Virtual Annelöv, an
educational MORPG based on
Why Virtual Annelöv?
Motivations and Goals
New opportunity for people with physical
Experiment Role Playing Game paradigm for
creating cooperation among the users
Learn and enjoy a visit to an archaeological
Gain of public visibility for the archaeologists
Convey critical cultural content
Experiment Open Source software (Crystal
People with physical disabilities, but
enough arm function and no sight
problems. Individuals that wants to
have such experience.
Age: 13 – 40 (english as language,
high computer skills, critical
The archaeologists at the Swedish
National Heritage Board.
Physical accessibility issues have got a lot of
attention in the latest years (building design,
town planning, etc.)
Interest in the process of equalization for people
Monuments must be preserved
Historical places have structural obstacles that
impede complete accessibility
The financial aspect is relevant
Virtual Archaeology: reconstructions, tools for archaeologists
Educational 3D worlds: learning by doing
Lack of interest in the users
Absence of interaction with the environment and cooperation
Shrine – SEE (Shrine Educational Experience)
RPGs – Role Playing Games
MUDs and MMORPGs (online RPGs)
have been successful
It consists of the interpretation of a
character in a specific background
It is involving and stimulates the
cooperation among the players
Correct development of the game thanks
to the Game Master
Everybody can play RPGs!
Development of the project
1. Conceptual design and cooperation with the
archaeologists: background knowledge, GIS data,
interviews, objects from the excavation
2. Modelling of the VE based on the archaeologists’
3. Exporting of the model to Crystal Space format
4. Implementation phase and 2D Art: use of Planeshift
5. Tests with the target user group
6. Analysis of the obtained results
Conceptual Design (1)
User Scenarios - Storyboards
User scenarios planned
with the archaeologists.
Realization of storyboards.
Feedback of the
archaeologists over the
Suggestions on the
structure of the application
Conceptual Design (2)
Organization of the Game
The game is structured in two sessions (60 minutes
The concept of session avoids idleness and makes
easier the organization of the game.
Free exploration with the aim of gathering
RPG takes place. The scenario is previously
specified through email.
Conceptual Design (3)
The content is spread in the Virtual Environment.
People should learn some basic concept
about Bronze Age in southern Sweden and
about the archaeologist work.
The 3D Archaeological Scenario
The archaeological scenario is based on archaeological
GIS data (ArchView) of the landscape and of the
3D laser scanner used for the artifacts
Tools: 3D Studio Max 5.1, Blender (avatars), Cal3D
Landscape imported in VRML format from ArchView (GIS
Modelling of the objects based on drawings and pictures
Textures found on free textures archives and real pictures
for existing objects
Artifacts scanned with a 3D laser
Exporting to Crystal Space
Crystal Space exporter format: the
concepts of genmeshes and
thingmeshes, factories, LOD, etc.
Crystal Space requirements: alpha
channels, keycolor, etc.
Exporting dynamic lights, particles
system, portals and sectors, player
Frustvis or Dynavis?
E.g. Skydome as genmesh with
Bad UV Coordinates
The 3D World
Single server handles
all game activity.
Client All player clients
(psclient) connect to it the same
Server Client Single DB for all.
(psserver) AI managed in
Client connected to server
Multiple AI clients
supported, but not
From Planeshift to Virtual Annelöv
Analysis of the player
Analysis of the GUI
Planning of new features
Clean up of the database
Updates from CS/CEL on a daily base
Manual merge from PS on a daily base
Loading of the lightmaps on the client: lightmaps.zip
for all maps (CS!)
Registration of the user within the client
Cleaning up of the GUI and commands
Simplification of the combats
Possibility to view a video file (lost of portability) and
pictures (improved Action Locations)
Replacement of objects in predefined location.
Adaptation of digging
“Pushing” of flagged objects
Based on the REAL (Relevance Effectiveness Attitude
Effectiveness and Learnability First Test
Relevance and Attitude Second Test
First Test Second Test
Thinking Aloud Full experience
User tasks Three people with
Interview motor impairment
Minor interface Results:
issues Second session
Rather intuitive more effective
Some bugs Positive
• Problems: visualization of a not existing place,
open source issues, usability issues, ...
• Positive aspects: good cooperation with
archaeologists, open source advantages, good
response from end users, ...
•The present: Swedish National Heritage Board.