GMU:Lebendige Spiele:Organization:Landscape: Difference between revisions

From Medien Wiki
No edit summary
 
(27 intermediate revisions by 3 users not shown)
Line 1: Line 1:
==Success Criteria==
==Success Criteria==
decision on the scale
Decide on the scale of the arena for the ants
- how fast are ants moving
*how fast are ants moving - how long does it take for the ants to find something
- how fast does this compare to human movements
*how fast does this compare to human movements ''-done''
Material
*how many turns/intersections do we want in the environment
Think how the avatar of the human can be incorporated
Feedback with human environment so the two are matching
Decide on the lay-out/design of the map
Prepare digitally (lasercut files)
Building the actual environment


==Deciding on one material==
==Discussion==
* wood
* Which areas do we want to reproduce for the ants? (Weimar, Düsseldorf Park,...)
* plexiglas (most logic option because of visibility)
* integrating human movement (projection, laser pointer, little robot avatar,...)
* gel (more natural option)
* before the laser cutting part we should present all ideas to the group! <br>
* Laserpointers for human avatar
* small robot for human avatar
* projection


==Activities==
==Activities & Order==
* Do experiments to test out the scale
Think how the avatar of the human can be incorporated
* do experiments with materials
Feedback with human environment so the two are matching
* build
<br>
1. Decide on the lay-out/design of the map.
* How fast do human move? How fast the ants? (Test)
* Which areas do we want to reproduce for the ants? (Weimar, Düsseldorf Park,...)
<br>
2. How does the board work. (Prototyping)
* technical drawings
** general layout
** cleaning the board
** integrating tracking system
** integrating human movement (projection, laser pointer, little robot avatar,...)
* details
** how to insert the trigger-object
** entrance; docking the nest
** safety plans (air, what if they escape, ...)
** electronics
* '''material list:'''
** electronics
*** Laserpointers for human avatar
*** small robot for human avatar
*** projection
** building materials
*** wood
*** ''' plexiglas (most logic option because of visibility)'''
*** plastic tubes min. 6mm
*** screws
*** glue (Holzleim and Hot glue)
<br>
3. Actual Board
* find and prepare maps
** www.schwarzplan.eu or www.mapbox.com, ask some architecture students, Katasteramt, googlemaps etc.
* prepare lasercut file
* building the actual environment


==Risks==
==Risks==
*The scale is a risk factor because synchronizing can be hard.
The scale is a risk factor because synchronizing can be hard.
Solve by testing it.
*Solve by testing it.  
*the environment should be ant-friendly and make sure they cannot escape
<br>
The environment should be ant-friendly and make sure they cannot escape.
*Solve by testing and knowledge about ants.
<br>
The ants could die or be very inactive over a long period
*Buying or collecting another (second or third) colony
<br>
Integration both gaming ideas to one board could be problematic <br>
Building a lot of board could cost a lot of time
*Focus on one way to play the game.


== Time==
== Time / Schedule==
Scale
-Scale
* experiments for the scale: first two weeks
* experiments for the scale: first two weeks
Combine ideas with people that are dealing with the virtual environment: after 2 weeks
-Combine ideas with people that are dealing with the virtual environment: after 2 weeks <br>
'''*A lot of things are depending on decision of other groups'''
'''A lot of things are depending on decision of other groups!''' <br><br>
-Prototyping
*''2 weeks''
**scale
**opening/closing mechanics
**human avatar
**material test
 
<br>
-Preparing maps and creating laser cut file
*''2 weeks''
 
<br>
-Building the board
*''2 weeks intense work''
*can be divided into teams:
**electronics
**actual board
 
==Things done so far==
First testing with speed of the ants.
A track of 60 cm (without the dead ends, this is just the distance to the goal) with 3 intersections was accomplished in an average time of: 90 sec
 
Compared to humans:
Humans walk 1.5 m/s
That would mean that in 90 seconds they can cover a distance of 135 meters.
Meaning that every 45 meters you would have a route decision making point.
 
The frequency of the route-decision making points is something we can use in order to make decisions about how big the field should be in the end.
 
 
== Reference Material==
Building a good Labyrinth [http://www.astrolog.org/labyrnth/psych.htm]
 
Exampleof a maze we can use [https://upload.wikimedia.org/wikipedia/commons/5/59/Labyrinth_Versailles_plan.jpg]

Latest revision as of 10:05, 23 May 2017

Success Criteria

Decide on the scale of the arena for the ants

  • how fast are ants moving - how long does it take for the ants to find something
  • how fast does this compare to human movements -done
  • how many turns/intersections do we want in the environment

Discussion

  • Which areas do we want to reproduce for the ants? (Weimar, Düsseldorf Park,...)
  • integrating human movement (projection, laser pointer, little robot avatar,...)
  • before the laser cutting part we should present all ideas to the group!

Activities & Order

Think how the avatar of the human can be incorporated Feedback with human environment so the two are matching
1. Decide on the lay-out/design of the map.

  • How fast do human move? How fast the ants? (Test)
  • Which areas do we want to reproduce for the ants? (Weimar, Düsseldorf Park,...)


2. How does the board work. (Prototyping)

  • technical drawings
    • general layout
    • cleaning the board
    • integrating tracking system
    • integrating human movement (projection, laser pointer, little robot avatar,...)
  • details
    • how to insert the trigger-object
    • entrance; docking the nest
    • safety plans (air, what if they escape, ...)
    • electronics
  • material list:
    • electronics
      • Laserpointers for human avatar
      • small robot for human avatar
      • projection
    • building materials
      • wood
      • plexiglas (most logic option because of visibility)
      • plastic tubes min. 6mm
      • screws
      • glue (Holzleim and Hot glue)


3. Actual Board

  • find and prepare maps
    • www.schwarzplan.eu or www.mapbox.com, ask some architecture students, Katasteramt, googlemaps etc.
  • prepare lasercut file
  • building the actual environment

Risks

The scale is a risk factor because synchronizing can be hard.

  • Solve by testing it.


The environment should be ant-friendly and make sure they cannot escape.

  • Solve by testing and knowledge about ants.


The ants could die or be very inactive over a long period

  • Buying or collecting another (second or third) colony


Integration both gaming ideas to one board could be problematic
Building a lot of board could cost a lot of time

  • Focus on one way to play the game.

Time / Schedule

-Scale

  • experiments for the scale: first two weeks

-Combine ideas with people that are dealing with the virtual environment: after 2 weeks
A lot of things are depending on decision of other groups!

-Prototyping

  • 2 weeks
    • scale
    • opening/closing mechanics
    • human avatar
    • material test


-Preparing maps and creating laser cut file

  • 2 weeks


-Building the board

  • 2 weeks intense work
  • can be divided into teams:
    • electronics
    • actual board

Things done so far

First testing with speed of the ants. A track of 60 cm (without the dead ends, this is just the distance to the goal) with 3 intersections was accomplished in an average time of: 90 sec

Compared to humans: Humans walk 1.5 m/s That would mean that in 90 seconds they can cover a distance of 135 meters. Meaning that every 45 meters you would have a route decision making point.

The frequency of the route-decision making points is something we can use in order to make decisions about how big the field should be in the end.


Reference Material

Building a good Labyrinth [1]

Exampleof a maze we can use [2]