Flash Mx for Interative Simulation

by ;
Edition: 1st
Format: Paperback
Pub. Date: 2002-11-18
Publisher(s): Cengage Learning
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Summary

Together with its CD-ROM and companion Web site, Flash MX for Interactive Product Simulation (www.FlashSim.com) is the first definitive package designed to lead readers to success in using Flash MX to deliver interactive product simulations for use in online- and CD-ROM-based training, promotion and prototyping. Flash MX for Interactive Product Simulation teaches a proven methodology for streamlining the planning, design, and implementation of realistic device simulations. Practical, step-by-step examples and working simulators demonstrate how to apply this methodology to the construction of a variety of devices, from cell phones to cranes. This tried-and-true approach will guide even the most complicated simulation project to a successful conclusion. Readers will find that their simulations are easier to program, maintain, and upgrade. The book even includes an extensive starter toolkit of interfaces objects (such as dials, gauges, timers, and knobs), implemented as Flash MX Components, that can be reused by readers in their own simulation projects.

Table of Contents

Project Fundamentals and Planningp. 1
Simulation and Flashp. 3
What Is Device Simulation?p. 4
Why Is Device Simulation Important?p. 4
Movie Clip Fundamentalsp. 9
Movie Clip Basicsp. 9
The Stage Coordinate Systemp. 10
Movie Clip Propertiesp. 11
Movie Clip Addressingp. 14
Movie Clip Event Handlersp. 15
Movie Clip versus Function and Object Persistencep. 17
The Process Perspectivep. 19
Overview of Project Approachp. 19
Team Roles and Responsibilitiesp. 20
The Development Processp. 25
Asset Productionp. 39
Developing an Asset Inventoryp. 39
Naming Conventionsp. 40
Planning and Research Assetsp. 41
Presentation Interface Design Assetsp. 42
Complex Media Design Assetsp. 42
Implementation Assetsp. 44
Simulator Architecturep. 49
Object-Oriented Programming in Flashp. 51
What Is an Object?p. 51
Defining Objects with Classesp. 53
Inheritancep. 55
Creating Movie Clip Instances Programmaticallyp. 60
Simulator Architecturep. 63
Real Device versus Simulatorp. 63
The UCM Architecturep. 65
Layer Communicationp. 68
The State Engine Data Structurep. 70
Advanced Applicationsp. 73
Describing Behaviors Using Statechartsp. 75
What Is a Statechart?p. 76
Statesp. 77
Transitionsp. 84
Actions and Activitiesp. 91
Event-Action Tablesp. 98
Techniques for Describing Behaviorp. 103
Statechart Rulesp. 103
State Rulesp. 106
Event Rulesp. 108
Transition Rulesp. 109
Action and Activity Rulesp. 112
Constructing the Elements of Simulationp. 115
Introduction to Simulator Constructionp. 117
Interface Panel Arrangementp. 119
Control Object Layer Constructionp. 120
Model Layer Constructionp. 132
Connecting and Activating the Layersp. 138
Device Configurationp. 139
Flash MX Componentsp. 143
The Assignment: An Isosceles Triangle Componentp. 144
Beyond Component Basicsp. 164
Simple Interface Objectsp. 169
Visual Interface Projectsp. 169
FISBase: Basic Object Functionalityp. 170
FISLampp. 172
FISButton: Momentary Push Buttonp. 176
FISButtonToggle: Toggle Push Buttonp. 180
FISSwitch: Switchp. 181
FISSlider: Sliderp. 186
FISRndDial: Round Dialp. 192
FISSectDial: Sector Dialp. 195
Nonvisual Objectsp. 199
Time-Based Activitiesp. 199
Time-Based Activity Using SetIntervalp. 200
FISTimer: Countdown Timerp. 201
FISStopwatch: Stopwatchp. 204
Advanced Interface Objectsp. 209
FISKeypad: Keypadp. 210
FISDigits: Digital Numeric Displayp. 214
FISDigitsX: Alphanumeric Displayp. 217
