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Flash MX for Interactive Simulation / Edition 1

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Together with its CD-ROM and companion Web site, Flashâ„¢ MX for Interactive Product Simulation ( 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.

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Product Details

  • ISBN-13: 9781401812911
  • Publisher: Cengage Learning
  • Publication date: 11/18/2002
  • Edition description: BOOK & CD
  • Edition number: 1
  • Pages: 540
  • Product dimensions: 7.40 (w) x 9.10 (h) x 1.10 (d)

Meet the Author

Jonathan Kaye, Ph.D. is the President and co-founder of Philadelphia-based Amethyst Research, an award-winning interactive design and engineering firm that specializes in the development of sophisticated device simulations for training and promotional presentations. Dr. Kaye speaks at industry and technical conferences on simulation, and has taught a wide range of classes, from introductory technical topics to advanced programming.

David Castillo has been designing and developing computer-based training using tools such as Flash and Authorware for the past six years first with the University of Texas and more recently with Alaska Airlines flight operations, and Hill-Rom. He presented his early work on device simulation at Macromedia's user conference, and more recently demonstrated how simulation can be used for rapid skills acquisition and field certification at the International Society for Performance Improvement Conference on Performance Based Instructional Systems Design.

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Table of Contents

Introduction Philosophy and Approach Audience. How To Use This Book. Prerequisites. Book Features and Text Conventions. About the Companion CD-ROM. Part I: Project Fundamentals and Planning; Chapter 1-Movie Clip Fundamentals, Chapter 2-Simulation and Flash, Chapter 3-The Process Perspective, Chapter 4- Asset Production. Part II: Simulator Architecture; Chapter 5-Review of Object-Oriented Programming in Flash, Chapter 6- Simulator Architecture, Chapter 7-Describing Behavior Using Statecharts, Chapter 8-Techniques for Describing Behavior. Part III: Constructing the Elements of Simulation; Chapter 9-Introduction to Simulator Construction, Chapter 10-Flash MX Components, Chapter 11-Simple Interface Objects, Chapter 12-Non-visual Objects, Chapter 13-Advanced Interface Objects, Chapter 14,-Model Layer Simulation]. Part IV: Hands-on Device Construction; Chapter 15-Modeling a Robotic Arm, Chapter 16-Modeling an Analog/Digital Wristwatch, Chapter 17-Modeling a Fish Finder, Chapter 18-Modeling a Cellular Telephone. Part V: Authoring Simulation-Based Instruction, Chapter 19-Performance Analysis, Chapter 20-Instructional Presentation, Chapter 21-Establishing Elemental Skills, Chapter 22-Practice and Drills, Chapter 23-Testing and Assessment. Part VI: Bringing It All Together; Chapter 24 Integrating Simulator and Presentation, Chapter 25, Usability Testing, Chapter 26 Case Studies. Appendix A: Flash and Simulation Web Resources. Appendix B: Quick Reference: Creating State Engines. Appendix C: Flash State Engine Implementation. Appendix D: State Engine Reference. Appendix E: Errors and Warnings Reference. Appendix F: Additional Device Design Materials. Glossary. Index.

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