Archive for the ‘game basics’ Category

Wii games exercise shock

Friday, July 31st, 2009

Playing Wii games is “not of high enough intensity to contribute towards the recommended daily amount of exercise in children”

These are the conclusions of  Lee Graves, Gareth Stratton, N D Ridgers and N T Cable in their paper “Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study.”

They state that “activity promoting new generation active computer games significantly increased participants’ energy expenditure compared with sedentary games, but not to the same extent as the authentic sports. Further research is needed to investigate the energy demands of active gaming across sexes, ages, and consoles.”

A study is about to be carried out in a similar vein investigating whether location-based games such as LocoMatrix will fare better.

SiRFstarIV and the reality of indoor GPS

Thursday, July 30th, 2009

Apart from really useful advances such as better power management, improved accuracy and better time-to-fix, the new chip from CSR, has an interesting feature in the form of their smart sensor interface. This provides “to improve the location experience, enable greater context awareness and open the door to superior indoor positioning accuracy”. This includes a variety of means including picking up satellite signals “opportunistically”,  sensing temperature (?) and context(?) changes. Sensors may be connected via its own I2C interface. Or via a specific MEMS (Micro Electro-Mechanical Systems) port – in a word using accelerometers to measure distance and direction when satellite signals are lost.

So one now sees the components (GPS, MEMS) of the new phones coming together to offer some very interesting possibilities. Furthermore, the SIRF literature indicates that the chip comes pre-ported for Android. Give me one now! (please). All of this can only be a good thing for LocoMatrix.

Something that I must do is to get my head around these MEMS devices. Can one plot direction and distance with any degree of accuracy and reproducibility? Anyone know?

Interestingly my first proper job (working for the Medical Research Council) was to build accelerometer boxes for divers. A problem for divers working in North Sea environments was that they would get colder and colder without realising it and go into a kind of sleep, after which death was just around the corner. By monitoring their movement, the dive manager would be able to recall divers who started to look drowsy. Back then (around 1980) accelerometers cost around £200 and 3 were needed to record XYZ movements.

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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:

Using Treasure Hunt

Wednesday, July 9th, 2008

In the last blog I explained in some detail how you use the treasure hunt editor. Here we are going to look further at the process of creating a game – but bear in mind that I have, so far, only created a few and at the moment there is a lot of trial and error. You learn a lot from creating a game and then trying it out with real people. Expect to come back to this as I get more experience and feedback.

As the players start by being presented with a picture, an obvious ploy is to present them with a view of where they are and the direction they should be traveling in. Below is a view from my front door where my first test game started. As they walk towards the destination, the second picture is displayed. Now if we want to do something simple – this is a picture of something they can see easily. Here after 1 minute, they come to a fountain.

LocoMatrix: view from houseLocoMatrix: the fountain

It may seem obvious, but worth stating anyway. I plan a route that I know, so have a fairly good idea of the places that I am going to use. I take my camera and look to take portrait-orientated photos (for usual phone screen shape). It might be good here to introduce the subject of theme. For a general treasure hunt, this might be unnecessary but it can serve to focus on how one goes about creating the game. A couple of examples close to where I live are: a “blue plaque” trail, a seafront exploration, or a tapas tour.

But of course this is a fairly simple way to use it. I have created a couple of games for places that I haven’t been to. A bit risky, but so far, so good. Satellite photos (e.g. Google Maps/Earth (and  can be used and you can use them even for places that you have access too – a treasure hunt of aerial photos and maps can be a challenging. A general point here is that the contrast is not so good with most maps – a spot of improvement can be useful (praise be the “one step photo fix” : )

LocoMatrix: Blue PlaqueLocoMatrix: Brunswick Square

A difficulty that one is presented with when creating the initial picture to point the player in the right direction, is will it really show him the way. A map of the general area with a hand-drawn arrow had been useful to me. But we can also think laterally. A clue to take the player to a nearby roundabout could be a road sign of a roundabout. And now we are thinking laterally, why don’t we start to create some really cryptic clues. I’m looking for volunteers – but don’t worry, if all else fails, there is still the warmometer.

