{"id":61,"date":"2011-10-23T01:01:34","date_gmt":"2011-10-23T01:01:34","guid":{"rendered":"http:\/\/minkhollow.ca\/books\/?page_id=61"},"modified":"2014-07-21T17:27:45","modified_gmt":"2014-07-21T17:27:45","slug":"glossary","status":"publish","type":"page","link":"http:\/\/minkhollow.ca\/books\/?page_id=61","title":{"rendered":"Glossary"},"content":{"rendered":"<p>This glossary defines how various terms are used in this book. Although their use here does not deviate dramatically from commonly accepted meanings, we have encountered sufficient opposition and argument over many of these terms to warrant defining them for our purposes. Further, there are frequent discussions and debates about terminology among various simulation and game scholar communities so that a clarification of how terms are used in this volume is reasonable while at the same time acknowledging that the &#8216;debates&#8217; are far from definitive.<\/p>\n<p><\/p><div class='toc tableofcontent'>\r\n   <h2>Quick Links<\/h2>\r\n   <p class='contentTable_h3'><a href=\"#A*_Algorithm\">A* Algorithm<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#ADDIE\">ADDIE<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Algorithm\">Algorithm<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Analog_Simulation\">Analog Simulation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Animation_Timeline\">Animation Timeline<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Argument\">Argument<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Arrival_Rate\">Arrival Rate<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Asset\">Asset<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Avatar\">Avatar<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Back-to-back_testing\">Back-to-back testing<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Balking\">Balking<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Base_Model\">Base Model<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Black_box_testing\">Black box testing<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Boundary_condition\">Boundary condition<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Breakpoint\">Breakpoint<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Client\">Client<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Comparison_testing\">Comparison testing<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Compliance_Training\">Compliance Training<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Computer_Game\">Computer Game<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Computer-Mediated_Game\">Computer-Mediated Game<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Conceptual_Model\">Conceptual Model<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Conditional_Statement\">Conditional Statement<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Continuous_Simulation\">Continuous Simulation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Cosplay\">Cosplay<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Cross-Sectional_Survey\">Cross-Sectional Survey<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Crowdsourcing\">Crowdsourcing<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Data\">Data<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Debugger\">Debugger<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Decorative_Media_Principle\">Decorative Media Principle<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Decorative_Media_Trap\">Decorative Media Trap<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Degenerate_Tests\">Degenerate Tests<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Digital_Simulation\">Digital Simulation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Discrete_Simulation\">Discrete Simulation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Distributed_Simulation\">Distributed Simulation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Distribution_function\">Distribution function<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Edutainment\">Edutainment<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Estimated_State\">Estimated State<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Event\">Event<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Event_Validity\">Event Validity<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Exponential_distribution\">Exponential distribution<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Extreme_Condition\">Extreme Condition<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Face_Validity\">Face Validity<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#FCFS\">FCFS<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#FIFO\">FIFO<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Finite_State_Machine_(FSM)\">Finite State Machine (FSM)<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#First_Person_Shooter_(FPS)\">First Person Shooter (FPS)<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#First_playable\">First playable<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Flow_of_Control\">Flow of Control<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Flowchart\">Flowchart<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Frame\">Frame<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Frame_rate\">Frame rate<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Frequency_histogram\">Frequency histogram<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#FSA_(Finite_State_Automaton)\">FSA (Finite State Automaton)<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Game\">Game<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Game_Design_Document\">Game Design Document<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Game_Engine\">Game Engine<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Game_Goal\">Game Goal<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Game_Mechanics\">Game Mechanics<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Game_Objective\">Game Objective<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Gameplay\">Gameplay<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Game_Premise\">Game Premise<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Gamification\">Gamification<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Gestalt\">Gestalt<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Haptics\">Haptics<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Historical_Validation\">Historical Validation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Idle\">Idle<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Informed_Search_Algorithms\">Informed Search Algorithms<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Instructional_Design\">Instructional Design<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Instructional_Strategy\">Instructional Strategy<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Instructional_System_Design_(ISD)\">Instructional System Design (ISD)<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Instrumentation\">Instrumentation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Interarrival_Time\">Interarrival Time<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Internal_Validity\">Internal Validity<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Iteration\">Iteration<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Jockeying\">Jockeying<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Level_of_Abstraction\">Level of Abstraction<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Linear_Congruential_Generator\">Linear Congruential Generator<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Logarithm\">Logarithm<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Logarithmic_Scale\">Logarithmic Scale<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Logistic_equation\">Logistic equation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Longitudinal_Survey\">Longitudinal Survey<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Loop\">Loop<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Measured_State\">Measured State<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Mesh\">Mesh<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Message_Design\">Message Design<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Microsimulation\">Microsimulation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Model\">Model<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Module\">Module<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#M\/M\/1_Queuing_System\">M\/M\/1 Queuing System<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Next_Event_Paradigm\">Next Event Paradigm<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Normal_distribution\">Normal distribution<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Object_Oriented_Progemming_(OOP)\">Object Oriented Progemming (OOP)<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Observable_Elements\">Observable Elements<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Observer_Mode\">Observer