
Flash Mx for Interative Simulation
by Kaye, Jonathan M., Ph.D.; Castillo, David-
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Summary
Table of Contents
Project Fundamentals and Planning | p. 1 |
Simulation and Flash | p. 3 |
What Is Device Simulation? | p. 4 |
Why Is Device Simulation Important? | p. 4 |
Movie Clip Fundamentals | p. 9 |
Movie Clip Basics | p. 9 |
The Stage Coordinate System | p. 10 |
Movie Clip Properties | p. 11 |
Movie Clip Addressing | p. 14 |
Movie Clip Event Handlers | p. 15 |
Movie Clip versus Function and Object Persistence | p. 17 |
The Process Perspective | p. 19 |
Overview of Project Approach | p. 19 |
Team Roles and Responsibilities | p. 20 |
The Development Process | p. 25 |
Asset Production | p. 39 |
Developing an Asset Inventory | p. 39 |
Naming Conventions | p. 40 |
Planning and Research Assets | p. 41 |
Presentation Interface Design Assets | p. 42 |
Complex Media Design Assets | p. 42 |
Implementation Assets | p. 44 |
Simulator Architecture | p. 49 |
Object-Oriented Programming in Flash | p. 51 |
What Is an Object? | p. 51 |
Defining Objects with Classes | p. 53 |
Inheritance | p. 55 |
Creating Movie Clip Instances Programmatically | p. 60 |
Simulator Architecture | p. 63 |
Real Device versus Simulator | p. 63 |
The UCM Architecture | p. 65 |
Layer Communication | p. 68 |
The State Engine Data Structure | p. 70 |
Advanced Applications | p. 73 |
Describing Behaviors Using Statecharts | p. 75 |
What Is a Statechart? | p. 76 |
States | p. 77 |
Transitions | p. 84 |
Actions and Activities | p. 91 |
Event-Action Tables | p. 98 |
Techniques for Describing Behavior | p. 103 |
Statechart Rules | p. 103 |
State Rules | p. 106 |
Event Rules | p. 108 |
Transition Rules | p. 109 |
Action and Activity Rules | p. 112 |
Constructing the Elements of Simulation | p. 115 |
Introduction to Simulator Construction | p. 117 |
Interface Panel Arrangement | p. 119 |
Control Object Layer Construction | p. 120 |
Model Layer Construction | p. 132 |
Connecting and Activating the Layers | p. 138 |
Device Configuration | p. 139 |
Flash MX Components | p. 143 |
The Assignment: An Isosceles Triangle Component | p. 144 |
Beyond Component Basics | p. 164 |
Simple Interface Objects | p. 169 |
Visual Interface Projects | p. 169 |
FISBase: Basic Object Functionality | p. 170 |
FISLamp | p. 172 |
FISButton: Momentary Push Button | p. 176 |
FISButtonToggle: Toggle Push Button | p. 180 |
FISSwitch: Switch | p. 181 |
FISSlider: Slider | p. 186 |
FISRndDial: Round Dial | p. 192 |
FISSectDial: Sector Dial | p. 195 |
Nonvisual Objects | p. 199 |
Time-Based Activities | p. 199 |
Time-Based Activity Using SetInterval | p. 200 |
FISTimer: Countdown Timer | p. 201 |
FISStopwatch: Stopwatch | p. 204 |
Advanced Interface Objects | p. 209 |
FISKeypad: Keypad | p. 210 |
FISDigits: Digital Numeric Display | p. 214 |
FISDigitsX: Alphanumeric Display | p. 217 |
FISBDial: Barrel Dial | p. 219 |
FISJog: Jog Knob | p. 222 |
FISPot: Potentiometer | p. 231 |
FISJoystick: Joystick | p. 233 |
FISButtonRep: Repeater Button | p. 237 |
Model Layer Simulation | p. 243 |
Developing a Model | p. 244 |
Computational Forms | p. 245 |
Model Coordination with the State Engine | p. 246 |
Modeling the Interaction of Devices with the Real World | p. 251 |
Hands-on Device Construction | p. 253 |
Modeling a Crane Arm | p. 255 |
User Interface | p. 255 |
Control Object | p. 256 |
Model Object | p. 261 |
Modeling an Analog/Digital Wristwatch | p. 269 |
The First Assignment | p. 269 |
Extending the Design | p. 294 |
Creating a Fish Finder | p. 307 |
The Fish Finder Functions | p. 307 |
The User Interface | p. 307 |
The Control Object | p. 309 |
The Model Object | p. 323 |
