ABSTRACT
We attempt the design and development of an educational game based on the Input-Process-Outcome model. This tool helps students and other professionals to learn and appreciate the decision-making processes carried out by geophysicists and petroleum engineers, concerned with the activity of well placement, to maximize production from oil fields. It also stimulates learning and application of technology to support decision making.
TABLE OF CONTENT
TABLE OF CONTENT
ABSTRACT
CHAPTER 1: INTRODUCTION
1.1 OBJECTIVES
1.2 MOTIVATION
1.3 EXPECTED RESULTS
1.4 DELIVERABLES
1.5 APPROACH
1.6 THESIS ORGANIZATION
CHAPTER 2: COMPUTER GAMES, INSTRUCTIONAL GAMES
2.1 DEFINITION: COMPUTER GAMES
2.2 EARLY COMPUTER GAMES
2.3 EDUCATIONAL/INSTRUCTIONAL COMPUTER GAMES
CHAPTER 3: OIL EXPLORATION, WELL PLACEMENT TECHNOLOGY AND ASSOCIATED COMPUTER GAMES
3.1 INTRODUCTION
3.2 FIELD DEVELOPMENT
3.3 WELL PLACEMENT
3.4 CALCULATION OF STOCK TANK OIL INITIALLY IN PLACE (STOIIP), GAS INITIALLY IN PLACE (GIIP), AND DARCY’S EQUATION
3.5 EXISTING OIL EXPLORATION/WELL PLACEMENT COMPUTER GAMES
CHAPTER 4: RESEARCH METHODOLOGY
4.1 REQUIREMENT ANALYSIS
4.2 GAME PLAY REQUIREMENT SPECIFICATION
4.3 DESIGN PATTERN EMPLOYED
4.4 TOOLS AND SOFTWARE PACKAGES EMPLOYED
CHAPTER 5: IMPLEMENTATION AND CODING
CHAPTER 6: RESULTS
CHAPTER 7: CONCLUSION AND FURTHER WORK
7.1 DISCUSSION AND CONCLUSION
7.2 CURRENT POSITION
7.3 STRENGHT AND LIMITATION OF WORK DONE
7.4 CHALLENGES
7.5 PERSPECTIVE
BIBLIOGRAPHY
Chapter 1: INTRODUCTION
In this work we apply software engineering to simulate well placement in oil fields located in the Niger-Delta terrain of Nigeria, West Africa. Software engineering is concerned with developing and maintaining software systems that behave reliably and efficiently, are affordable to develop and maintain, and satisfy all the requirements that customers have defined for them (1). Well placement Technology is the combination of sub-surface reservoir development technology, formation evaluation and pressure analysis to ascertain a favorable position to drill oil wells in oil fields.
The process of well placement begins with exploration of the oil field. Seismic reflection analysis is carried out to determine the presence and location of trap and fluids in the reservoir. If results are favorable, wells are drilled in order to determine rock and fluid properties in the reservoir. If potentially economic accumulations of hydrocarbon are found, more wells are bored or more seismic is shot to carry out an appraisal of the field; this results in the delineation of the reservoir. More detailed data is collected from outcrop and reservoir’s stratigraphic studies. Well tests such as pressure and flow rates tests are carried out. With all these data, a model is built. The model is dynamically simulated to predict oil production. The simulation results inform the decision on location to place well in the oil field. (See Chapter Three).
1.1 Objectives
The objectives of this work are as follows:
· To build an instructional game that simulates the activities and processes carried out by geoscientists and petroleum engineers in different oil field terrains during well placement.
· To begin by simulating the operation of a dynamic model, designed to provide production forecasts to guide well placement in land terrain.
1.2 Motivation
This thesis has been presented because Prof. David Ogbe, a visiting Professor from Petroleum Engineering Stream of the African University of Science and Technology has requested that software be developed to fulfill the following requirements:
· Game for trade show exhibition, open house, seminars for secondary schools.
· Fun-filled academic learning tool for students and other professionals to learn and appreciate the decision making processes carried out by petroleum engineers and geoscientists to maximize production (reserves) from oilfields
· Provide a playful environment to stimulate learning and application of technology to support decision making.
There is strong indication that this software will be embraced by secondary school students because when a survey posed the question, “Educational computer/video games should be embedded in all taught courses” to a hundred and forty one secondary school students from Edo, Rivers, and Anambra states, the results analysed using the Likert scale reveal that....
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