Mode<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Open_Source\">Open Source<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Operational_Model\">Operational Model<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Original_System\">Original System<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Orthographic_transformation\">Orthographic transformation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Parameter\">Parameter<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Performance_Gap\">Performance Gap<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Period:\">Period:<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Perspective_transformation\">Perspective transformation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Physics_Engine\">Physics Engine<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Point_and_Click\">Point and Click<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Point_of_View_(POV)\">Point of View (POV)<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Polygonalization\">Polygonalization<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Post_Mortem\">Post Mortem<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Play_Testing\">Play Testing<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Playable\">Playable<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Pixel\">Pixel<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Predictive_Validation\">Predictive Validation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Presence\">Presence<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Pretest-Posttest_Control_Group_Design\">Pretest-Posttest Control Group Design<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Prim\">Prim<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Process\">Process<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Process_Flow_Diagram_(PFD)\">Process Flow Diagram (PFD)<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Priority_Queue\">Priority Queue<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Pseudocode\">Pseudocode<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Pseudorandom_Number\">Pseudorandom Number<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Queue\">Queue<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Queuing_Model\">Queuing Model<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Randomized_Controlled_trial\">Randomized Controlled trial<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Raster\">Raster<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Reneging\">Reneging<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Runs_Test\">Runs Test<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Seed:\">Seed:<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Sensitivity_Analysis\">Sensitivity Analysis<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Serious_Game\">Serious Game<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Server\">Server<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Service_Time\">Service Time<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Sequencing_Set\">Sequencing Set<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Short_Form_Game\">Short Form Game<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Simulation\">Simulation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Simulation_Game\">Simulation Game<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Simulation_Model\">Simulation Model<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Simulation_Object_(element)\">Simulation Object (element)<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Simulator\">Simulator<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Single_Server_Queuing_System\">Single Server Queuing System<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Software_Development_Kit_&#8211;_SDK\">Software Development Kit &#8211; SDK<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Sprite\">Sprite<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#SQS\">SQS<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Standard_Deviation\">Standard Deviation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#State\">State<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Stochastic_Simulation\">Stochastic Simulation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Storyboard\">Storyboard<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#System\">System<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#System_Time\">System Time<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Tandem_Queue\">Tandem Queue<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Task_Analysis\">Task Analysis<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Teleoperation\">Teleoperation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Tessellation\">Tessellation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Triage\">Triage<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#True_random_numbers:\">True random numbers:<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Unified_Modeling_Language_(UML)\">Unified Modeling Language (UML)<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Uniform_Distribution\">Uniform Distribution<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Validation\">Validation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Variable\">Variable<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Verification\">Verification<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Virtual_Reality\">Virtual Reality<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Walkthrough\">Walkthrough<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Waypoint_Navigation\">Waypoint Navigation<\/a><\/p>\n<p class='contentTable_h3'><a href=\"#Z-buffer_algorithm\">Z-buffer algorithm<\/a><\/p>\n<p class='contentTable_h2'><a href=\"#References\">References<\/a><\/p>\n\r\n<\/div><div class='tableofcontent-end'> <\/div><p><\/p>\n<h3 id=\"A*_Algorithm\" >A* Algorithm<\/h3>\n<p>An algorithm commonly used by video games for finding a path or route between two points. It begins at a specified set of starting coordinates and iteratively creates a list of intermediate locations which it tests for being possible next steps. It scores these according to various schemes. The final set of locations ending at the goal and having the lowest score is the best route.<\/p>\n<p><em>First Described in Chapter 13 <\/em><\/p>\n<h3 id=\"ADDIE\" >ADDIE<\/h3>\n<p>ADDIE is a popular, but fairly high-level process model for instructional design. It stands for: Assessment, Design, Development, Implementation, and Evaluation. It is intended to provide a framework for the design of training and instruction.<\/p>\n<p><em>First Described in Chapter 10 <\/em><\/p>\n<h3 id=\"Algorithm\" >Algorithm<\/h3>\n<p>A precise set of instructions that adequately and unambiguously specifies behaviour (must be finite and step by step). An algorithm manipulates data not information.<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Analog_Simulation\" >Analog Simulation<\/h3>\n<ol>\n<li>A simulation implemented and enacted on paper or with only live \u201cactors\u201d (as opposed to a computer simulation).<\/li>\n<li>Simulations, normally continuous ones that are run on analog computers.<\/li>\n<\/ol>\n<p>See Also: <em>Simulation<\/em><\/p>\n<p><em>First Described in Chapter 3 <\/em><\/p>\n<h3 id=\"Animation_Timeline\" >Animation Timeline<\/h3>\n<p>A timeline of events that runs parallel to the <em>sequencing set<\/em>. This is a conceptual rather than an actual timeline and serves to illustrate how the visual display (animation) of the simulation relates to the events of the simulation. These events are typically very regular in their occurrence.<\/p>\n<p><em>First Described in Chapter 5 <\/em><\/p>\n<h3 id=\"Argument\" >Argument<\/h3>\n<p>A specific value used as a <em>parameter<\/em>, often to some sort of sub-program. Technically, a parameter is a declared item that represents an input, and an argument is one specific input. \u00a0The number of copies in a print request is an argument, and \u201cnumber-of-copies\u201d would be the parameter to the print program. See Also: <em>Parameter<\/em><\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Arrival_Rate\" >Arrival Rate<\/h3>\n<p>Is the number of arrivals into the system in a given time period. It is usually calculated by counting the number of arrivals in a given time (like 24 hours), and then dividing by some unit (like 24) to get a number of arrivals per time unit (eg. Hour).<\/p>\n<p><em>First Described in Chapter 12 <\/em><\/p>\n<h3 id=\"Asset\" >Asset<\/h3>\n<p>An artifact or item of importance to the implementation of a game or simulation; can be art (models, animations, textures) music, sound effects, or even computer code.<\/p>\n<p><em>First Described in Chapter 11 <\/em><\/p>\n<h3 id=\"Avatar\" >Avatar<\/h3>\n<p>An avatar is a graphical representation, which can be a photo, animation or other graphic that represents the user within some virtual space. In spaces like <em>Second Life<\/em>, the avatar may appear to be three dimensional and can be controlled by the user. In other social spaces like <em>Facebook<\/em>, an avatar may simply be a .gif (image) that is associated with items published by that user.