Archive for the ‘experiments’ Category

The First World Fancy Dress Space Hopper Polo Championship!

Tuesday, April 14th, 2009

space-hopperI had a vision. A cowboy. Riding at the beach. On his horse. No. On a space hopper! Next to a yodelling Austrian guy in his leather pants. They are chasing a beach ball. None of them get it. That French madame with a baguette under her arm was quicker. She hits the ball and BAM goal!

No there was nothing wrong with the mushroom ragout I had, I am talking about the newly announced game of BOGfest! The First World Fancy Dress Space Hopper Polo Championship! There will be about six different teams dressed up in national costumes playing Polo! Not funny enough?

On space hoppers! With inflatable mallets!

You can watch, you can compete, you can sponsor one of our teams of international superstars. Don’t worry if you don’t know the rules, there aren’t any! So why not grab your hopper by the horns and be part of this historic event?

Will the English Knights bounce back from their disappointing performance in the Europeans and defeat the Hoppy Hun in their lederhosen? Can the the plucky kilted Scots take on the mighty American cowboys? Will the Emirate Sheiks trillions help them bounce past the bikini clad Brazilians?

The event is organised by Bounce Your Balls testicular cancer campaign. For more details see www.bounceyourballs.com email bounce@bounceyourballs.com or call the head bouncer on 07981 334222.

Picture copyright John Hazard – www.hazzy.net

Spontaneous Joy and Uninhibited Merriment

Thursday, April 9th, 2009

blowing bubblesEver wondered what a flash mob is? Well it’s a sudden gathering of lots of people at a previously appointed place and where they then start doing the weirdest things. In our case: blowing bubbles!!! So if you have ever woken up in the morning with an absolute desire to do something crazy and funny but also something which no one has ever done before – join our mass outburst of spontaneous bubble blowing!

News from TeachMeet08

Thursday, October 2nd, 2008

David Muir from the University of Strathclyde spoke about mobile games at TeachMeet recently. On his blog he speaks about LocoMatrix and has a short presentation which makes interesting viewing. I have embedded this here:

Variations on Park to Park

Thursday, April 17th, 2008

The Park to Park game described a couple of posts ago has generated a lot of interest and brought up some interesting variations on the theme. Obviously one of the things that can be done is to increase the number of locations where a game can be played – 3 countries? 6 continents?

But one of the difficulties that becomes apparent is that it will be difficult to map exact relative points. What I mean by that is, if player A moves to a point 100 meters West and 50 meters North, player B will have to move in exactly the same manner. This will add an element of interest if player B has to move through/around a hedge to get to this point, but if this point is in the center of a lake then the game may become unplayable. A better way would be to map relational paths…

… by which I mean that, for example, player A takes the route shown.

and player B would indeed end up in the lake. With a little bit of magic, we could adjust his position so that although he thought he was following A, he can just manage to stay dry.

Treasure Hunt – more thoughts

Monday, January 7th, 2008

When I started thinking about a LocoMatrix treasure hunt, I created a photo version just to try out with friends. How this worked was, I took a picture from my front door which the player looked at and then at a following picture which was something that could be seen in the former (though not just an enlarged section of the first – I actually stood close to the object in question.

Treasure Hunt

On “playback” during the game, the player would move in the direction of the first picture and then start looking for the feature of the second. When he has found it, he would click on a button, and if he is right, would then get the next picture pair. Points can be awarded for the time it takes to get there (or bonus/penalty for nearness to suggested time).

Interesting things happened on my first trial, in that 3 of the features had changed since I created the sequence in the morning.

Treasure Hunt

Here, the windbreak for the cafe that had been taken down in the late afternoon

Treasure Hunt

and here, amazingly the pane of glass through which this was shot had been repaired (it must have been like that for at least 2 years)

Fruit Farmer – location independent or specific?

Friday, January 4th, 2008

Brighthelm ArialFruit Farmer was originally conceived as a location-independent game – i.e. you would start the game in the centre of a field and then the “map” would be relative to that point. But in the setting up of a demonstration for the launch of the Brighton OpenStreetMap (Nov 29th 2007), we were given the opportunity to show LocoMatrix for the first time in public. There was only a small handkerchief of open space by the venue, The Brighthelm Centre in Brighton, so an idea occurred to me – if you create a Fruit Farmer grid with all fruit (henceforward tbk as the Orange Grove) and play from an exact point (marked in picture above), one will knock out the fruit on the route one takes.

Brighthelm PhoneThe photo to the right shows this happening as we created the game. Now all one has to do is to create the “positive” from this “negative” and so long as we start in the same spot, we should be able to knock out all the fruit (and avoid any obstacles that we put in the way). I have since created the Brunswick game for the space around Brunswick Square and Hove lawns.

The image to the right represents the game that we played around the venue. It involves using all the green space and walking around the block. I was very pleased to see how well the unit tracked in this area, because it is quite heavily built up and one ends up going through a rather narrow passage to get back to the start. Brighthelm GameThe game has now been played successfully several times. The map below shows the route if you should ever want to play this. The streets are fairly quiet but there is still traffic around most of the time, so be careful.

Brighthelm Map

Experiments with Grids

Tuesday, October 30th, 2007

A set of cones (actually plastic drinking beakers) were placed in a 3 by 3 arrangement with the centres of cones set at various distances. In the first experiment we made the centres at 15 meters. Runners were asked to run around the grid as a set of 4 squares. You can see the pattern by looking at the first example.

The blue trace is the one that we are looking at. The lawn from top to bottom is about 30 meters. We placed beakers at the edges of the lawn, so you can see that the track is shifted a bit upwards. The first square to be run was the upper right, then a u-turn to work on the lower right. Similarly the lower left and then upper left were completed. If one overlays a grid of 15m squares then we can see that an accurate tracking of the nine squares could be made.

This doesn’t work out so well if we reduce the size of the grid to 10 meters. It works but only just

Same picture but with more details below.

Thanks to Sam for running these.

Next set of tests were done with skateboard, inline skates, and longboard. Here is Oscar’s skateboard run. Note that because the aerial photos on Google are a couple of years old, you can still see the swimming pool, whereas in reality this has been filled in and leveled. The cones were places at the centre of the squares, which at the edges is pretty much the maximum available room. It is not too apparent that at the top, there is a wall (level with top parts of green) and you can make out a cycle track above on the higher level. This test worked well, although a little unclear because we forgot to stop the test at the end (I will tidy this up and improve the contrast if I get a moment). Test a success.

Perrie came next with the inline skates. Not sure what happened here – the skating was good but the track didn’t record as well. Will need to try this one again when I do the next round of tests. Maybe start the test with a run around the whole area(?)

Finally to Seth on a longboard. Interesting in that because of the way the board moves you can see the more rounded corners of the turns. This run works well in that it gets well into the centres of the squares (though if you were marking a track that required you to return to the centre from each complete square of 4, the test would fail on the lower left square. This could have some implication on how one creates a game.

Thanks to the testers. Here are Perrie and Oscar.