FISBDial: Barrel Dialp. 219
FISJog: Jog Knobp. 222
FISPot: Potentiometerp. 231
FISJoystick: Joystickp. 233
FISButtonRep: Repeater Buttonp. 237
Model Layer Simulationp. 243
Developing a Modelp. 244
Computational Formsp. 245
Model Coordination with the State Enginep. 246
Modeling the Interaction of Devices with the Real Worldp. 251
Hands-on Device Constructionp. 253
Modeling a Crane Armp. 255
User Interfacep. 255
Control Objectp. 256
Model Objectp. 261
Modeling an Analog/Digital Wristwatchp. 269
The First Assignmentp. 269
Extending the Designp. 294
Creating a Fish Finderp. 307
The Fish Finder Functionsp. 307
The User Interfacep. 307
The Control Objectp. 309
The Model Objectp. 323
My First Cell Phonep. 333
Behavior Requirements and Architecturep. 334
Interface Panel Arrangementp. 337
Control Object Layer Constructionp. 338
Model Layer Constructionp. 355
Connecting and Activating the Layersp. 361
Testing and Configuring the Phonep. 362
Authoring Simulation-Based Instructionp. 363
Performance Analysisp. 365
What Is Performance Analysis?p. 365
Key Concept: Performance Is Behavior and Accomplishmentp. 366
Define Performance in Observable Termsp. 366
Performance Requirementsp. 367
Recognize That Different Audiences Have Different Instructional Goalsp. 368
Defining Performance Problemsp. 368
Identify Root Causesp. 368
Solutions Brokeringp. 371
Performance Objectivesp. 372
Involve Subject Matter Experts and Master Operatorsp. 372
State the Outcomep. 372
Characteristics of Mastery Performancep. 373
Instructional Presentationp. 375
Audience Analysisp. 375
Skill Buildingp. 377
Instructional Strategiesp. 380
Establishing Elemental Skillsp. 383
Task Analysisp. 383
Designing Instructional Exercisesp. 385
Developing a Content Outlinep. 389
Writing the Script and Coding the Tutorialp. 391
Evaluating Learner Responsesp. 399
Practice and Drillsp. 401
Mastery Performance Revisitedp. 401
Measurementp. 401
Use of Drillsp. 402
Flash-Based Practice Engine Implementationp. 403
Testing and Assessmentp. 409
Evaluating Learner Satisfactionp. 409
Evaluate Knowledge Acquisitionp. 413
Evaluating Learner Performancep. 418
Evaluating Resultsp. 420
Other Testing Considerationsp. 421
Bringing It All Togetherp. 425
Integrating Simulator and Presentationp. 427
Placing a Simulator within a Flash Presentationp. 427
Controlling the Simulator from the Presentationp. 429
Presentation Notificationp. 434
Integrating Flash Objects with Authorware and Directorp. 436
Data Capture and Transmissionp. 445
Do You Need a Learning Management System?p. 445
What Are AICC and SCORM?p. 446
AICC Data Requirementsp. 447
Designing Trackable Simulation-Based Lessonsp. 450
Creating a Data Structure for Interaction Datap. 450
Creating an Interaction Tracking Arrayp. 450
Preparing the Lesson to Capture Interaction Datap. 451
Preparing the Lesson to Capture Completion Datap. 452
Tracking Scriptsp. 452
Usability Testingp. 455
Preparing the Program for Testingp. 455
Equipment Setupp. 456
Observation Setupp. 457
Questionnaires and Documents about Usersp. 458
Post-interview Questionnairep. 458
Legal Formsp. 459
Nondisclosure Formsp. 459
Video Releasep. 459
Observation Sheetp. 459
Pretest and Posttestp. 460
Preparing for Testingp. 460
Rules to Follow When Conducting Usability Testingp. 461
Motivation versus Instructional Errorsp. 462
Useful Data Trackingp. 462
Item Analysisp. 463
Manual Data Collectionp. 463
Test Reportp. 463
Case Studiesp. 465
How to Use an Abacusp. 465
Applying My First Cell Phonep. 482
Postscriptp. 501
Glossaryp. 503
Indexp. 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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