<\/p>\n<p><em>First described in Chapter 11<\/em><\/p>\n<h3 id=\"Back-to-back_testing\" >Back-to-back testing<\/h3>\n<p>A form of verification that involves checking a simulation against another simulated or analytical result of the same system.<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Balking\" >Balking<\/h3>\n<p>Balking happens when a client leaves the system without ever entering a queue. In other words, the \u2018entry\u2019 is generated, but never actually goes into the queue.<\/p>\n<p><em>First Described in Chapter 12 <\/em><\/p>\n<h3 id=\"Base_Model\" >Base Model<\/h3>\n<p>Another word for <em>conceptual model<\/em>. This is the description of the model that includes all those elements of interest to our application. See also conceptual model.<\/p>\n<p><em>First Described in Chapter 5 <\/em><\/p>\n<h3 id=\"Black_box_testing\" >Black box testing<\/h3>\n<p>The testing of a computer program (or in general, any device) by examining its function from the outside only. Access to the internals (EG variables, source code) is not allowed. In software testing it provides the kind of access to a program or system like that which most users would have.<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Boundary_condition\" >Boundary condition<\/h3>\n<p>The situations that prevail at the extreme limits of a function, system, model, or program. If, for example you have a program that does something to a list of records, and that program was designed to handle anywhere from 1 to 10,000 records, then the boundary condition would test it for an empty list (size = 0), a list consisting of a single item (size = 1), as well as lists of size 10,000 and 10,001 to make sure the program still functioned correctly under each of those conditions.<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Breakpoint\" >Breakpoint<\/h3>\n<p>When using a <em>debugger<\/em>, a breakpoint is a place in a computer program where execution is to stop. This allows the developer to effectively pause a running program at pre-determined points and then examine the value of variables. This also allows the developer to provide various kinds of input and then look at the effect on the program at various places along the execution. Most debugging utilities also provide ways to continue execution after it is paused.<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Client\" >Client<\/h3>\n<p>A person or thing that requires some action (service) from another. A bank customer, for example, wants service from a teller. A Java program can also be a client when it requests computing service from another computer program. The virtual space called <em>Second Life<\/em> requires that users install the SL client on their computers, which handles the user\u2019s display and communication with the servers.<\/p>\n<p><em>First Described in Chapter 6<\/em><\/p>\n<h3 id=\"Comparison_testing\" >Comparison testing<\/h3>\n<p>See: <em>back to back testing<\/em><\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Compliance_Training\" >Compliance Training<\/h3>\n<p>Compliance training focuses on helping employees understand various rules and regulations that are relevant to their jobs or the companies for which they work. It is a necessary part of many jobs but can be perceived as tedious and is rarely welcome.<\/p>\n<p><em>First described in Chapter 14<\/em><\/p>\n<h3 id=\"Computer_Game\" >Computer Game<\/h3>\n<p>A game that requires the computer in order to play it. In other words this game can not be played without a computer. There are some games that only exist as computer games: <em>Tetris<\/em>, <em>Mario<\/em>, <em>Katamari Damacy<\/em>, while others are merely digital versions of traditional games, such as Solitaire and chess.<\/p>\n<p><em>First Described in Chapter 3 <\/em><\/p>\n<h3 id=\"Computer-Mediated_Game\" >Computer-Mediated Game<\/h3>\n<p>A game that exists in analog form that has been implemented on the computer. These comprise the group of games that are little more than computer <em>simulations<\/em> of their analog counterparts. Computer chess and Solitaire fall into this category, as do most of the educational drill-games like <em>Tic-Tac-Toe<\/em>, <em>Jeopardy!<\/em> and <em>Hollywood<\/em><em> Squares<\/em>.<\/p>\n<p><em>First Described in Chapter 3 <\/em><\/p>\n<h3 id=\"Conceptual_Model\" >Conceptual Model<\/h3>\n<p>The conceptual model is the description of the <em>original system<\/em> that includes all of the <em>observable elements<\/em> along with the collected data. It also includes the descriptions of the events that will form the core of the activity in the simulation.<\/p>\n<p><em>First Described in Chapter 5 <\/em><\/p>\n<h3 id=\"Conditional_Statement\" >Conditional Statement<\/h3>\n<p>A logical question presented as a simple or complex expression in which the answer can only be &#8216;yes&#8217; or &#8216;no&#8217;. Many programming languages also provide a construct that allows the flow of control to go to one of several choices, depending upon some value.<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Continuous_Simulation\" >Continuous Simulation<\/h3>\n<p>A simulation that allows the system state to be evaluated at any moment in time. It is usually based on systems of differential equations that can be solved for any given value of <strong>t<\/strong>. When simulations like this are run, some regular time interval is typically chosen and then the equation is evaluated once for each time interval over the course of the simulation (eg. Every second for 10 hours).<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Cosplay\" >Cosplay<\/h3>\n<p>Cosplay is short for costume play and is a form of live action play that includes dressing up, often as some known comic, anime, or other character. The play typically unfolds in public spaces. It rarely requires the knowing participation of people not directly involved in the play but sometimes makes use of the fact they are there.<\/p>\n<p><em>First Described in Chapter 3 <\/em><\/p>\n<h3 id=\"Cross-Sectional_Survey\" >Cross-Sectional Survey<\/h3>\n<p>A study involving subjects in which the data are gathered about the members of a population at a particular point in time or for a specific (usually short) period. Most political polls conducted during election campaigns are of this sort.<\/p>\n<p><em>First Described in Chapter 13 <\/em><\/p>\n<h3 id=\"Crowdsourcing\" >Crowdsourcing<\/h3>\n<p>Sending a problem out to a large, generally unknown, group of people for a solution. This has been practical for only a relatively short time (since the Internet reached maturity). <em>FoldIt<\/em> makes use of croudsourcing.<\/p>\n<p><em>First Described in Chapter 1 <\/em><\/p>\n<h3 id=\"Data\" >Data<\/h3>\n<p>A set of values, usually having been explicitly measured, that represent properties of an object or set of objects.<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Debugger\" >Debugger<\/h3>\n<p>A computer program that allows a developer to step through a computer program one statement or a few statements at a time so as to better locate and correct errors.<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Decorative_Media_Principle\" >Decorative Media Principle<\/h3>\n<p>The Decorative Media Principle involves creating a visually pleasing background and other decorations for a worksheet, website, etc. that is thematically connected with the instruction or other purpose. For example, in the work the author does with the \u201cDucks in the Classroom\u201d project, vocabulary and word games are created on a pleasing background \u2013 possibly a nest, words enclosed in images of eggs, duck footprints, etc. The principle, although unproven is that the decoration helps to increase interest and may also increase the conceptual coherence of the learning object. (Becker 2006)<\/p>\n<p><em>First Described in Chapter 10<\/em><\/p>\n<h3 id=\"Decorative_Media_Trap\" >Decorative Media Trap<\/h3>\n<p>This is the mistaken belief that a pleasing, pleasant, or impressive appearance implies that the artifact is well designed. Many educational objects fall into this trap. From the design perspective, people fall into this trap when they believe that appearances are either sufficient or, even worse, that they can compensate for a poor or mediocre design.