of the MII is
to isolate the game core from the basic hardware device. The MII
obtains the displacement information from the motion-sensing
device, and transform it into motion sensing values to the back
end game core for further use. Switching between different
motion-sensing devices involves only setting MII parameters, and
does not influence the operation of the back end game core.
Additionally, supporting new motion-sensing device involves
only adding a new device plug-in to the MII, and does not require
adjusting the game core.
The MII framework adopts a modular design. The new
motion-sensing devices can be incorporated into MII by making
device plug-ins developed according to norms, and completing the
registration for MII management. Therefore, MII can access the
newly added motion-sensing device. Each device plug-in works
independently. If the game core has any unwanted motion-sensing
equipment, then it can remove the unnecessary device plug-in
without affecting other settings, thus reducing the file size.
Plug-ins for three motion-sensing devices, Wanda, MX Air,
and Wii remote, were been completed on the MII platform in this
research and three interactive games were implemented and
tested. The results were consistent with the expected goals and
stability of this research. The development platform, system
structure, and specifications are introduced as follows.
The specifications and implementation of MII are now intro-
duced. MII mainly serves as the access interface for motion-
sensing equipment and the back-end programming engine. MII is
adopted as a loader, and does not involve complex logic
computation and special hardware control, but instead is based
on a behavior graph. Figure 6 shows the behavior graph of MII.
The top of BB is the input parameters that determine the motion-
sensing device ID, which is assigned by the MII in sequence when
loading device plug-ins. After obtaining displacement informa-
tion from the given motion-sensing devices, the type of
displacement information, namely relative or absolute coordi-
nates, is determined according to the device category. The values
below the MII behavior graph are the output parameters of the
position method (relative displacement/absolute coordinates),
starting coordinates, ending coordinates, movement direction,
and movement time. If the location is obtained by relative
displacement, then only two parameters are output, namely
movement direction and movement time. If the location is
determined by absolute coordinates, then data are output in all
parameters. Adding a motion-sensing device involves only
adding one output connection point of the Switch On Parameter;
connecting the corresponding device plug-in to the output
connection point, and finally outputting the device plug-in
parameters to the MII parameter output.
A corresponding plug-in is requested for MII to support a
motion-sensing device. This research adopts Wanda, MX Air, and
Wii remote as examples to explain the development of device
plug-ins. Wanda is a built-in device in Virtools, belonging to the
VR Library. MX Air as well is a built-in device supported by
Virtools, belonging to controller library, and has similar access
method to a mouse. Device plug-ins for Wanda and MX Air are
relatively easy to develop. This research adopts behavior graphs
for packaging, and VSL to calculate and transform displacement
information. Development on devices not supported by Virtools,
such as Wii remote, is performed by the SDK. This research
adopts the function set of cWiiMote [http://thekrf.com/projects/
wii] to connect with Wii remote. Although SDK is developedFigure 5 MII framework.
Figure 4 The relationship between motion-sensing parameters and scene interactive parameters.
COURSEWARE DESIGN OF PROJECT RESEARCH 5
under the VC environment, Virtools has its own developmentframework. Therefore, cWiiMote is rewritten to satisfy the
requirements of Virtools SDK.
For examining the usability and acceptability of the proposed
system, this research applies MII to a course Project Research.
The following are three case studies that designed by three teams.
The three teams have never used Virtools before. They finish their
works of interactive game in three semesters, and National
Science Council, Taiwan, approved the two college student
research projects. The three case studies show that the MII
framework is effective for developing motion-sensing game.
In addition to developing a MII development platform, this
work considers two game types as examples to explain the
development of motion-sensing games in MII. The first game is a
SPT (Sports Game) as shown in Figure 7. The game was
developed by two students in 2007. The game named Struck Out,
requires the player to bat the coming balls to hit the nine boards in
front. The player who hits off all number boards with the fewest
balls obtains the highest score. The control of the bat is connected
with the motion-sensing device. The game is mainly to test the
timing and direction of bat swinging of the player.
Many aspects of the game involve with detection of object
collision, such as collisions between bat and ball, and between
ball and number board. The Physicalize BB of the physics library
in Virtools is adopted to calculate the collision detection. The
Physicalize BB is very simple to use. It is mainly adopted assign
physical features such as weight and flexibility to the 3D models
in the gaming scenes, and to detect collisions between two virtual
objects. Figure 8 shows the schematic for the ball processing
when the ball hits by the bat. The left part represents MII
obtaining the motion-sensing parameters by calculating the bat
swinging force and direction. The right part is to transmit the
force data to the ball to strike out. The right part of the process is
the Physicalize BB, which provides its physical features.
The second game is a first personal shooting game (FPS) as
shown in Figure 9. The game was developed by three students in
2008. In the game named Dungeon Keeper, the player has to
adopt weapons to knock down coming monsters. Knocking down
more monsters leads to a higher score. The weapon control is
connected with motion-sensing devices. Different gestures can
bring about different types of attacks. The game is mainly to test
the timing and reaction of the player in adopting different attacks.
