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Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
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Searching... | 30000004809707 | TR897.7 K39 2003 | Open Access Book | Book | Searching... |
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Summary
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
Part I Project Fundamentals and Planning | p. 1 |
Chapter 1 Simulation and Flash | p. 3 |
What Is Device Simulation? | p. 4 |
Why Is Device Simulation Important? | p. 4 |
Chapter 2 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 |
Chapter 3 The Process Perspective | p. 19 |
Overview of Project Approach | p. 19 |
Team Roles and Responsibilities | p. 20 |
The Development Process | p. 25 |
Chapter 4 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 |
Part II Simulator Architecture | p. 49 |
Chapter 5 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 |
Chapter 6 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 |
Chapter 7 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 |
Chapter 8 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 |
Part III Constructing the Elements of Simulation | p. 115 |
Chapter 9 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 |
Chapter 10 Flash MX Components | p. 143 |
The Assignment: An Isosceles Triangle Component | p. 144 |
Beyond Component Basics | p. 164 |
Chapter 11 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 |
Chapter 12 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 |
Chapter 13 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 |
Chapter 14 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 |
Part IV Hands-on Device Construction | p. 253 |
Chapter 15 Modeling a Crane Arm | p. 255 |
User Interface | p. 255 |
Control Object | p. 256 |
Model Object | p. 261 |
Chapter 16 Modeling an Analog/Digital Wristwatch | p. 269 |
The First Assignment | p. 269 |
Extending the Design | p. 294 |
Chapter 17 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 |
Chapter 18 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 |
Part V Authoring Simulation-Based Instruction | p. 363 |
Chapter 19 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 |
Chapter 20 Instructional Presentation | p. 375 |
Audience Analysis | p. 375 |
Skill Building | p. 377 |
Instructional Strategies | p. 380 |
Chapter 21 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 |
Chapter 22 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 |
Chapter 23 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 |
Part VI Bringing It All Together | p. 425 |
Chapter 24 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 |
Chapter 25 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 |
Chapter 26 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 |
Chapter 27 Case Studies | p. 465 |
Case Study 1 How to Use an Abacus | p. 465 |
Case Study 2 Applying My First Cell Phone | p. 482 |
Postscript | p. 501 |
Glossary | p. 503 |
Index | p. 507 |
Appendices Appendices A to F can be found on the companion CD-ROM | |
Appendix A Flash and Simulation Web Resources [CD-ROM] | |
Appendix B Quick Reference: Creating State Engines [CD-ROM] | |
Appendix C Flash State Engine Implementation [CD-ROM] | |
Appendix D State Engine Reference [CD-ROM] | |
Appendix E Errors and Warnings Reference [CD-ROM] | |
Appendix F Additional Design Materials [CD-ROM] |