<\/p>\n<p><em>First Described in Chapter 10<\/em><\/p>\n<h3 id=\"Degenerate_Tests\" >Degenerate Tests<\/h3>\n<p>The use of parameter values identified as the ones that lie at the extreme ends of the range of possible values. For example, a queue where no-one leaves, or one that has no or only one single arrival. The output values in such conditions are often simple to predict and so can be compared against the behavior of the system as a test. (see also <em>extreme condition<\/em>)<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Digital_Simulation\" >Digital Simulation<\/h3>\n<p>A simulation that runs on a computer. See: <em>Simulation<\/em><\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Discrete_Simulation\" >Discrete Simulation<\/h3>\n<p>A simulation that is structured around the use of discrete time increments between the evaluation of system states. Such a simulation usually focuses on specific <em>events<\/em> that occur, such as a customer arriving or leaving. When run as straight simulations (i.e. not as games or animations) the flow of time in the simulation can step from event to event rather than progressing in same-sized time increments. If the simulation is being presented as a game or if the simulation is being displayed using animation it will usually be necessary to advance time in same-sized steps, even though nothing may be happening during some of those time periods.<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Distributed_Simulation\" >Distributed Simulation<\/h3>\n<p>A simulation that is executed on multiple processors (or CPUs) which may or may not be physically close to each other.<\/p>\n<p><em>First Described in Chapter 2<\/em><\/p>\n<h3 id=\"Distribution_function\" >Distribution function<\/h3>\n<p>More correctly called the density function, this is a mathematical function that defines the likelihood (probability) of a random value to occur at every point.<\/p>\n<p><em>First Described in Chapter 7 <\/em><\/p>\n<h3 id=\"Edutainment\" >Edutainment<\/h3>\n<p>Edutainment is (erroneously) used by many educators to refer to any form of educational computer game. It is sometimes used more broadly to refer to all popular media that has an educational component.<\/p>\n<p>Edutainment is the term used by game developers to refer to poorly designed educational software. The term first became known during the 1980\u2019s when the use of computer games for education first became popular.<\/p>\n<p><em>First Described in Chapter 3<\/em><\/p>\n<h3 id=\"Estimated_State\" >Estimated State<\/h3>\n<p>This is a value that is calculated rather than observed and is based on what we would expect, given we know the parameters of the simulation.<\/p>\n<p><em>First Described in Chapter 7<\/em><\/p>\n<h3 id=\"Event\" >Event<\/h3>\n<p>Something that happens. An activity that has an effect on the state or parameters of a model that is relevant to the outcome.<\/p>\n<p><em>First described in Chapter 5 <\/em><\/p>\n<h3 id=\"Event_Validity\" >Event Validity<\/h3>\n<p>The events that take place in a system must be reproduced accurately by any useful model of that system. Event validity testing involves comparing the number and interval times of events in the simulation against the known values of the real system.<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Exponential_distribution\" >Exponential distribution<\/h3>\n<p>A statistical distribution that follows a logarithmic curve. The likelihood of a small value is much higher than that of a large one.<\/p>\n<p><em>First described in Chapter 7.<\/em><\/p>\n<h3 id=\"Extreme_Condition\" >Extreme Condition<\/h3>\n<p>The use of parameter values identified as the ones that lie at the extreme ends of the range of possible values. For example, a queue where no-one leaves, or one that has no or only one single arrival. The output values in such conditions are often simple to predict and so can be compared against the behavior of the system as a test. (see also <em>Degenerate Tests<\/em>)<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Face_Validity\" >Face Validity<\/h3>\n<p>Face Validity has to do with whether or not the model seems right. It requires a group of experts to review the results of a simulation and judge how well this reflects on the accuracy of the underlying model.<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"FCFS\" >FCFS<\/h3>\n<p>An acronym for First-Come-First-Served, a protocol for adding things to a queue in which the early arrivals are placed into the queue before later ones. This is the typical protocol for human line ups.<\/p>\n<p><em>First described in chapter 7.<\/em><\/p>\n<h3 id=\"FIFO\" >FIFO<\/h3>\n<p>An acronym for First-In-First-Out. The same as FCFS.<\/p>\n<p><em>First described in chapter 7.<\/em><\/p>\n<h3 id=\"Finite_State_Machine_(FSM)\" >Finite State Machine (FSM)<\/h3>\n<p>A model or system consisting of a set of states and transitions between those states. Transitions from one state to another can be performed when a particular symbol is received or a particular set of conditions is met. The symbol or condition determines which state will be the next one.<\/p>\n<p><em>First Described in Chapter 13 <\/em><\/p>\n<h3 id=\"First_Person_Shooter_(FPS)\" >First Person Shooter (FPS)<\/h3>\n<p>A first person shooter is a video game genre where the main objective is achieved by shooting at things. These things could include NPC\u2019s or the avatars of other players. What makes it \u201cfirst person\u201d is that the perspective, or <em>Point of View (POV)<\/em> is that of the player. The player sees what they would see if they were actually inside the game.<\/p>\n<p><em>First described in chapter 11.<\/em><\/p>\n<h3 id=\"First_playable\" >First playable<\/h3>\n<p>The first version of a computer game that can actually be played.<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Flow_of_Control\" >Flow of Control<\/h3>\n<p>The path through a program during execution. Usually, the flow of control is sequential and steps get executed one after the other, but there are various things that can change this, such as loops and decisions. These will change the flow of control depending on the answers to the questions or how the loop is controlled.<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Flowchart\" >Flowchart<\/h3>\n<p>A flowchart visualizes the flow of control of an algorithm or program. It consists of discrete steps (the shapes) that get executed according to the order specified by directional arrows.<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Frame\" >Frame<\/h3>\n<p>A single image that is part of an animation. Standard film usually has a display rate of 24 frames per second, while video and many videogames produce 30 frames per second. Each frame is a still image, but when displayed with all the others in fairly rapid succession, we see it as moving.<\/p>\n<p><em>First Described in Chapter 8 <\/em><\/p>\n<p>&nbsp;<\/p>\n<h3 id=\"Frame_rate\" >Frame rate<\/h3>\n<p>The number of images or frames that an animation, video, or film displays each second.<\/p>\n<p><em>First Described in Chapter 8 <\/em><\/p>\n<h3 id=\"Frequency_histogram\" >Frequency histogram<\/h3>\n<p>A type of graph in which the frequency of occurrence of some measurement is counted over specific ranges. Counts are stored in \u2018bins\u2019, each of which can hold one number. Measuring heights of people, for instance, can be done in one inch increments, and so a measurement of 60 inches would accumulate in the bin corresponding to the range between 60 and 61 inches. Example: the graph of numerical grades achieved by students in a class.<\/p>\n<p><em>First described in Chapter 7.<\/em><\/p>\n<h3 id=\"FSA_(Finite_State_Automaton)\" >FSA (Finite State Automaton)<\/h3>\n<p>See: <em>Finite state machine<\/em>.<\/p>\n<p><em>First Described in Chapter 13 <\/em><\/p>\n<h3 id=\"Game\" >Game<\/h3>\n<p>An activity with identifiable rules and a distinct ending that includes some set of quantifiable measures of progress and\/or success. It usually involves some sort of challenge as well.<\/p>\n<p><em>First Described in Chapter 3 <\/em><\/p>\n<h3 id=\"Game_Design_Document\" >Game Design Document<\/h3>\n<p>A formal document that could be hundreds of pages long that specifies a video or computer game in considerable detail. This is the document that acts as the \u2018bible\u2019 for the development team.<\/p>\n<p><em>First Described in Chapter 10 <\/em><\/p>\n<h3 id=\"Game_Engine\" >Game Engine<\/h3>\n<p>A game engine is a unified collection of code that provides the foundation for a video game. It contains:<\/p>\n<ul>\n<li>\u00a0a renderer \u2013 a program that draws 3D objects onto a 2D image or screen<\/li>\n<li>some collision detection,<\/li>\n<li>physics software,<\/li>\n<li>audio display code, and<\/li>\n<li>a database for keeping track of resources and objects.<\/li>\n<\/ul>\n<p><em>First Described in Chapter 11 <\/em><\/p>\n<h3 id=\"Game_Goal\" >Game Goal<\/h3>\n<p>In videogame design, <em>goal<\/em> normally refers to the object of the game, in other words, what the player must do to get to the end or win.<\/p>\n<p><em>First Described in Chapter 10 <\/em><\/p>\n<h3 id=\"Game_Mechanics\" >Game Mechanics<\/h3>\n<p>Game mechanics are the mechanisms by which the player achieves the goals of the game. They include the actions that the player can perform like: turn-taking, shooting, collecting, aiming, moving, choosing, and buying. Game mechanics usually translate into bits of code or programs that implement the action in a fairly straight-forward way.