LocoMatrix: roundabout signLocoMatrix: roundabout image

LocoMatrix Treasure Hunt

Monday, June 30th, 2008

Our Treasure Hunt is now available for playing. I have created some test sites (Soutbank, London / Portsmouth Uni / Brunswick, Hove / Weald & Downland Museum, Singleton) but it is very easy for anyone to create one. The beta can be found here.

The goal of Treasure Hunt is to navigate a course of waypoints using picture clues (with a little help from the “warmometer” – it tells you if you are getting hotter or colder!). When the game starts you are presented with a picture on your phone that should point you in the direction of the first location. As you near this point, a second picture will be shown, which should allow you to identify the exact point (in a following post, I will be sharing some ideas for how you might do this). If the clues alone are not enough, you can reveal a hint – and don’t forget the warmometer.

And now down to details

Start by giving the game a name. This is how you will see it in the list of games when you go to Treasure Hunt on your phone.

Then click on “add new waypoint” then go down to the Name and er… give it a name. Then add a description – this will appear when the user gets to the destination. If you give a hint, the user will see this when he clicks on the hint button on the phone.

Now use the map to find your target – you can use either a map or the satellite view (hint: you can also the search facility). Click on the map to add the coordinates of your waypoint.

Click on the image tab to upload the 2 images needed for you location. You select them from your local drive and then click on the red “upload” thingy. Bear in mind that different phones have different screen sizes and that you need to make sure that your clue will be understood however seen. In order to help, click on the point of interest for each picture and the program will crop the image in the best way possible. Also don’t forget that in strong light your pictures may not be seen to best advantage so try and increase the contrast and not include too much detail (more on this soon).

Nearly there. Just repeat the above by adding new waypoints. And (I was going to say Hey Presto, but changed my mind) there’s your treasure hunt. Click on “Submit Game” to send it off to to LocoHQ.

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.

Happen demo

Wednesday, February 20th, 2008

Happen happened (as I happened to mention previously) to have a meeting at James House last week and we gave them the opportunity to play LocoMatrix. Afterwards we were treated to some feedback which I blog here for your interest and posterity. They had no previous knowledge of LM and what I write is from the Post-It notes that they wrote their ideas on in this session (text in bold = the note – everything else my comments [a + is shorthand for a positive comment])

+ Loved the chase for the orange

Good, I knew people would like fruit games

+ Calorie counter for grown-ups

Interesting observation as we may collaborate with other organisations interested in the health aspects of LocoMatrix. Given the weight of the player, and calculating the speed and distance (from GPS) moved, one can get a pretty good indication of calorie consumption

+ Orienteering

Out now – our treasure hunt game – great for geocaching and also for orienteering. By saving map elements instead of pictures in the sequential clues, one can easily create a very interesting orienteering game. Try it now!

+ step towards real gaming / spin on virtual reality

Indeed and a step towards augmented reality

+ a screen per user

The Happen group played as 2 groups of 3 and as such were sharing a phone – there was a sensible request that the graphics be repeated on the phones for all players in a team
The Fruit Treasure – Hunt at Fruitstock in Regent’s Park

Shame, but there is no Fruitstock this year. We have been thinking about tie-ins with other companies and the Innocent Smoothie brand has been mentioned several times before.

More sounds and vibrations to celebrate point scoring

Keep following our research at Sussex University.

How to create a super fast ‘flash mob’

Using the power of knowing where the players are to get them to congregate – we have the platform so if any flash-mobsters want to get in touch.

How to shoot your opponent (lay mines, drop bombs)

We prefer custard pies and whoopee cushions – but one interesting aspect is to allow players without GPS to interact using their mobiles to help or impede a player who is

Alert when you are about to cross a road

Again this is a topic that comes up frequently. Because the GPS signal tells you where you are, it could be linked in to signal all sorts of dangers and places where play is not permissible, but would obviously require a lot of time and money to build up a database that could control this. We have had discussions with the Child Exploitation and Online Protection Centre (CEOP) and there are various things that, knowing a child’s position, could be done to enhance safety (comments to follow).

How to – countdown

Must admit that I am not sure what this comment was about. It could be to do with the fact that at present Fruit Farmer only shows the players score. And it would be good to see the other players’ scores too. Something that we are having a look at. Also it occurred to me that it could be better if you play only until one player is bound to win – e.g. with 2 players – the first player to get to 51%. Of course this is a little more difficult to do with 3 or more players – is there a formula for working this out. Yes, subtract the combined score from the total possible points, and if the remainder allows the second placed player to equal or overtake the first place player then keep on playing.

