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Mult Media Assignment#1

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0% found this document useful (0 votes)
4 views10 pages

Mult Media Assignment#1

Uploaded by

Amgd Talal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Multimedia Systems Course

Assignment#1
Assignment objective and goal
In this assignment, students will be:
1. Learning how to install the Unity core engine and development
environment on their PC.
2. Familiar with what is Unity, why Unity, and Unity GUI.
3. Understanding how Unity works.
4. Understanding the basic concepts of game design.

1. Unity Installation:
 Download and install Unity Hub:
o In a new tab, either Google “Download Unity
Hub” or go to https://unity3d.com/get-unity/download,
then click to "Download Unity Hub". Unity Hub
allows you to manage your installations and projects,
the Unity engine itself, and Visual Studio, the
integrated Development Environment (IDE) you will
use to code in C#.
o From your Downloads folder, double-click on
the Unity Hub Setup file to begin the installation.
o Agree to Unity Terms of Service and follow the
instructions to install Unity Hub.
o Open Unity Hub for the first time and click on
the Projects, Learn, and Installs tabs as shown below:
 Install a new version of Unity:
o In the Installs tab click to "Add" a new Unity
Version. Then choose your preferred Unity version.
o Choose to install Visual Studio.
o Accept any necessary terms and conditions and
begin installation.
 Sign in or create a new Unity ID
 Once the installer is downloaded, go through it until you
reach a menu for selecting what components you wish to
install with Unity. As an example, the figure below includes
the engine itself, the documentation for the engine, an IDE;
build tools for Android and a collection of assets that you
can add in your project later on. Note that: If you are going
to use "Augmented Reality", then you have to include
"Vuforia Augmented Reality Support".

2. What is Unity?
 Unity is a cross-platform game engine. It is an integrated
game development platform. The focus of Unity lies in the
development of both 2D and 3D games and interactive
content. Unity now supports over 20 different target
platforms for deploying, while its most popular platforms are
the PC, Android and iOS systems.
 Unity features a complete toolkit for designing and
building games, including interfaces for graphics, audio, and
level-building tools, requiring minimal use of external
programs to work on projects.
3. Why Unity?
 Unity is capable of handling anything from complex,
high-end games with 3D graphics to simple interactive
content and apps in 2D.
 Unity offers developers the ability to iterate and create in
real time while running their apps. It also supports industry
standard development tools as well as a variety of file
formats to empower developer's creativity. It also supports
multiplatform development.
 Compatibility with the main multimedia or games
content development software such as Blender, Maya, 3D
Max, etc.
 Kinect Integration to the development of videogames in
Unity. To carry out this action we used the”Kinect with
MSSDK” library developed by Rumen Filkov, which is
available in the Unity Asset Store. This library uses the
Kinect SDK/Runtime provided by Microsoft for
communication with Kinect. This library provides the
Script ”KinectManager” which is used to control the sensor
and analyze the flow of data from Kinect, allowing us to get
the position of the user’s joints in real time and analyze them
 Unity offers solutions without limits. It has applications
in fields other than games, such as architecture, medicine,
automotive and education. These non-entertainment apps
and simulators have been called "Serious Games". Serious
games (SG) are a form of education and entertainment which
is designed to educate as well as to amuse. It is perceived as
games that engage users in activities other than pure
entertainment.
4. Creating your First Project
 All games made in Unity start out as Projects from the
Startup Screen. Your existing projects will show up in the
blurred region given in the figure below:
 On the top-right corner of the window, you will see the
"New" icon as shown above. Upon clicking the icon, you
will come across the Project Setup screen as shown below:

 Here, you can give your project a name, set the location
to where it is saved, set the type of project and add existing
assets.
 Click "Create Project" and let Unity set up your project’s
core files. Once your new project is created and Unity
opens, the following screen appears. we are concerned with
the following main regions (windows) as shown below:
o Scenes: This window is where we will build our Scenes.
Scenes are levels in which everything in your game
takes place. If you click on the small Game tab, you can
see a Preview window of how the game looks like to the
player.
o Inspector: It is empty for now, because we do not have
any objects in our scene.
o Scene Hierarchy (SH): It is where all the objects in your
currently open scene are listed, along with their parent-
child hierarchy. Note that to insert UI elements (e.g.
button, text, slider, etc.), right click in the (SH) and go to
Create -> UI.
o Project Assets window: All assets in your current
project are stored and kept here. All externally imported
assets such as textures, fonts and sound files are also
kept here before they are used in a scene.
o Asset Store: is one of Unity’s greatest strengths in the
game engine market; it comprises a large number of
assets, tools, scripts and even entire readymade projects
for you to download. To use the Asset Store, you need to
have a valid Unity ID. If you do not have one, you can
create one at the Unity website.
o Shader: A shader is a program that defines how every
single pixel is drawn on-screen.
o Material: In Unity (and in many 3D modelling aspects),
a Material is a file that contains information about the
lighting of an object with that material. A material is
used to define how lighting affects an object with that
material. To create your own material, then Right-click
in the Assets region, go to Create -> Material and give it
a name, say “My Material”.
5. How Unity works?
 In Unity, all gameplay takes place in scenes. Scenes are
levels in which all aspects of your game such as game levels,
the title screen, menus and cut scenes take place. By default,
a new scene in Unity will have a "Camera" object in the
scene called the "Main camera". It is possible to add multiple
cameras to the scene. The "Main camera" renders
everything that it sees or captures in a specific region called
the viewport.

