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Pasi Fränti Radu Mariescu-Istodor Lahari Sengupta. 30.12.2015. What is O-Mopsi?. Classical orienteering. Map of target locations. Rules: Find all targets In a given order Fastest wins. Target. Classical orienteering. Devices: Map and compass.
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Pasi Fränti Radu Mariescu-Istodor Lahari Sengupta 30.12.2015
Classical orienteering Map of target locations • Rules: • Find all targets • In a given order • Fastest wins Target
Classical orienteering Devices: Map and compass Targets brought to nature for the event
Classical orienteering Devices: Map and compass Targets brought to nature for the event Let’s add some scientists
Mopsi orienteering (O-Mopsi) Smartphone and GPS Targets are real objects Mill stone Scientists still there…
Rules of O-Mopsi • Find all controls • In free order • Fastest wins Pictures of targets
Challenges of playing • Orienteering: • Knowing your location • Optimizing paths to targets • O-Mopsi: • Finding best order • Optimizing paths to targets ?
500 m 400 m 300 m 200 m 100 m Additional clues to player • Zoomable map • Own location shown • Pictures of targets • Distance and direction to target • Sound guidance (Geiger)
Game screen on mobile Apps for different devices
Selecting game to play Sorted by distance
Starting the game Targets hidden until game started
Game info: • Estimated lenght • Number of targets Games listed on web • Geometric center on map with selected target
1. Competition • Time - be faster than your friends • Shortest route (problems with GPS errors)
2. Sight-seeing walking tours • Outdoor landmarks • Objects in park • User’s own travel pictures Catherdals of St. Petersburg Kowloon park Hong Kong
Maple Elm Aspen Oak Spruce Lime tree Rowan Birch Thuja 3. Educational Outdoor museums • Name of object (trees, flowers) • Background story Botanical gardens Geography Architecture Biology City history Exhibitions
Maple Elm Aspen Oak Spruce Lime tree Rowan Birch Thuja
Research questions • O-Mopsi orienteering game • Game concept + exercise motive • Motivations for players: competing, sight-seeing tour, educational • How to create good games • Quality of targets (visual, location) + overall game (layout, complexity, length) • Winning the game • Optimal order • Selecting start point • Navigating: bird distance vs. routing • Player-to-player comparison and rewards • Solving TSP problem • 2-opt, random swap and other basic operations • Search strategies: local, tabu, annealing, swarm intelligence • Effect of start point • Automatic content creation • Source of targets • Algorithm to generate random game • User feedback • Measuring game complexity
Conclusions • Real location-aware game that works! • Content-providing is the main challenge • Applicable to education and travelling