How to – ideal route

This is the travelling salesman problem (see here – if you have a look, see also for interest sake the stuff about ant colonies) and would indeed be the basis for an interesting game – or even of use for salesmen or anyone else that wants to find the shortest route.

How to – do it on water

Again, we are already talking to people about LocoMatrix and its use in sailing. Rather than just sailing round bouys, how about a territory capturing game, or how about having to sail through virtual chicanes and slaloms.

How to have corporates use it for team-building and leadership

In the pipeline – we are in contact with a number of organisations who run team-building workshops. It requires little imagination (and hopefully you have a lot) to see the potential here. If you are interested in this aspect, then we would love to hear from you.

You could hook up with Walk & Talks around London
Link up with bars/restaurants as stop-off points
How to have tourist boards use it for city tours

Now we have the treasure hunt, this has become a reality. We are currently creating (obviously) some Brighton tours / London to come soon / and will also do an experimental pubcrawl too (which although it doesn’t really do much for the health aspect, is more than compensated by the fun – expect too a tapas crawl).

How to do it auditorily using Bluetooth headset

It’s going to be tricky to connect up more than one Bluetooth device at the moment but, as more phones get GPS, more opportunities to use Bluetooth for something else. And of course we have the research project at Sussex looking into games that don’t require the screen.

Hopscotch

Nice idea – a giant hopscotch on a giant pitch – anyone want to have a go at programming this one

I wish for the motorcycle game from Tron

Not too sure how safe this would be – maybe on mountain bikes first of all

How to – have some strategy
I wish for a virtual world (of warcraft) in the real world

Coming soon – well maybe not the warcraft bit, but certainly some games with interesting role playing and strategy games. One of my own particular favorites for strategy would be live variant of Socoban.


Qix thoughts

Thursday, January 10th, 2008

I was chatting with Andy in the office this morning about Qix strategies (see previous for info on how to play). Andy is a keen mountain biker and very quickly came up with some interesting ideas.

  • Qix over a long time period. A game doesn’t have to be completed in one session- could go on for days or weeks at preset times.
  • Qix lets you enclose an area by using existing territory as part of the area
  • Qix lets you completely encircle someone else’s territory. This could mean that you would lose it or just that you couldn’t get to it.
  • Qix could be played in 2 or more different geographic locations – one would just need to choose the same available area.
  • Qix Britain – the person (or team) with the greatest amount of Britain covered in a set time (year) – would need to be a rule preventing planes from taking part. Or have different games for different speeds (so < 10 miles per hour / greater than / high altitude

Games with sound only

Wednesday, January 9th, 2008

Octave MazeThe games that we are currently playing with LocoMatrix require quite a lot of looking at the screen. We have taken care to ensure that maximum contrast even in bright light. Nevertheless, looking at the screen means not looking where you are going, so great care needs to be taken when playing. We have been thinking about games that can be played which use sound (and maybe other phone generated phenomena such as vibration).

My first thoughts on this were musical. Creating a maze where one has to follow a scale of notes. Easiest would be to follow the notes of a major scale octave – but one could be far more demanding by using other scales (minor or modal), chords, or tunes. In the randomly generated grid of numbers above, one would start from the number one, representing the lowest note of the octave and experiment with adjacent cells, until one heard the second, third etc. notes of the scale – one might then have to run through the whole sequence to “win” the game.

Clues for Treasure Hunt

Tuesday, January 8th, 2008

If at first you don’t succeed – don’t try parachuting, but seriously what to do when the player doesn’t get it straight away, or gets it wrong. We can give clues – these could be:

  • verbal – written instructions or a riddle (this could also be used instead of a picture – e.g. find the winged lady – for a statue of an angel)
  • some visual guide to hotter / colder. This could be used all the time or just when the player gets stuck
  • sounds – a ticking that gets louder/faster – this would make an interesting variant on the puzzle where this is the only means of finding the answer
  • more pictures – that show more detail of the target
  • combinations of the above either in sequence or done randomly