To stop the machine, the player clicks anywhere on the puzzle screen. The next screen contains three main areas: the playing area, which is the largest on the right side, a toolbox containing parts which can be used to complete the machine and in the top right corner, a "run the machine" icon, which, if clicked-on (pressing the mouse button when the cursor is over the icon), starts the machine (see Figure 2). On the control panel, the user can also see the initial (incomplete) machine, and below, a short textual description of the problem, indicating the goal of the completed machine. The listed puzzles are of approximately increasing difficulty. When the game is started, the player is first presented with a control panel, where he or she can select a puzzle to solve (see Figure 1). The player also has the option to change air pressure and gravity and use the free-form mode to invent his/her own fantasy machines, but this function is not used in our study. The game features a total of 45 animated parts that can be used to create working machines and over 75 levels of puzzles. The tools resemble those used in every day life, and include gears, pulleys, ropes, ramps and levers, and also balls, scissors and trampolines. This action can be, for example, to shoot a basketball into a hoop. Puzzles are presented to the player in the form of an unfinished "machine" that the user has to complete, using a wide variety of simulated tools, so that the completed machine, when run, performs a predefined action. For the Concurrent condition, the source code of TIM will be modified to accommodate two inputs. Software that implements the control passing protocols will be used for the Give and Take conditions. For these conditions there will be two mice hooked into a single PC and a second mouse driver will be needed. The dyad conditions Give, Take, and Concurrent require the use of a second mouse. The Macintosh version has some inconsistencies in the interface which makes it more difficult to use than the PC version.
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