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    Archived pages: 11 . Archive date: 2013-04.

  • Title: Frequency 1550 - Waag Society mobile game pilot
    Descriptive info: .. De grafische opmaak van deze website is alleen zichtbaar in grafische browsers, die.. web standards.. ondersteunen.. De inhoud van deze pagina is met alle browsers and apparaten toegankelijk.. // This site will look much better in a browser that supports.. , but it is accessible to any browser or Internet device.. FREQUENCY 1550.. Pilot.. Game concept.. Development outline.. Design demo's.. Project context.. Hidde from IVKO can't wait to play.. Waag Society's mobile game pilot.. Waag Society.. developed a 'mobile learning game' pilot together with.. IVKO.. , part of the Montessori comprehensive school in Amsterdam.. It's a citygame using mobile phones and GPS-technology for students in the age of 12-14 (so called HAVO+MAVO basic curriculum).. It is a research pilot examining whether it's possible to provide a technology supported educational location-based experience.. In the Frequency 1550 mobile game, students are transported to the medieval Amsterdam of 1550 via a medium that's familiar to this agegroup: the mobile phone..  ...   experience fits with the traditional curriculum.. Apart from adding to historical awareness and knowledge we hoped the pilot would enhance communication & collaboration skills (game tactics) and educational abilities (interpreting historical sources and references).. Throught this pilot, we're researching whether actively experiencing history through the immersing qualities of a (location-based) game and the creation of your own media (pictures, sound, video) adds to the understanding and appreciation of the city and its history.. Publicity / Media coverage.. Several gaming and locative media blogs picked up on the project, and Dutch magazine Computable wrote a comprehensive.. article.. focusing mainly on the back-end development.. In the months following the pilot, we attended several conferences (the.. Innovative Game Design.. for example) and seminars presenting the project.. When the pilot was completed, the project made it to the Dutch TV News on the public broadcasting channel.. Watch it here ! to see video footage of the game being played.. (in Dutch, requires Flash-plugin)..

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  • Title: Frequency 1550 - Waag Society mobile game pilot
    Descriptive info: gamephone interface preview.. videophone interface preview.. Game story.. The 11-12 year old students are invited to the Waag building, one of Amsterdam's medieval citygates, for three special project days.. During network tests a Waag Society development-team has run into strange frequency problems and found the Amsterdam UMTS-network to be magically interfering with a different time period: the medieval era.. A recording is made of the medieval city's bailiff getting in contact with the here and now: 21st century Amsterdam.. Through some technical difficulties and religious misunderstandings he mistakes the intruders to be pilgrims coming to 1550 Amsterdam to visit the special relic: the Holy Host associated with.. The Miracle of Amsterdam.. Because it recently got lost he suggests a deal: he can provide easy access to citizenship if we can help him retrieve the holy relic.. The students take up their roles as competing pilgrims and thus step into the game's story.. The city as playingfield.. For one to two days, players roam through the city in small groups.. GPS makes it possible to know the position of your team (and of other players or objects).. To prove they're the most worthy order of pilgrims, a team will need to demonstrate their knowledge  ...   passing opponent, temporarily killing communication facilities with HQ.. Running into other teams starts a confrontation between the Pilgrims - their Order determines who wins, taking away hard-earned experience points, co called Days of Poorterschap (medieval Days of Citizenship).. Communicate and win.. UMTS makes it possible for each team to be in touch with their Headquarters (HQ) by mobile video telephone and to exchange multimedia.. During the pilot, HQ is located at the Waag building.. Using internet-access from their special laptop-based HQ interface, information is looked up and historical references are checked out.. HQ also sees the bigger picture, has the overview as to what the other teams are up to and works out the team's strategy.. HQ can guide teams toward scoring locations and is responsible for processing the media made on location and sending relevant media or information to the players out in the city.. After every day of playing, all teams gather at HQ to see not only who did best, but to collectively reflect on the media produced, the answers given and the strategic decisions taken during the game.. More on how the game matches official curriculum goals can be read in the downloadable.. didactic design document.. (In Dutch only)..

    Original link path: /preview.html
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  • Title: Frequency 1550 - Waag Society mobile game pilot
    Descriptive info: HQ interface preview.. GPS development.. Concept & Interaction development.. Creating an edutaining game experience required a few disciplines of development and design that all have to come together.. Historical facts had to be interpreted and transformed into the game and educational concept.. These then had to match the learning goals of the education system while still providing an engaging story and gaming elements.. Digital content had to be created.. The game concept and underlying soft- and hardware technology had to be integrated through software development.. At the user end the whole concept and the media content had to be made accessible through two collabarative screen-based interfaces: the HQ laptop and the mobile gaming phone.. Mobile Broadband.. The student teams are equipped with the latest mobile phones packed with photo- and videocameras.. The gamephone is programmed with a dedicated game application running in the telephone's Java environment.. It has a permanent internet connection to a  ...   the game phone, which in turn sends it to the server.. At the server, locations of teams and objects are combined and mapped onto medieval Amsterdam via a special translation process.. This clip shows.. how a one-day speed-up of GPS game coordinates are turned and twisted to get remapped onto.. a mirrored sixteenth century map by Anthoniszoon.. distorted and The game phones receive the processed game data and display the position and status of the team.. Multi User Environment & Content Management.. To allow all players to join the same virtual space in which they are moving about while up- and downloading media, a game engine was created that uses Waag Society's.. Keyworx.. platform.. Programmers can.. download it.. or.. check out technical documentation.. on this open-source platform.. We also have.. images online.. from our default technology presentation.. These will give you an overview of the hardware setup and the software protocols designed for the game..

