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A PLAY EXPERIENCE MAKER'S WORK LOG FOR FUTURE SELF©2001 – 2023 Kyle Li 李肅綱 All Rights Reserved.

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DML Best in Class: Innovation Award and E3 People’s Choice Award

Posted on October 31, 2010 by Kyle Li

I and two of my beloved collaborators, Albert Dang and Stephanie Tang, joined this year’s Digital Media and Learning: Game Changer competition. Our goal is to design and build a series of game levels in Little Big Planet that have the potential to maintain players’ attention span and help them form active knowledge around geometry. We eventually won the first prize, Best in Class: Innovation and people’s choice award. We were awarded twice by Aneesh Chopra, the United States Chief Technology Officer at the time, one in New York during the Games for Change conference and the other one in E3 2010 for the people’s choice award.

Sackboys and The Mysterious Proof (Sackboys for short) is a multi-player game consisting of eight levels built with LBP developed by Media Molecule. The game helps players master the foundational principles of geometry. Like solving a mystery, each level builds upon the previous and increases in difficulty along with the geometric theorem being covered.

certi

All levels are designed to be played in a living room without instructor co-play or any kind of supporting materials. At the heart of every level designed is our conscious decision to alternate active gameplay (play) with narrative moments (story). The active gameplay engages the players with puzzles that stem from geometric principles, while the narrative moments give them a chance to process and absorb the concepts within. This a tactic commonly used in AAA console game titles, such as Uncharted 2, to gradually introduce new gameplay controls to players while engrossing them into the story of the in-game world. We spent the majority of our time paging through textbooks, constructing a curriculum, defining learning goals, developing a core story, marrying gameplay with narrative, and creating paper sketches and prototypes. Visually, we built each level based on a set of defined assets that are heavily influenced and inspired by Tim Burton’s works. We also look into historical mansions and castles specifically in the styles of Neoclassicism and Gothic.

As a team of professional educators, game designers, and user interface and experience experts, we looked at high school mathematics standards on geometry and extracted the foundational principles that pertained to the relationship between points, lines, angles, and triangles. We also had an extensive, but casual, meeting with a practicing high school geometry teacher in Yonkers to discuss the successes and shortcomings of New York’s current day geometry curriculum. Post research, the team came to a consensus and made an informed decision to flesh-out/develop Sackboys as eight platformer/puzzle levels based on geometric concepts that define triangles.

While working to expand the scope of our project with the additional funding from the Digital Media and Learning Competition’s People’s Choice Award, we soon came to realize the difficulty in finding a single proof that encompasses all the concepts that we deemed essential to a solid understanding of geometry basics. As a result, the original one-proof-one-level concept evolved into a series of eight themed levels based on foundational geometric concepts that build upon one another and progressively increase in difficulty.

The updated breakdown of the eight levels are as follows:

  1. Graveyard (outdoor level)
    1. Concept(s): line segment, angle, perpendicular and parallel lines
    2. Themed elements in level: steerable handles, network of tree branches, spiders and spider webs, trapped earthworms, bone piles, crows, tombstones

This is the path leading up to the haunted mansion and where players are first introduced to the game’s back story. The level opens with a short introduction that reveals the mansion’s history and the legendary treasure its owners left behind. Players then cross the castle moat, navigate through the trees, shrubbery, and tombstones of the graveyard, and arrive at the mansion’s back door where they meet the spider mini-boss. In order to make the play-through experience more dynamic, we put in simple enemy AI and varied the terrain. The Graveyard level boss fight uses spotlights/torches to light up parts of an otherwise dark graveyard. These lights not only enhance the level’s visual appeal and accentuate the narrative drama in the boss fight, the rays are also used as devices to demonstrate how intersecting lines create angles. When players apply their knowledge of line and angle to maneuver the lights and attract the spider boss to a trap, the levels is cleared, and they are allowed through the back door leading to the Kitchen.