 If you click on the "main Camera" in the (SH) and look


at the Inspector, it will not be empty now and will have a
series of modules in it as shown below:
 A scene itself is made out of objects, called "GameObjects".
GameObjects can be anything from the player's model to the GUI
on the screen, from buttons and enemies to invisible "managers"
like sources of sound. "GameObjects" have a set of components
attached to them, which describe how they behave in the scene, as
well as how they react to others in the scene. The most important
component for any "GameObject" is its Transform component.
Any object that exists in a scene will have a Transform component,
which defines its position, rotation and scale with respect to the
game world, or its parent if any. The additional components can be
attached to an object by clicking on "Add Component" and
selecting the desired component. We can also attach scripts to
"GameObjects", so that we can give them programmed behavior.
 The following are examples for some components:
 Render: responsible for rendering and making objects
visible.
 Collider: Define the physical collision boundaries for
objects.
 Rigidbody: Gives an object real-time physics properties
such as weight and gravity.
 Audio Source: Gives object properties to play and store
sound.
 Audio Listener: The component that actually "hears"
audio and outputs it to the player's speakers. By default, one
exists in the "main camera".
 Animator: Gives an object access to the animation
system.
 Light: Makes the object behaves as a light source, with a
variety of different effects.

6. References
 Ofer Golan et. Al. Enhancing Emotion Recognition
in Children with Autism Spectrum Conditions: An
Intervention Using Animated Vehicles with Real
Emotional Faces
(https://www.thetransporters.com/)
https://www.youtube.com/watch?v=HtgqExwjl
do&list=RDCMUC5fTA4G5qPpN1KT1-
muCOYQ&index=1
 Golan, O., & Baron-Cohen, S. (2006). Systemizing
empathy: Teaching adults with Asperger syndrome or
high-functioning autism to recognize complex
emotions using interactive multimedia.
 Kinane Daouadji et. Al. "MEDIUS: A Serious Game
for Autistic Children Based on Decision System"
 LeandroM. Almeida et. Al. "ALTRIRAS: A
Computer Game for Training Children with Autism
Spectrum Disorder in the Recognition of Basic
Emotions"
 U. Tecnology, “Unity user manual,”
https://docs.unity3d.com/Manual/index.html, Jan.
2018.
 Book: Unity Android Game Development by
Example Beginner's Guide
 Sen-ching Samson Cheung, Integrating Multimedia
into Autism Intervention, IEEE MultiMedia
 Eman Almonan et. al. "Mobile Game Approach to
Prevent Childhood Obesity Using Persuasive
Technology", 2014.
 "Save Water EG" ‫أوه ىعبت إىنتزونُت عيً ٍستىي اىىطن‬
.‫ ىيتىعُت بتزشُذ استهالك اىَُاه واىحفاظ عيُها ٍن اإلهذار‬،ٍ‫اىعزب‬
ٍ‫ حُث تقىً اىشخصُاث اىت‬،‫اىيعبت تهذف إىً تزسُخ ٍفهىً اىتزشُذ ىذي اىَىاطنُن‬
‫تحتىَها تيل اىيعبت (شخصُت ىيَهنذس واىنَُُائٍ واىَحصو واىفنٍ) بَنع رش اىطزق‬
‫ وغيك‬،‫ واىتصذٌ ىظاهزة غسُو اىسجاد‬،‫ وغيك صنابُز اىَُاه اىَفتىحت‬،ٌُ‫باىخزاط‬
‫ ومذىل تجَُع نقاط اىَُاه واىقطع اىَىفزة اىتٍ تسهٌ فٍ تزشُذ‬،ٍ‫ٍطابك اىصزف اىصح‬
‫استهالك اىَُاه‬.
End of Course Project

Video games as an application for multimedia play a significant


role in our social and leisure lives. From the earliest age on we are
learning by playing games. A lot of traditional games which are
played by parents with their children help them to develop different
skills. Modern theories of effective learning suggest that learning is
most effective when it is active, experiential, situated, problem
based and provides immediate feedback. Serious games have the
potential to offer learning experiences with these features and
through it; it is possible to reach high motivation of the learners,
which could not be met by traditional learning methods.

By the end of this course you have to develop a serious game


project in some field of your choice (refers to the references above,
in particular reference#1 (thetransporters). I attached a file called
" The_Transporter_Manuals.pdf" for explaining the idea of this
game). Also I attached a file explaining a summary for the first
three papers. Finally, be creative, be original.

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