    Original link path: /tech.html
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  • Title: Frequency 1550 - Waag Society mobile game pilot
    Descriptive info: Playing at HeadQuarters using the HQ and VideoPhone.. HeadQuarters design.. The first of three interface components is the HQ, the software for the 'inside part' of the game team.. It is a Flash application running on a laptop during the game.. Because of dependencies on locally installed files we can only show you a.. click-through design demo.. here online showing its graphic design.. The screen designs are briefly explained.. Alternatively, to get a feel of how the kids interacted with the HQ you can check out the clip on the.. opening page.. Phone design.. The teams used a UMTS videophone for making videocalls with  ...   This was referred to as the VideoPhone.. Then there was a second phone, only available to the 'outside part' of the team.. This GamePhone was location-aware thanks to the wireless GPS device carried by one of the team members.. It was loaded with software developed for the project.. The software controlled all the features of the phone, and thus the game, through its own interaction design.. You can check out this.. functional design demo.. (requires PNG-enabled browser, do not use MSIE).. There are some minor differences to the exact definitive application but it's the next best thing to having the phone in your hands..

    Original link path: /design.html
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  • Title: Frequency 1550 - Waag Society mobile game pilot
    Descriptive info: Starting out on paper.. Part of the development team.. Waag Society research & development context.. Waag Society researches and develops media technology that supports cultural, educational or artistic empowerment and expression.. We have already done this in numerous projects, and below are a few examples which can all be found on the.. Waag Society website.. The Frequency 1550 mobile gaming pilot is a logical next step for several of our research areas.. Adventure/game based learning.. With DemiDubbel (1998) and Teylers' Adventure (2002) we have been looking into expanding traditional education into new media experiences in schools and mueseums.. Participating in an adventure game has proven to be an  ...   (2003-2005) and many other projects we created tools and settings to create media based on both education-driven events and personal experiences.. Mobile locative media.. With Amsterdam Realtime (2002) and the Riga spinoff (2003) we developed a widely appreciated two-month art project dealing with the mapping of personal space.. It showed how a creative use of positioning technology can influence the experience of space and time.. Worldwide mobile and location-based gaming development.. Some inspiring developments and useful resources we like include (among many others) :.. extensive inventory over at Smart Mobs.. Down Goes The System.. Mogi mogi.. and of course we greet the godparents of locative gaming -.. Blast Theory..

    Original link path: /context.html
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  • Title: Freq1550 - Tech
    Original link path: /techpres/index.html
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  • Title: Frequency 1550 - HQ interaction design
    Descriptive info: HeadQuarters interaction design.. Click thumbnails to see full format 1024x768 in separate window, then click on the pop-up image to close it again.. MAIN MAP VIEW.. (no tabs opened, teams are seen moving around on the medieval map).. default (complete zoom-out).. the 4 icons will glow when events occur.. zone-info on.. zoomed in + things on the map: team location (will glow), other teams locations (numbered, dont glow), new assignment (white), completed assignment (brown), own boobytraps.. rollover tooltips give more precise info.. MISSION.. tab showing all mission info, finished, current and (partly) future assignments.. game brief.. zones.. intro clips can be viewed here when zone is 'opened', also has teaser for HQ to define strategy.. assignment = "lokatie", default when team walks onto assigment location.. completed assigments.. HQ can browse all "lokaties" until now in game.. in this screen "lokatie media" would normally be locked (see prev screen).. this is how it looks when this would be the active assignment & media  ...   (closed) MEDIA tab, it will change to 'bewaar'.. when MEDIA tab is opened, media can be dragged onto the larger green area to store.. the modern map.. when entering zone, the 'mission' icon will scroll the map to the first location (bewijsopdracht, modern location is given to HQ).. MEDIA.. tab displaying all collected, incoming and outgoing media.. the other subtab of MEDIA is where media is received from the Pelgrims, the rollover functions of thumbnails are 'view' & 'delete'.. in the 'HQ verzameling'-subtab, 'send' is available as well, to send media to pelgrims (see prev image).. GAME.. tab showing game status, team scores, points/items.. score overview (totals of all teams).. score overview this team, per zone.. max points/zone are also given for HQ strategy planning.. won 'booby-points'.. clicking the icon will find the placed ones back on the map.. only pelgrims can place boodytraps.. won 'cloak-points'.. cloaking can only be activated by pelgrims.. booby trap!.. outside team stepped on a boobytrap ("frequency bomb")..

    Original link path: /design_hq.html
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  • Title: Frequency 1550 - GamePhone interaction design
    Descriptive info: "De Plaets".. poorterschapsopdracht.. Het Paleis op de Dam is bij veel Nederlanders bekend o.. a.. omdat hier Maxima en Willem na hun trouwerij de eerste openbare zoen uitwisselden Wat veel mensen niet weten dat dit paleis is gebouwd als stadhuis voor de stad Amsterdam.. O.. MENU..

    Original link path: /design_gp.html
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    Original link path: /techpres/nav.html
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  • Title:
    Original link path: /techpres/content.html?img=1-title.jpg
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  • Title: mobile game - interaction design
    Original link path: /view.php?id=
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  • Archived pages: 11