<\/p>\n<p><em>First Described in Chapter 10<\/em><\/p>\n<h3 id=\"Game_Objective\" >Game Objective<\/h3>\n<p>Every game must have a clearly defined purpose for being, in other words the objective or message. What is the game about? Why are the players playing? What is the take-away?<\/p>\n<p><em>First Described in Chapter 10 <\/em><\/p>\n<h3 id=\"Gameplay\" >Gameplay<\/h3>\n<p>Gameplay includes aspects of the game mechanics but is viewed and described at a higher level of abstraction. Gameplay could include terms like cooperative, leveled, or 2D platform. It often describes what the player does, but in general terms. Gameplay includes all player experiences during the interaction with the game.<\/p>\n<p><em>First Described in Chapter 10<\/em><\/p>\n<h3 id=\"Game_Premise\" >Game Premise<\/h3>\n<p>A game premise is the means of expressing the objective and may be chosen separately from the objective or they may be interconnected and thus choosing them together is appropriate. The premise is what \u201cestablishes the action of the game within a setting or metaphor\u201d (Fullerton, Swain, &amp; Hoffman, 2008, p. 93).<\/p>\n<p><em>First Described in Chapter 10<\/em><\/p>\n<h3 id=\"Gamification\" >Gamification<\/h3>\n<p>Gamification happens when you use design ideas and technologies from digital games and incorporate them into the designs of other things.<\/p>\n<p><em>First Described in Chapter 10<\/em><\/p>\n<h3 id=\"Gestalt\" >Gestalt<\/h3>\n<p>An object that is more than simply the sum of its parts.<\/p>\n<p><em>First Described in Chapter 14<\/em><\/p>\n<h3 id=\"Haptics\" >Haptics<\/h3>\n<p>Computer interfaces that make use of the sense of touch, such as a mouse that vibrates when the player in a videogame hits a solid object.<\/p>\n<p><em>First Described in Chapter 1 <\/em><\/p>\n<h3 id=\"Historical_Validation\" >Historical Validation<\/h3>\n<p>Collected data is used to formulate the parameters of a simulation, but it can also be used to compare it against the simulated output as a form of calibration. With sufficient data, half can be used to design the model and half can be used for comparison.<\/p>\n<p><em>First Described in Chapter 9<\/em><\/p>\n<h3 id=\"Idle\" >Idle<\/h3>\n<p>When a server is not working on a job (IE when a single server queuing system has zero clients) it is said to be idle.<\/p>\n<p><em>First described in Chapter 7.<\/em><\/p>\n<h3 id=\"Informed_Search_Algorithms\" >Informed Search Algorithms<\/h3>\n<p>A search algorithm that first searches the routes that <em>appear<\/em> to be most likely to lead towards the goal. <em>A*<\/em> is an example of such an algorithm.<\/p>\n<p><em>First Described in Chapter 13 <\/em><\/p>\n<h3 id=\"Instructional_Design\" >Instructional Design<\/h3>\n<p>Instructional design is the process of creating instruction through the analysis of learning needs and the systematic development of learning materials.<\/p>\n<p><em>First described in Chapter 10.<\/em><\/p>\n<h3 id=\"Instructional_Strategy\" >Instructional Strategy<\/h3>\n<p>The instructional strategy is the plan for what will happen during the course or lesson. It includes such approaches as question and answers, play-acting, group discussion, and so on.<\/p>\n<p><em>First Described in Chapter 10 <\/em><\/p>\n<h3 id=\"Instructional_System_Design_(ISD)\" >Instructional System Design (ISD)<\/h3>\n<p>An approach to the design of instruction that attempts to be systematic. Design and development typically follow a prescribed formula with respect to project management, but also often with respect to the format that the instructional intervention will take and even its delivery.<\/p>\n<p><em>First Described in Chapter 10 <\/em><\/p>\n<h3 id=\"Instrumentation\" >Instrumentation<\/h3>\n<p>The act of placing statements in a computer program that print out the value of variables and program state as it executes.<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Interarrival_Time\" >Interarrival Time<\/h3>\n<p>The time between two consecutive clients arriving at a system. The mean interarrival time is the average of many such times over a long period of time.<\/p>\n<p><em>First Described in Chapter 6<\/em><\/p>\n<h3 id=\"Internal_Validity\" >Internal Validity<\/h3>\n<p>Internal validity testing involves testing the simulation by running it many times, using different sequences of random numbers to ensure that the results are consistent.<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Iteration\" >Iteration<\/h3>\n<p>Iteration is the process of stepping through a loop.<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Jockeying\" >Jockeying<\/h3>\n<p>In queuing systems, jockeying happens when clients move between queues, usually in an effort to reduce their own waiting times.<\/p>\n<p><em>First Described in Chapter 12 <\/em><\/p>\n<h3 id=\"Level_of_Abstraction\" >Level of Abstraction<\/h3>\n<p>Every system can be examined and described at various levels of detail or abstraction. The lowest levels are typically the most concrete. Each successive level can use objects and entities described at a lower level as though they are distinct units.<\/p>\n<p><em>First Described in Chapter 4<\/em><\/p>\n<h3 id=\"Linear_Congruential_Generator\" >Linear Congruential Generator<\/h3>\n<p>A pseudorandom number generation algorithm that is based on a simple linear equation such as (<em>a*x + b) mod m<\/em>.<\/p>\n<p><em>First Described in Chapter 6<\/em><\/p>\n<h3 id=\"Logarithm\" >Logarithm<\/h3>\n<p>An exponent. For example, since 1000 = 10<sup>3<\/sup>, log(1000) = 3.<\/p>\n<p><em>First Described in Chapter 8 <\/em><\/p>\n<h3 id=\"Logarithmic_Scale\" >Logarithmic Scale<\/h3>\n<p>(Also Logarithmic axis) A scale of data or axis for a graph that uses the logarithm of the value instead of the value itself. Because a logarithm is an exponent, this means that a huge range of data can be plotted, and that the scale is not the typical linear one. Some measures are fundamentally logarithmic, such as decibels (sound), the Richter scale (earthquakes), and photographic f-stops.<\/p>\n<h3 id=\"Logistic_equation\" >Logistic equation<\/h3>\n<p>An equation that describes population growth over time where the birth rate is balanced off by a limiting factor causing death.<\/p>\n<p>dN\/dt = r * N &#8211; u * N<sup>2<\/sup><\/p>\n<p><em>First Described in Chapter 11<\/em><\/p>\n<h3 id=\"Longitudinal_Survey\" >Longitudinal Survey<\/h3>\n<p>A <em>longitudinal survey<\/em> collects data for a long period, perhaps a human lifetime or many lifetimes.<\/p>\n<p><em>First Described in Chapter 13 <\/em><\/p>\n<h3 id=\"Loop\" >Loop<\/h3>\n<p>A loop is a structure that allows one or more statements to be performed repetitively. Loops require ways to mark the start and end and ways to control how often we go through the loop. There are conditional loops and counted loops.<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Measured_State\" >Measured State<\/h3>\n<p>This is an \u2018observed\u2019 value, based on information gathered during a data collection event.<\/p>\n<p>First Described in Chapter 7<\/p>\n<h3 id=\"Mesh\" >Mesh<\/h3>\n<p>An interconnected collection of polygons, usually triangles that form a graphical model of a 3D object.<\/p>\n<p><em>First Described in Chapter 8 <\/em><\/p>\n<h3 id=\"Message_Design\" >Message Design<\/h3>\n<p>Used in entertainment media, journalism, and instructional design to denote the signs and symbols that will be used to deliver the intended message. It is not typically seen as a distinct phase of the design process, but rather an approach that helps to focus the design efforts.<\/p>\n<p><em>First Described in Chapter 10 <\/em><\/p>\n<h3 id=\"Microsimulation\" >Microsimulation<\/h3>\n<p>Short for microanalytic simulation, this kind of simulation models and simulates a large number of interacting units, like people, companies, homes, or vehicles. These large numbers of independent units can behave like a single system when seen from a distance.<\/p>\n<p><em>First Described in Chapter 1 <\/em><\/p>\n<h3 id=\"Model\" >Model<\/h3>\n<p>A representation and set of transformational rules which can be used to predict the behavior and relationships between the set of entities comprising the system. (Franta, 1977)<\/p>\n<p>A precise internal representation of a system that includes its variables, behaviours, and their interrelationships. The way we describe the model and the kinds of values and relationships we include will determine what we can do with this model, so it is important to know where we are going with this model right from the start. A model can be used to describe a concept, an entity, or a process. In computer simulation, our models often have something to do with a process.<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Module\" >Module<\/h3>\n<p>A module is a mechanism for grouping statements and data together so they can be used at a higher level of abstraction. Also known as a sub-program.