Tuesday, May 22, 2018

How game can help for Education

How Game can help for Education

Game can help many ways to learn about the educational facts. We can give many example
For the above title. That are:-

Less Expensive, More Flexible

Depending on the size of your company, setting up a whole classroom training program can become a bit tricky. Most of the time, learners must cross the world to attend the classroom training. This is forcing them to waste time and energy during travel. Each time, those direct and indirect costs will be supported by the company.

They Enhance Motivation. 

Into “games for learning” there are two important words that may seem contradictory. In fact, if those two words are used correctly together, it will be the perfect match!
Games' notion is important for your learners. This is the reason of why they will be motivated and interested in the training. Everybody likes to play and have fun, even more when you learn skills at the same time. Moreover, your learners will want to win in the training and have the best result they can.

They Help Setup Engaging Scenarios.

The more important thing in games for learning is to have an engaging scenario. A scenario is a combination of environments and characters that make you learners feel they are in a real universe. They must be familiar with the game’s environment to care about their training. The closer to the reality the scenario will be, the more the learners will be engaged into the training.

 They Help Evaluate Your Learners With Many Ways

One of the main advantages of games for learning compared to classic training is that you can evaluate your learners by different ways. In a classic training, you can evaluate your learners by a quiz at the end of the training, but it is a bit too "scholar" for professionals… especially with new generations!

 They Establish Educational Goals.
Educational goals are important ingredients of engaging games for learning. It will be the most important part to allow your learners to earn new skills. When you create games for learning, you must have established your educational structure if you want to set up your training as a professional training and not as simple games. This is the only part you cannot do with a serious games authoring tool.

We are use Unity Game engine for create the game
At Unity, we aim to maximize the transformative impact of Machine Learning for researchers and developers alike. Our Machine Learning tools, combined with the Unity platform, promote innovation. To further strengthen the Machine Learning community, we provide a forum where researchers and developers can exchange information, share projects, and support one another to advance the field.

We are use Blender for creating the object and game background of the our game
Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, even video editing and game creation

User interface design

User interface design

Interface design must center on usability, and user must participate in the design process. It is not possible usable interfaces without some experimention. Few people can anticipate how user will react to an interface and consequently one cannot expect to design an acceptable interface  directly from user requirements. Instead, the design becomes iteractive, with experimentation and testing, until a suitable interface is produced. Such experimentation must be integrated with the  development cycle.

Interface design can thus be quite a complex and laborious process unless we have tools that enable us easily to construct trial interface and quickly change them. Such experimentation is not possible if each new trial requires us to write programs for the presantation, as well as to program the often complex dialogs between the user and computer. Often compromises are made in designing screens to reduce programing cost, but these may result in reduced interface effectiveness. Effective interfaces can only be designed by using high-level tools for defining interfaces without such laborious programing. Such tools are now becoming available.

Basic layer-window support or menu support

Presentation layer-allow user to define presentations particular to their problem

Dialog layer-allow user to define dialogs for their particular problem

Reference
Introduction to System analysis and design-4th edition-Igor Hawryszkiewycz

Friday, May 18, 2018

Converting E-ERD to Physical DBMS Step by Step


A step-by-step approach and techniques used to create the database.



·         Extracting information from System Requirement Specification E-ERD.

·         Generating conceptual data entities.

·         Transforming a conceptual model into a logical one.

·         Schema refinement.

·         Building a physical database from a logical model.







Conceptual modeling



Capturing core entities

Identifying entity attributes

Creating unique identifiers

Graphically representing a conceptual model



Logical modeling



Apply data types to entity attributes

Describing relationships: one-to-one, one-to-many, many-to-many

Building recursive relationships

                       

                       









Schema refinement



Normalization Techniques

Avoiding update anomalies

Identifying functional dependencies

Applying rules for normalization

Normalizing multi-valued attributes

Building a Relational Database







Physical database design



Implementing keys from unique identifiers

Building foreign keys from relationships







Tools that can be used 



·         Visual Paradigm Community Edition.

·         ERDPlus  (https://erdplus.com/#/)
 

Schema refinement in DBMS

Schema refinement


Normalization is the process of splitting relations into well-structured relations that allow users to insert, delete, and update tuples without introducing database inconsistencies. Without normalization many problems can occur when trying to load an integrated conceptual model into the database management system. These problems arise from relations that are generated directly from user views are called anomalies. There are three types of anomalies:

Update anomalies.
Deletion anomalies.
Insertion anomalies.