My First Cell Phone | p. 333 |
Behavior Requirements and Architecture | p. 334 |
Interface Panel Arrangement | p. 337 |
Control Object Layer Construction | p. 338 |
Model Layer Construction | p. 355 |
Connecting and Activating the Layers | p. 361 |
Testing and Configuring the Phone | p. 362 |
Authoring Simulation-Based Instruction | p. 363 |
Performance Analysis | p. 365 |
What Is Performance Analysis? | p. 365 |
Key Concept: Performance Is Behavior and Accomplishment | p. 366 |
Define Performance in Observable Terms | p. 366 |
Performance Requirements | p. 367 |
Recognize That Different Audiences Have Different Instructional Goals | p. 368 |
Defining Performance Problems | p. 368 |
Identify Root Causes | p. 368 |
Solutions Brokering | p. 371 |
Performance Objectives | p. 372 |
Involve Subject Matter Experts and Master Operators | p. 372 |
State the Outcome | p. 372 |
Characteristics of Mastery Performance | p. 373 |
Instructional Presentation | p. 375 |
Audience Analysis | p. 375 |
Skill Building | p. 377 |
Instructional Strategies | p. 380 |
Establishing Elemental Skills | p. 383 |
Task Analysis | p. 383 |
Designing Instructional Exercises | p. 385 |
Developing a Content Outline | p. 389 |
Writing the Script and Coding the Tutorial | p. 391 |
Evaluating Learner Responses | p. 399 |
Practice and Drills | p. 401 |
Mastery Performance Revisited | p. 401 |
Measurement | p. 401 |
Use of Drills | p. 402 |
Flash-Based Practice Engine Implementation | p. 403 |
Testing and Assessment | p. 409 |
Evaluating Learner Satisfaction | p. 409 |
Evaluate Knowledge Acquisition | p. 413 |
Evaluating Learner Performance | p. 418 |
Evaluating Results | p. 420 |
Other Testing Considerations | p. 421 |
Bringing It All Together | p. 425 |
Integrating Simulator and Presentation | p. 427 |
Placing a Simulator within a Flash Presentation | p. 427 |
Controlling the Simulator from the Presentation | p. 429 |
Presentation Notification | p. 434 |
Integrating Flash Objects with Authorware and Director | p. 436 |
Data Capture and Transmission | p. 445 |
Do You Need a Learning Management System? | p. 445 |
What Are AICC and SCORM? | p. 446 |
AICC Data Requirements | p. 447 |
Designing Trackable Simulation-Based Lessons | p. 450 |
Creating a Data Structure for Interaction Data | p. 450 |
Creating an Interaction Tracking Array | p. 450 |
Preparing the Lesson to Capture Interaction Data | p. 451 |
Preparing the Lesson to Capture Completion Data | p. 452 |
Tracking Scripts | p. 452 |
Usability Testing | p. 455 |
Preparing the Program for Testing | p. 455 |
Equipment Setup | p. 456 |
Observation Setup | p. 457 |
Questionnaires and Documents about Users | p. 458 |
Post-interview Questionnaire | p. 458 |
Legal Forms | p. 459 |
Nondisclosure Forms | p. 459 |
Video Release | p. 459 |
Observation Sheet | p. 459 |
Pretest and Posttest | p. 460 |
Preparing for Testing | p. 460 |
Rules to Follow When Conducting Usability Testing | p. 461 |
Motivation versus Instructional Errors | p. 462 |
Useful Data Tracking | p. 462 |
Item Analysis | p. 463 |
Manual Data Collection | p. 463 |
Test Report | p. 463 |
Case Studies | p. 465 |
How to Use an Abacus | p. 465 |
Applying My First Cell Phone | p. 482 |
Postscript | p. 501 |
Glossary | p. 503 |
Index | p. 507 |
Appendices A to F can be found on the companion CD-ROM | |
Flash and Simulation Web Resources [CD-ROM] | |
Quick Reference: Creating State Engines [CD-ROM] | |
Flash State Engine Implementation [CD-ROM] | |
State Engine Reference [CD-ROM] | |
Errors and Warnings Reference [CD-ROM] | |
Additional Design Materials [CD-ROM] | |
Table of Contents provided by Syndetics. All Rights Reserved. |
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