<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"M\/M\/1_Queuing_System\" >M\/M\/1 Queuing System<\/h3>\n<p>A single server queuing system having typical properties. It\u2019s called M\/M\/1 because exponential arrivals are called Markov processes, named after a Russian statistician, and the M is for Markov: Markov arrivals, Markov departures, 1 queue shortens to M\/M\/1.<\/p>\n<h3 id=\"Next_Event_Paradigm\" >Next Event Paradigm<\/h3>\n<p>An approach to the implementation of a discrete event simulation that involves maintaining a single event list and advancing time in steps according to the schedule of the events in that list.<\/p>\n<h3 id=\"Normal_distribution\" >Normal distribution<\/h3>\n<p>A statistical distribution often obtained by sampling real world physical measurements, such as height or length. It has a recognizable bell shape, and is sometimes called a bell curve.<\/p>\n<p><em>First described in chapter 7.<\/em><\/p>\n<h3 id=\"Object_Oriented_Progemming_(OOP)\" >Object Oriented Progemming (OOP)<\/h3>\n<p>OOP is an approach to the design of programs that attempts to define all program elements as objects which have defined attributes and behaviors. The program then proceeds by invoking various behaviors by the necessary objects. There are many programming languages that support this design approach, but it is not necessary to use an object-oriented programming language in order to implement and object oriented program.<\/p>\n<p><em>First Described in Chapter 11 <\/em><\/p>\n<h3 id=\"Observable_Elements\" >Observable Elements<\/h3>\n<p>Based in part on Zeigler&#8217;s notion of experimental frames (1976), observable elements are identifiable elements from the original system. They are often noun words like rainfall, vehicle, obstacle, or patient. They may contain sub-parts, but they can be described as a unit and the associated data come from the subset, rather than its individual parts.<\/p>\n<p><em>First Described in Chapter 5 <\/em><\/p>\n<h3 id=\"Observer_Mode\" >Observer Mode<\/h3>\n<p>A mode in a digital game in which one person can \u2018tune in\u2019 to others at will, listening to them and helping them as they interact with the game. Observer mode allows an instructor to use their computer to watch and hear a student playing a game on their own machine. The teacher can see progress, note errors, and coach the students through hard parts. Taking notes during this process, or simply recording it for future analysis, allows the game to be assessed along with the students.<\/p>\n<p><em>First Described in Chapter 9 <\/em><\/p>\n<h3 id=\"Open_Source\" >Open Source<\/h3>\n<p>The term comes from \u201cfree and open source software\u201d, and includes applications and other kinds of software where one has access to the original source code. The intent is to encourage others to enhance the programs to make them better.<\/p>\n<p><em>First Described in Chapter 11 <\/em><\/p>\n<h3 id=\"Operational_Model\" >Operational Model<\/h3>\n<p>This is the model of the system that is implementable. It contains all of the necessary details and omits those that are not of interest. This is the experimenter\u2019s image of the original system, and the term comes from lumping together components and simplifying accordingly.<\/p>\n<p><em>First Described in Chapter 5<\/em><\/p>\n<h3 id=\"Original_System\" >Original System<\/h3>\n<p>The system, real or hypothetical, that encompasses the model being simulated.<\/p>\n<p><em>First Described in Chapter 5 <\/em><\/p>\n<h3 id=\"Orthographic_transformation\" >Orthographic transformation<\/h3>\n<p>A mathematical technique for converting 3D points and polygons into 2D so that they can be displayed. Parallel lengths at all points in an orthographic projection are of the same scale regardless of distance from the virtual viewer.<\/p>\n<p><em>First Described in Chapter 8 <\/em><\/p>\n<h3 id=\"Parameter\" >Parameter<\/h3>\n<p>Also sometimes (incorrectly) called an \u201cArgument\u201d. A placeholder for an element (often just a value &#8211; which is the argument) that can be passed into a module from some other part of the program, or from the outside world to the program. When writing programs, it allows us to make a more generic module that can handle a greater variety of situations. \u00a0Technically, an argument is a specific value passed to a parameter.<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Performance_Gap\" >Performance Gap<\/h3>\n<p>Simply put, this is the difference between the actual or present performance and the desired or ideal performance of some individual or group. In instructional design, it is what should come out of a needs analysis.<\/p>\n<p><em>First Described in Chapter 10<\/em><\/p>\n<h3 id=\"Period:\" >Period:<\/h3>\n<p>The number of pseudorandom numbers that can be generated by an algorithm before it starts to repeat. All pseudorandom generators start over again after a large number of pseudorandom numbers have been calculated. In general, a period is the amount of time that passes before a sequence starts to repeat.<\/p>\n<p><em>First Described in Chapter 6<\/em><\/p>\n<h3 id=\"Perspective_transformation\" >Perspective transformation<\/h3>\n<p>A mathematical technique for converting 3D points and polygons into 2D so that they can be displayed. Includes a foreshortening of distant objects.<\/p>\n<p><em>First Described in Chapter 8 <\/em><\/p>\n<p>&nbsp;<\/p>\n<h3 id=\"Physics_Engine\" >Physics Engine<\/h3>\n<p>A term given to software that is comprised of a set of code libraries that implement the movement of objects in a game or simulation. They may be highly customizable and usually include such things as how gravity and other forces act upon objects, how collisions between two objects behave, and so on.<\/p>\n<p><em>First Described in Chapter 11 <\/em><\/p>\n<p>&nbsp;<\/p>\n<h3 id=\"Point_and_Click\" >Point and Click<\/h3>\n<p>Refers to typical operations that use a computer mouse. A system with a point-and-click interface needs no typing. It uses the mouse to click, grab, and drag objects and text around a window to achieve the user\u2019s goals.<\/p>\n<p><em>First Described in Chapter 11 <\/em><\/p>\n<h3 id=\"Point_of_View_(POV)\" >Point of View (POV)<\/h3>\n<p>In videogames, the POV is the perspective from which the player views the game world. First person means viewed from from the perspective of the player\u2019s character; third-person is from some distance away; top-down provides a bird\u2019s-eye view, and so on.<\/p>\n<p><em>First Described in Chapter 11 <\/em><\/p>\n<h3 id=\"Polygonalization\" >Polygonalization<\/h3>\n<p>The conversion of a three dimensional object or surface into a collection of 3D polygons.<\/p>\n<p><em>First Described in Chapter 8 <\/em><\/p>\n<h3 id=\"Post_Mortem\" >Post Mortem<\/h3>\n<p>The process of critically examining the development process of a game or simulation after it has been built in order to learn from it. A post mortem usually includes analyses of what went right, what went wrong, what was learned, and what would be done differently if it were to be done again. It also includes a brief description of the game, the development team, and the tools used.<\/p>\n<p><em>First Described in Chapter 10 <\/em><\/p>\n<h3 id=\"Play_Testing\" >Play Testing<\/h3>\n<p>The process of observing typical players of a game to ensure that it offers the right features and degree of entertainment.<\/p>\n<p><em>First Described in Chapter 9<\/em><\/p>\n<h3 id=\"Playable\" >Playable<\/h3>\n<p>A running, albeit possibly incomplete version of a digital game.\u00a0 It typically lacks subtlety and finesse, but has the basic shape and structure, allows user inputs, possesses the goals of the final game, and has the potential for fun. In game development it is essential that a playable version be produced as early on in the process as possible in order to reveal design problems when they are still relatively easy to correct.<\/p>\n<p><em>First Described in Chapter 9<\/em><\/p>\n<h3 id=\"Pixel\" >Pixel<\/h3>\n<p>A picture element; a single spot on an image or screen that represents a small area of a picture or image. It is represented on a computer as a number (grey) or three numbers (red, green, and blue components) that give the color.<\/p>\n<p><em>First Described in Chapter 8 <\/em><\/p>\n<h3 id=\"Predictive_Validation\" >Predictive Validation<\/h3>\n<p>Collected data is used to formulate the parameters of a simulation, but it can also be used to compare it against the simulated output as a form of calibration. In this case we use the data to predict what will happen and then observe the actual system to see that they match.<\/p>\n<p><em>First Described in Chapter 9<\/em><\/p>\n<h3 id=\"Presence\" >Presence<\/h3>\n<p>The sense of being in a particular place or environment. The feeling that a situation is real and natural even though it is controlled and monitored.