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Repetitive verbal behaviors are not always harmful signs: Compensatory plasticity

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Study 1. Repetitive verbal behaviors are not always harmful signs: Compensatory plasticity

In the implementation phase, a deployment diagram is used as shown in Appendix D.4.1.

Figure D.16 illustrates the deployment diagram for this work, which contains a drum or park examiner, a traffic sign examiner, a road examiner; the driver will select one part at a time, it is not necessary to sequence.

7.7.2 Implementation Section

This section will discuss the actual implementation, using 3Dunity as a game engine.

Appendix D.4 relates to the implementation section and has been divided into subsections according to the game layout in Appendix D.4.2, the communication messages that appear to the player in Appendix D.4.3, the Java Script code used in the game in Appendix D.4.4 and finally, a screen shot of the sequence of the game in Appendix D.4.5.

The next sections will explain the implementation section, according to two directions: The first direction is divided into three categories: game layout and graphics, the animation added to the game and, finally, the programming language and Java code used in the game.

The second direction shows how the actual game was implemented based on the previous design, which was divided into four Sprint phases.

Game Layout and Graphic

The initial step is to import the car model to the 3DUnity working area, as shown in Figure D.17 which will appear in 3Dunity as in Figure D.18

The car model is an important part of the game design. In this work, some traffic sign images are imported to form part of the traffic sign test, as shown in Figure D.19. Furthermore, in Figure D.20 some sample traffic signs are included with their Arabic and English descriptions.

As the game has different levels, different images are used for the scenery and background, seen in Figures D.21, D.22, D.23 and D.24 in Appendix D.4.2.

Multiple messaging scenes are used to communicate with the player and explain how to pass the driving test, which can be seen in the following Figures D.25, D.26, D.27, D.28, D.29 and D.30 in Appendix D.4.3. Figures D.31, D.32 and D.33 illustrate the results of certain actions, if they are correct or if they are wrong, and also provides the results of the test.

Game Animation

To achieve a perceptible representation of the dynamical movement of a car, the car control Java script is added to the car model to provide movement for the car. Two box Colliders are used for the car, as well as a wheel Collider to the four car wheels. A simple way to

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check collisions using unity is by adding a Rigidbody component. Rigidbodies are physically simulated objects that can be used as marks. A way of using Colliders is to mark them as a trigger. For this research, it is useful for triggering a specific event in game. Furthermore, a second camera is added to follow the car’s movements. As a first step, another camera is created and imported using a package named Script to use the Smooth follow Java file, and link it with our car. To achieve a better viewing experience for the player, the distance between the camera and the car is minimised.

Game Programming

As described earlier, 3DUnity has the ability to deal with Java Script, C sharp and Boo programming languages within the same project. Appendix D.4.4 illustrates the Java Script code. Java Script, as shown in Figure D.34, is used to move from one scene to another within the 3DUnity project. Each time the game moves between scenes, the scene name appears in the last line of Figure D.34. Figure D.35 is a Java script imported from the scripts package.

A Smooth follow Java file allows a second camera to follow the car and enable a clear view for the player. The Java script in Figure D.36 shows a case in which the player selects the correct option on traffic sign test; his/her final score will increase by one. In the case of an incorrect selection, the score will not increase, as seen in Figure D.37. Figure D.38 illustrates the final score for the player after answering all questions in the traffic sign test.

The Java script is imported from Scripts with name car control to add control to the car, as shown in Figure D.39. Each of the previous Java Scripts must be linked with a scene or a component of a scene in order to work perfectly. Usually, if the component details are selected, the name of the linked Java file can be found. The next section will discuss the actual steps for implementing the game, based on the previous analysis and design section.

The sequence of the game appears as presented in Appendix D.4.5

7.7.3 Implementation of Sprint 1

Sprint 1 is principally focused on implementing the traffic sign part of the game, and five Figures D.44, D.45, D.46, D.47, D.48 will appear to the player. If the player selects the right answer, their score will increase by one, otherwise the score will not increase. After answering all questions, the player is shown Figure D.49, the final score. The player then has two options, return to main menu, or start the next level.

7.7.4 Implementation of Sprint 2

Sprint 2 is related to how to park a car, and covers three types of parking. Initially, Figure D.50 explains the rules of this part of the game. The player is instructed to park the car within the red lines, as shown in Figure D.51 Once the player parks the car successfully, Figure D.52 will appear. The player has the option to progress to the next level or return to the main menu. In the second part of the game, Figure D.53 explains the rules to the player.

The player is instructed to park the car within the red lines between two cars, as shown in Figure D.54 Once the player has parked the car successfully, Figure D.55 will appear. The player has the option to progress to the next level or return to the main menu. In the third part of the game, Figure D.56 explains the rules. The player is told to avoid parking the car under the ‘no parking’ sign, as shown in Figure D.57 If the player parks the car in the prohibited area, Figure D.58 will be shown. The player has the option to proceed to the next level or return to the main menu.

7.7.5 Implementation of Sprint 3

This section is under construction; Figure D.59 explains the rules to the player. At this stage, the player can drive freely, as shown in Figure D.60. The driving test game is under construction with a game development company. There is a plan to simulate Muscat Road,

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simulate car locations if Oman Government funding can be secured for this project. Many of EU and UAE countries use simulation driving games to help drivers get a license.

7.7.6 Implementation of Sprint 4

Sprint 4 is used to integrate all parts of the game into a complete game. The main screen, as shown in Figure D.40, us divided into five sections. Figure D.41 explains to the player the rules of this level of the game. The player has the option to take the test in either Arabic or English, seen in Figure D.42. There was a problem, initially, with the selection of Arabic language, as it is not supported by 3DUnity. It is possible to write in Arabic, but not in the standard way; 3DUnity does not mix the letters, as is seen in Figure D.43. Finally, there is a section added into the game that explains to the player the goals of the game and how to act in a real world test, as shown in Figure D.61.