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Explosive Ordinance Disposal: Motion Sensor Simulator in
Nintendo Wii
+44 (0)20 7911 5000 ext 64552 mentzem@westminster.ac.uk m.tanasa@my.westminster.ac.
uk
aprotopsaltis@
D.Economou@wmin.ac.uk
ABSTRACT
Simulation based games attempt to replicate real life or fiction scenarios for the purposes of learning, training, investigating or predicting results. This paper presents a case study of a simulation based on drones which are primarily used by Explosive Ordinance Disposal Units (E.O.D.) in the investigation and disposal of bomb
threats in Nintendo Wii, to examine different methods and techniques of player immersion, adaptation and learning. The paper presents background research has been conducted for the design and implementation of the E.O.D. simulator. The simulated
environment demonstrates its usefulness over a number of real bomb scenarios where player has to actively inspect the environment to locate and dispose of any potential bomb threats in an efficient manner.
Categories and Subject Descriptors
D.1.5 [Object-oriented Programming]; H.5.2 [User Interfaces] Input devices and strategies, Screen design; I.2 [Artificial Intelligence] ; I.2.1 [Applications and Expert Systems] Games.
General Terms
Algorithms, Documentation, Performance, Design, Experimentation.
Keywords
FSM (Finite State Machine), Game Engine, Object Oriented, SDK (Software Development Kit), AABB (Axis Aligned Bounding Box), OOBB(Object Aligned Bounding Box) , SIVET (Simulated
Infrared/Visible Engagements with Targets), AVT (Automatic Video Tracking), PEO STRI(Program Executive Office for Simulation, Training and Instrumentation), IGs (Image Generators), VR(Virtual Reality), XNA Pipeline.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first pa
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