<\/p>\n<p><em>First Described in Chapter 11 <\/em><\/p>\n<h3 id=\"Pretest-Posttest_Control_Group_Design\" >Pretest-Posttest Control Group Design<\/h3>\n<p>A form of survey research that uses two or more groups of subjects formed by random assignment. One group is a control (i.e. does not get any treatment), while every other group gets a distinct treatment. All groups are administered two tests: one that is given before the treatment and one that is given after the treatment. Pretest scores should indicate that all groups were similar before the treatment, while the posttest is intended to uncover the effect of the different treatments (one of which may include no intervention at all).<\/p>\n<p><em>First Described in Chapter 9<\/em><\/p>\n<h3 id=\"Prim\" >Prim<\/h3>\n<p>Short for \u201cprimitive object\u201d. This is the name given to the basic building blocks in <em>Second Life<\/em>. They are three dimensional and include spheres, blocks, and cones which can be resized and reshaped, and then covered in a texture to make them look like whatever objects you need.<\/p>\n<p><em>First Described in Chapter 11 <\/em><\/p>\n<h3 id=\"Process\" >Process<\/h3>\n<p>A course of action intended to achieve a particular result. Examples: serving customers at a bank; the re-growth of a forest after a fire; landing an airplane; the action of a particular drug.<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Process_Flow_Diagram_(PFD)\" >Process Flow Diagram (PFD)<\/h3>\n<p>A specific type of visualization of a system that shows major operators\/facilities and omits details.\u00a0 Shows the path taken by material through a factory or other installation, or the path of data through a processing scheme.<\/p>\n<p><em>First Described in Chapter 14<\/em><\/p>\n<h3 id=\"Priority_Queue\" >Priority Queue<\/h3>\n<p>A priority queue can be thought of as a queue where the high priority clients move to the front immediately, ahead of all lower priority clients. In practice, it is often implemented as two separate queues.<\/p>\n<p><em>First Described in Chapter 12<\/em><\/p>\n<h3 id=\"Pseudocode\" >Pseudocode<\/h3>\n<p>An informal description of an algorithm that is to be implemented on a computer. It is typically written in a programming-language like style.<\/p>\n<p><em>First described in Chapter 7<\/em><\/p>\n<h3 id=\"Pseudorandom_Number\" >Pseudorandom Number<\/h3>\n<p>A number from a sequence that appears to be random. A pseudorandom sequence is one that satisfies standard tests of randomness.<\/p>\n<p><em>First Described in Chapter 6<\/em><\/p>\n<h3 id=\"Queue\" >Queue<\/h3>\n<p>A linear structure within which customers or clients await service. In a bank, for example, a queue is a line of customers, one behind another, where the one in front is being served. When the first client is done and leaves, then the second becomes first and so on.<\/p>\n<p>First described in chapter 7.<\/p>\n<h3 id=\"Queuing_Model\" >Queuing Model<\/h3>\n<p>A sub-category of discrete event simulation where the main structure is that of one or more line-ups, or queues.<\/p>\n<p><em>First Described in Chapter 5.<\/em><\/p>\n<h3 id=\"Randomized_Controlled_trial\" >Randomized Controlled trial<\/h3>\n<p>A scientific experiment involving an intervention on a group of subjects in which the original group is broken into a control group, which receives no intervention, and a second group that does receive it. The assignment to groups is done at random so as to eliminate allocation bias.<\/p>\n<p><em>First Described in Chapter 9<\/em><\/p>\n<h3 id=\"Raster\" >Raster<\/h3>\n<p>A graphical technique in which images consist of 2D arrays of pixels. Most of the images we are familiar with are raster images. Raster image formats include .gif, .jpg, .png, and .bmp. The other primary way of representing images is using vectors which essentially describe an image by defining the line segments that would be used to draw it. This form of image is often used for maps.<\/p>\n<p><em>First Described in Chapter 8 <\/em><\/p>\n<h3 id=\"Reneging\" >Reneging<\/h3>\n<p>When a client enters a queue and leaves again without being served.<\/p>\n<p><em>First Described in Chapter 7<\/em><\/p>\n<h3 id=\"Runs_Test\" >Runs Test<\/h3>\n<p>A test of whether a random number generator produces random numbers that is based on the predicted occurrence of consecutive 1s or 0s in a randomly generated sequence. Variations between the generated sequence and the predicted sequence indicate non-randomness.<\/p>\n<p><em>First Described in Chapter 6<\/em><\/p>\n<h3 id=\"Seed:\" >Seed:<\/h3>\n<p>The initial value of a pseudorandom number generator, from which all of the other numbers in the sequence are generated.<\/p>\n<p><em>First Described in Chapter 6<\/em><\/p>\n<h3 id=\"Sensitivity_Analysis\" >Sensitivity Analysis<\/h3>\n<p>A method of simulation validation that checks to make sure that those aspects (<em>variables<\/em>) of the original system to which it is most sensitive have a similar effect within the simulation.<\/p>\n<p><em>First Described in Chapter 9<\/em><\/p>\n<h3 id=\"Serious_Game\" >Serious Game<\/h3>\n<p>A game that has a designed task in addition to entertainment.<\/p>\n<p><em>First described in Chapter 1.<\/em><\/p>\n<h3 id=\"Server\" >Server<\/h3>\n<p>The portion of a queuing system that is responsible for processing work requests from arrivals. In a bank simulation, a server could be a teller.<\/p>\n<p>First described in Chapter 7.<\/p>\n<h3 id=\"Service_Time\" >Service Time<\/h3>\n<p>The time required to handle a service request; the time needed to handle a bank customer, or make a serve a hot dog would be examples.<\/p>\n<p><em>First described in Chapter 7.<\/em><\/p>\n<h3 id=\"Sequencing_Set\" >Sequencing Set<\/h3>\n<p>The list of events that are scheduled to occur in a simulation, sorted according to the time they are due. Events will typically be added to the set as the simulation runs, often as a result of some other event being handled. New events are inserted into the list at the appropriate place based on when they are due to occur. Also called a <em>pending event list<\/em>.<\/p>\n<p><em>First Described in Chapter7<\/em><\/p>\n<h3 id=\"Short_Form_Game\" >Short Form Game<\/h3>\n<p>A game having only a few minutes of actual playing time and limited goals. Often a casual game, needing little commitment and playable in small snippets of spare time.<\/p>\n<p><em>First described in Chapter 1.<\/em><\/p>\n<h3 id=\"Simulation\" >Simulation<\/h3>\n<p>A computer programmed implementation of an abstract model. Sivasailam Thiagarajan, (1998) the noted performance training designer said that a simulation is \u201ca representation of the features and behaviors of one system through the use of another\u201d (p.35).<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Simulation_Game\" >Simulation Game<\/h3>\n<p>A game that exposes the simulation that underlies it as a component of play. <em>Civilization<\/em> is a simulation game because the object is to manipulate the simulation parameters directly, rather than by using indirect mechanics. The <em>Tycoon<\/em> games (EG. <em>Roller Coaster Tycoon<\/em>) are also popular simulation games.<\/p>\n<p><em>First described in Chapter 1.<\/em><\/p>\n<h3 id=\"Simulation_Model\" >Simulation Model<\/h3>\n<p>A representation, either mathematical, graphical, verbal, or otherwise, of some system of interest, upon which a simulation will be based.<\/p>\n<p><em>First Described in Chapter 5 <\/em><\/p>\n<h3 id=\"Simulation_Object_(element)\" >Simulation Object (element)<\/h3>\n<p>A simulation object (element) is a collection of properties that characterizes an entity that participates in the simulation; objects have names by which we identify them.<\/p>\n<p><em>First Described in Chapter 9<\/em><\/p>\n<h3 id=\"Simulator\" >Simulator<\/h3>\n<p>A device that is used to simulate a situation, often for training purposes. EG the lunar module simulator or the Link trainer.<\/p>\n<p><em>First Described in Chapter 1<\/em><\/p>\n<h3 id=\"Single_Server_Queuing_System\" >Single Server Queuing System<\/h3>\n<p>A queuing system that has one queue and one server.<\/p>\n<p><em>First described in Chapter 7.<\/em><\/p>\n<h3 id=\"Software_Development_Kit_&#8211;_SDK\" >Software Development Kit &#8211; SDK<\/h3>\n<p>SDK stands for Software Development Kit. It is a tool or set of tools designed to facilitate the creation of application programs for a specific framework, application package, or system in general. It usually includes some form of editor and a way to test programs by running them from within the SDK.<\/p>\n<p><em>First Described in Chapter 11<\/em><\/p>\n<h3 id=\"Sprite\" >Sprite<\/h3>\n<p>A (usually) two dimensional image used to represent an object in a scene in a computer game.<\/p>\n<p><em>First described in Chapter 11.<\/em><\/p>\n<h3 id=\"SQS\" >SQS<\/h3>\n<p>See <em>Sequencing Set<\/em><\/p>\n<p><em>First described in Chapter 7.<\/em><\/p>\n<h3 id=\"Standard_Deviation\" >Standard Deviation<\/h3>\n<p>A measure of the variation within a set of numbers. It represents the normalized average amount that a measurement is expected to differ from the average.<\/p>\n<p><em>First described in Chapter 7.<\/em><\/p>\n<h3 id=\"State\" >State<\/h3>\n<p>In a queuing system, the state is the number of customers in the system at any given time.