            Update anomalies

An update anomaly is a data inconsistency that results from data redundancy and a partial update.


Deletion anomalies

            A deletion anomaly is the unintended loss of data due to deletion of other data.
           
            Insertion anomalies

An insertion anomaly is the inability to add data to the database due to absence of other data.


           
            Also there is need to do more work in normalization other than avoiding anomalies
·         Identify functional dependencies.
·         Applying rules for normalization.
·         Normalizing multi value attributes.

Wednesday, May 2, 2018

Controlling GameObjects using components

Controlling GameObjects using components

In the Unity Editor, you make changes to Component properties using the 
 Inspector. So, for example, changes to the position values of the Transform Component will result in a change to the GameObject’s position. Similarly, you can change the color of a Renderer’s material or the mass of a Rigidbody with a corresponding effect on the appearance or behavior of the GameObject. For the most part, scripting is also about modifying Component properties to manipulate GameObjects. The difference, though, is that a script can vary a property’s value gradually over time or in response to input from the user. By changing, creating and destroying objects at the right time, any kind of gameplay can be implemented.

https://docs.unity3d.com/Manual/ControllingGameObjectsComponents.html

Rigidbody overview

A Rigidbody is the main component that enables physical behaviour for a GameObject. With a Rigidbody attached, the object will immediately respond to gravity. If one or more Collider components are also added, the GameObject is moved by incoming collisions.
Since a Rigidbody component takes over the movement of the GameObject it is attached to, you shouldn’t try to move it from a script by changing the Transform properties such as position and rotation. Instead, you should apply forces to push the GameObject and let the physics engine calculate the results.
There are some cases where you might want a GameObject to have a Rigidbody without having its motion controlled by the physics engine. For example, you may want to control your character directly from script code but still allow it to be detected by triggers (see Triggers under the Colliders topic). This kind of non-physical motion produced from a script is known as kinematic motion. The Rigidbody component has a property called Is Kinematic which removes it from the control of the physics engine and allow it to be moved kinematically from a script. It is possible to change the value of Is Kinematic from a script to allow physics to be switched on and off for an object, but this comes with a performance overhead and should be used sparingly.
See the Rigidbody and Rigidbody 2D reference pages for further details about the settings and scripting options for these components.

Sleeping

When a Rigidbody is moving slower than a defined minimum linear or rotational speed, the physics engine assumes it has come to a halt. When this happens, the GameObject does not move again until it receives a collision or force, and so it is set to “sleeping” mode. This optimisation means that no processor time is spent updating the Rigidbody until the next time it is “awoken” (that is, set in motion again).
For most purposes, the sleeping and waking of a Rigidbody component happens transparently. However, a GameObject might fail to wake up if a Static Collider (that is, one without a Rigidbody) is moved into it or away from it by modifying the Transform position. This might result, say, in the Rigidbody GameObject hanging in the air when the floor has been moved out from beneath it. In cases like this, the GameObject can be woken explicitly using the WakeUp function. See the Rigidbody and Rigidbody 2D component pages for more information about sleeping.

Thursday, February 22, 2018

Networking and Multiplayer gaming in Unity

Unity has a built in High-Level API that make ease of the use of the multiplayer gaming.

High-Level scripting API(HLAPI)

   This High-Level API helps to access commands that will cover the most of the common                      requirements in multiplayer gaming without to need of go through the more advance and complex      lower level implementation. 

   High-Level API has Network Manager that controls the state of the game.


   Network Manager

   Manage the state of the game. This is implement using the High-Level API which means those            control state can be accessible for the developer through scripting. Network Manager collect the        lot of functional content into a single space that make the create, run and debugger can be done in      one place. 
   Network Manager has:
  •           Game State management
  •           Spawning management
  •           Scene management
  •           Debugging information
  •           Matchmaking
  •           Customization
   Game state management
      In multiplayer network gaming there is three modes- as a client, as a server and host(working as         server and client both). Networking game should be designed to work the same code and assets           in  any of these three scenarios. 
            




How game can help for Education

How Game can help for Education Game can help many ways to learn about the educational facts. We can give many example For the above title...