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

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==Success Criteria==
==Success Criteria==
Decide on the scale of the arena for the ants
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 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''
*how many turns/intersections do we want in the environment
*how many turns/intersections do we want in the environment
Material
 
==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! <br>
 
==Activities & Order==
Think how the avatar of the human can be incorporated
Think how the avatar of the human can be incorporated
Feedback with human environment so the two are matching
Feedback with human environment so the two are matching
Decide on the lay-out/design of the map
<br>
Prepare digitally (lasercut files)
1. Decide on the lay-out/design of the map.
Building the actual environment
* 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


==Deciding on one material==
==Risks==
* wood
The scale is a risk factor because synchronizing can be hard.
* ''' plexiglas (most logic option because of visibility)'''
*Solve by testing it.
* tubes min. 6mm
<br>
* Laserpointers for human avatar
The environment should be ant-friendly and make sure they cannot escape.
* small robot for human avatar
*Solve by testing and knowledge about ants.
* projection
<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.


==Activities==
== Time / Schedule==
* Do experiments to test out the scale
-Scale
* do experiments with materials
* experiments for the scale: first two weeks
* build
-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!''' <br><br>
-Prototyping
*''2 weeks''
**scale
**opening/closing mechanics
**human avatar
**material test


==Risks==
<br>
*The scale is a risk factor because synchronizing can be hard.
-Preparing maps and creating laser cut file
Solve by testing it.
*''2 weeks''
*the environment should be ant-friendly and make sure they cannot escape


== Time==
<br>
Scale
-Building the board
* experiments for the scale: first two weeks
*''2 weeks intense work''
Combine ideas with people that are dealing with the virtual environment: after 2 weeks
*can be divided into teams:
'''*A lot of things are depending on decision of other groups'''
**electronics
**actual board


==Things done so far==
==Things done so far==
Line 45: Line 94:


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.
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]