<\/p>\n<p><em>First described in Chapter 5 <\/em><\/p>\n<h3 id=\"Stochastic_Simulation\" >Stochastic Simulation<\/h3>\n<p>A simulation that makes use of random numbers to approximate unknown underlying processes in a model. It is also used to simulate events that actually occur at random in real life.<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"Storyboard\" >Storyboard<\/h3>\n<p>A process for walking through a scene from a game or animation using a sequence of drawings. The designer steps through the pictures and explains the action to a small audience of development team members. Developed at Walt Disney studios.<\/p>\n<p><em>First Described in Chapter 10 <\/em><\/p>\n<h3 id=\"System\" >System<\/h3>\n<p>\u201cA collection of interdependent elements which act together in a collective effort to achieve some goal.\u201d (Mihram, 1972) A system constitutes a &#8216;Gestalt&#8217;, where the whole is greater than the sum of the parts. Examples: a game of tag, a vampire, a car engine, the solar system, grammar rules for English, a wetland, the human circulatory system, etc.<\/p>\n<p><em>First Described in Chapter 2 <\/em><\/p>\n<h3 id=\"System_Time\" >System Time<\/h3>\n<p>System time is the specific time that a client spent in the system.<\/p>\n<p><em>First Described in Chapter 12 <\/em><\/p>\n<h3 id=\"Tandem_Queue\" >Tandem Queue<\/h3>\n<p>In a tandem queuing model, a client departing from a server enters another single server system and waits for another, different server.<\/p>\n<p><em>First Described in Chapter 12 <\/em><\/p>\n<h3 id=\"Task_Analysis\" >Task Analysis<\/h3>\n<p>Although the term can be used in various ways, for our purposes, task analysis is a structured way to finding out what people do when they are performing a particular function or job. It often involves following one or more people as they perform their jobs and effectively logging what they do.<\/p>\n<p><em>First Described in Chapter 14 <\/em><\/p>\n<h3 id=\"Teleoperation\" >Teleoperation<\/h3>\n<p>The operation of a device from a distance. Can involve sensory feedback from the device to the operator (visual, auditory, haptic).<\/p>\n<p><em>First Described in Chapter 1 <\/em><\/p>\n<h3 id=\"Tessellation\" >Tessellation<\/h3>\n<p>See\u00a0: <em>polygonalization<\/em>. A tiling of a plane or other surface by a collection of plane figures, such as polygons.<\/p>\n<p><em>First Described in Chapter 8 <\/em><\/p>\n<h3 id=\"Triage\" >Triage<\/h3>\n<p>A process first used in field situations during wars, where those injured were assessed quickly and assigned a priority based on the severity of their injuries. The most severely injured were given the highest priorities. The same system is used in hospital emergency departments to determine who can wait their turn, and who must be placed at the front of the queue.<\/p>\n<p><em>First Described in Chapter 12 <\/em><\/p>\n<h3 id=\"True_random_numbers:\" >True random numbers:<\/h3>\n<p>Sets of numbers that are obtained by sampling values taken from real-life events that are actually random, such as static noise.<\/p>\n<p><em>First Described in Chapter 6<\/em><\/p>\n<h3 id=\"Unified_Modeling_Language_(UML)\" >Unified Modeling Language (UML)<\/h3>\n<p>A set of graphic notation symbols and associated methods that allow the creation of a visual representation of a simulation or model.<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Uniform_Distribution\" >Uniform Distribution<\/h3>\n<p>A statistical distribution in which the probability of any value is the same as any other.<\/p>\n<p><em>First described in Chapter 7.<\/em><\/p>\n<h3 id=\"Validation\" >Validation<\/h3>\n<p>The process of determining the degree to which a model is an accurate representation of the real world from the perspective of the intended use of the simulation. Validation ensures that the assumptions, values, and data are valid and correct.<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Variable\" >Variable<\/h3>\n<p>An element whose value can be changed to different things, depending on various conditions.<\/p>\n<p><em>First Described in Chapter 2<\/em><\/p>\n<h3 id=\"Verification\" >Verification<\/h3>\n<p>The process of determining that a simulation implementation and its associated data accurately represent the underlying model that was selected. This process checks to make sure that the code is working properly and that it has been implemented to correctly reflect the model.<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Virtual_Reality\" >Virtual Reality<\/h3>\n<p>A computer simulated environment in which graphical objects drawn by the computer are used to represent real ones. It is a simulation of real 3D space, and a user can be immersed in this environment by virtue of the fact that the computer can present a view from any point in space. (The term was coined by writer and dramaturge Antonin<em>Artaud in the 1930\u2019s with respect to theatre)<\/em><\/p>\n<p><em>First Described in Chapter 1 <\/em><\/p>\n<h3 id=\"Walkthrough\" >Walkthrough<\/h3>\n<p>A formal, comprehensive review of a program. Includes inspection of the algorithms and code. A method for locating errors and inconsistencies in a computer simulation or model that involves a systematic review of code and documentation before a group of experts.<\/p>\n<p><em>First described in Chapter 9<\/em><\/p>\n<h3 id=\"Waypoint_Navigation\" >Waypoint Navigation<\/h3>\n<p>Navigating through a virtual space by using fixed points as interim targets. The path to the next waypoint can be a simple one, a line for example. Waypoints are placed by human designers, thus eliminating the need for complex autonomous navigation methods.<\/p>\n<p><em>First Described in Chapter 13 <\/em><\/p>\n<h3 id=\"Z-buffer_algorithm\" >Z-buffer algorithm<\/h3>\n<p>In computer graphics, this is a method of hiding distant surfaces behind nearer ones that tests the Z coordinate (distance) against that the pixel currently on the screen at that point. The nearer pixel is the only one drawn.<\/p>\n<p><em>First Described in Chapter 8 <\/em><\/p>\n<p><em>\u00a0<\/em><\/p>\n<p>&nbsp;<\/p>\n<div>\n<h2 id=\"References\" >References<\/h2>\n<\/div>\n<p>Becker, K. (2006). <strong>Classifying Learning Objectives in Commercial Video Games<\/strong>. Paper presented at the Summer 2006 Institute &#8211; Linking Research to Professional Practice.<\/p>\n<p>Franta, W. R. (1977). <strong>The process view of simulation.<\/strong> New York: North-Holland.<\/p>\n<p>Fullerton, T., Swain, C., &amp; Hoffman, S. (2008). <em>Game design workshop : a playcentric approach to creating innovative games<\/em> (2nd ed.). Boston: Elsevier Morgan Kaufmann.<\/p>\n<p>Mihram, G. A. 1972. <strong>Simulation: statistical foundations and methodology<\/strong>, New York,, Academic Press.<\/p>\n<p>Thiagarajan, S. (1998). <strong>The Myths and Realities of Simulations in Performance Technology<\/strong>. Educational Technology, 35-41.<\/p>\n<p>Zeigler, B. P. (1976). <em>Theory of modelling and simulation<\/em>. New York: Wiley.<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This glossary defines how various terms are used in this book. Although their use here does not deviate dramatically from commonly accepted meanings, we have encountered sufficient opposition and argument over many of these terms to warrant defining them for our purposes. Further, there are frequent discussions and debates about terminology among various simulation and [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":82,"parent":0,"menu_order":0,"comment_status":"open","ping_status":"open","template":"","meta":{"_genesis_hide_title":false,"_genesis_hide_breadcrumbs":false,"_genesis_hide_singular_image":false,"_genesis_hide_footer_widgets":false,"_genesis_custom_body_class":"","_genesis_custom_post_class":"","_genesis_layout":"","jetpack_post_was_ever_published":false,"footnotes":""},"class_list":{"0":"post-61","1":"page","2":"type-page","3":"status-publish","4":"has-post-thumbnail","6":"entry"},"jetpack_shortlink":"https:\/\/wp.me\/P4QGQz-Z","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"http:\/\/minkhollow.ca\/books\/index.php?rest_route=\/wp\/v2\/pages\/61","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/minkhollow.ca\/books\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/minkhollow.ca\/books\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/minkhollow.ca\/books\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/minkhollow.ca\/books\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=61"}],"version-history":[{"count":10,"href":"http:\/\/minkhollow.ca\/books\/index.php?rest_route=\/wp\/v2\/pages\/61\/revisions"}],"predecessor-version":[{"id":494,"href":"http:\/\/minkhollow.ca\/books\/index.php?rest_route=\/wp\/v2\/pages\/61\/revisions\/494"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/minkhollow.ca\/books\/index.php?rest_route=\/wp\/v2\/media\/82"}],"wp:attachment":[{"href":"http:\/\/minkhollow.ca\/books\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=61"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}