To increase the fun of the game, it is designed to trigger
different attacks in different directions and tracks of the motion-
sensing devices swung by the user. Some attacks are forceful but
can be used against only one monster. Other attacks can be used
against a group of enemies, but require preparation time to collect
The third game is a SPT (Sports Game) as shown in
Figure 10. The game was developed by three students in 2009.
The game named Boxing.Net, requires players wield Wii remote
to punch opponent. In the game, networking is a new function to
support two players playing with each other. The network
protocol uses TCP/IP, which can translate data through Internet,
and then, providing a game environment without limited with
For transmitting data through network, this research designs
a BB TCP_Socket. Virtools provides multi-user library which
supports many high level BBs, such as distributed object,
message management, session management, and user manage-
ment. By using these BBs, developing a multi-user game is very
easy, but the library costs expensive. With Visual Studio 2003,
this research uses SDK and socket to design client BB, and game
server designs with Java. The server and clients connect by using
TCP/IP protocol. In Figure 11, the client schematic manages
network connection and transmission. The BB TCP_Socket
has three behaviour inputs (On/SendIn/Off), four behaviourFigure 7 The screen of Struck Out.
Figure 6 Expanded behavior graph of MII.
outputs (Out/SendOut/DataIn/Error), four parameter inputs (IP/
Port/SendProtocol/SendMessage) and four parameter outputs
First, the parameter inputs IP and Port are assigned to
connect game server. And then, behaviour inputs activate or
deactivate the BB. By using behaviour input SendIn, the BB
sends data in parameter inputs SendProtocol and SendMes-
sage to the other player through game server. When the BB gets
data through game server, the behaviour output DataIn
activates the following BB Switch On Parameter. And then,
the BB Switch On Parameter get data from parameter outputs
SenderID, ReceiveProtocol and ReceiveMessage to
deals with network connection.
The proposed system provides a straightforward and simple
method of designing interactive game. After using the proposed
system, eight participations were interviewed. The interview was
designed to collect the opinions of the students. From the result of
interview, the main comments of disadvantage are discussed.
The design method of Virtools is different from other
familiar programming languages, such as C, Java. The designmethod of Virtools is represented in flowcharts. The participating
students have to spend additional time to learn the new design
method. But the students also mention that flowcharts are familiar
tools of programming languages and easier to understand than
The purpose of MII framework is reducing development
processes and hiding hardware characteristics, and then students
can focus on system function and creative design. The output
parameters of MII are starting coordinates, ending coordinates,
movement direction, and movement time. When designing
interactive game, some advanced functions are required, such
as hand gesture or full body motion. The students have to design
these functions by themselves. In future works, The MII will
provide some predefined hand gestures to solve the problem.
CONCLUSIONS AND FUTURE WORKS
Home entertainment with PC based is the future trend. Powerful
PCs support and integrate many multimedia devices. Home
theater personal computer (HTPCs) had become popular devices
in modern living room. Family gaming consoles, such as
XBOX360, PS3, Wii, require certification fee to design and vend
gaming software. For departments of information technology in
universities, it is necessary to teach and train students to
understand and use these technologies. This research proposed
extra functions for HTPC with lower cost and less difficulty than
particular family gaming consoles. After the training of the
proposed course design, students have abilities to use simple tools
and PC to design interactive game.
The feasibility and stability have been verified by using
three examples of two game types. All games can correctly
execute and meet the requirements of the games after testing,
Figure 8 The schematic of ball hit by bat.
Figure 9 The screen of Dungeon Keeper. Figure 10 The screen of Boxing.Net.
COURSEWARE DESIGN OF PROJECT RESEARCH 7
confirming that the proposed framework helps game designers to
develop motion-sensing games quickly.
Future work is in two directions. The first direction is to
support additional motion-sensing devices and functions. This
research has developed three device plug-ins covering different
types of location methods. The next phase will be to support new
motion-sensing devices such as the EEE Stick newly introduced
by ASUS [http://www.asus.com], CyWee newly introduced by
Industrial Technology Research Institute of Taiwan [http://
www.itri.org.tw]. And, the advanced function, hand gesture, will
be included to provide more interactive methods. The second
direction is to widen the application areas of MII. This research
adopts MII to develop motion-sensing games, controlling the
game by hand movements. Future work will be to track hand
movements to enable users to control games using many hand
gestures. This feature could also be adopted in other applications
such as controlling the humanmachine interfaces of householdappliances.
The author would like to thank the National Science Council of
the Republic of China, Taiwan for financially supporting this
research under Contract No. NSC 96-2815-C-426-005-E and
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YuLung Wu received the PhD degree in
computer engineering from Chung-Yuan
Christian University in 2005. He is an assistant
professor in the Department of Information
and Communication, Kun Shan University,
Taiwan. His research interests primarily lies in
learning technologies and interactive designs.
Figure 11 The schematic of network connection.