  1. Kitchen (indoor level)
    1. Concept(s): sum of angles in a triangle is 180 degrees
    2. Themed elements in level: pantry, mice, cheese cellar with incomplete cheese wheels, giant roach that shoots out collectible cheese puzzle pieces, cat mini-boss (that we affectionately named Meowser)

The core mechanic of the first half of the level is to collect cheese wedges of varying sizes, mix and match the angles, and fit them into the partial cheese wheels to make them complete 180 degrees. After some practice with the mini-game, players then progress to take on the cat boss, Meowser. While Meowser attacks, the players must knock out each of Meowser’s eyes and place the corresponding wedges into the triangular posts that support the crossbeam beneath Meowser’s feet. Doing so will bring down the crossbeam, defeat Meowser, and allow players to move on to the next room.

  1. Hall of Fish Tanks (indoor mini-game(s))
    1. Concept(s): congruency, vertical angles, alternate interior angles
    2. Themed elements in level: fish tanks, triangular fish, mirrors, ladders made of shapes, mix and match sludge monsters

This hallway itself is constructed of a series of puzzles. The goal of each puzzle is to clear a path so the circular fish food pellets can roll down to the hungry fish. Using identical in-game stickers, players can clear parts of the board by tagging congruent angles. There are fail states that indicate player performance, so the act of tagging is a meaningful choice with feedback for educational reenforcement.

  1. Library (indoor mini-game(s))
    1. Concept(s): ASA, SAS, SSS
    2. Themed elements in level: tag, mix and match book titles, librarian, book warms, moths, green lamps, fireplace.

In the Library level, books, ladders, sculptures, fire wood, paintings, and many more objects one might find in a library of the early 1900s are used to represent and reinforce the three different triangle congruence theorems: ASA (angle-side-angle), SAS (side-angle-side), SSS (side-side-side). The level opens with players emerging from a vault. They are then tasked to travel up an expansive bookshelf wall by pushing together rolling ladders of equal length to form triangular platforms of SAS congruency. Along the way players encounter the ASA, SAS, SSS bookworms that block their path. These worms will clear a way for the players to pass if they are fed Angle books and Side books in their respective order of preference. Based on research, a common misconception of introductory geometry students is the assumption that if all three angles of two triangles are congruent, the two triangles must be congruent. This mini-game is designed to drill in the fact that AAA (angle-angle-angle) is not one of the three congruence theorems. Several more mini-games of similar nature are seeded along the path to the next level, the Theater.

  1. Theater (indoor level)
    1. Concept(s): rotation, translation, reflection
    2. Themed elements in level: cranks, switches, stage designer, animal props made of triangles (like tangrams)

In the early parts of the level, the players must advance past physical obstacles (messy stage props), but moving the triangle into a position that will act as a step to a moving platform. In certain parts, two or more players have to work as a team–e.g. one player must travel across the room to activate a switch that translates/reflects triangles back for the remaining players. The mini-boss of this level is the Congruent-zilla! He emerges from the bottom of the screen (similar to the kraken in Media Molecule’s Pirates of the Caribbean downloadable expansion). Once he has fully emerged, players can then use cannons to attack from below. The only way for players to defeat Congruent-zilla is for players to cooperate. To load cannons on the bottom platform, a player must operate a crank that rotates a triangular cover that refills gunpowder. In the middle is a triangular platform that a second player controls and translates between the left and right sides of the room. At the highest level, a third player flips combo switches to reflect electric triangular spears to attack Congruent-zilla from above.

  1. Planetarium (indoor/outdoor level)
    1. Concept(s): similarity
    2. Themed elements in level: stars, projection, rocket launcher, fireflies, electrified objects, darkness, neon signs, similarity properties as a navigation tool

Players enter the Planetarium tower at ground level via an elevator. The goal is to fix the broken projector in the center of the sky dome. The level consists many small obstacle courses that are made of similar and dissimilar shapes. Players will have to make conscious decisions on where is the next similar platform to jump onto.

  1. Japanese Bathhouse (indoor mini-game)
    1. Concept(s): Pythagorean Theorem
    2. Themed elements in level: tile work repair, soap cutting, bathhouse clerk
  1. Chapel/Prayer Room (indoor level)
    1. Concept(s): SOCAHTOA
    2. Themed elements in level: sticker coloring, wave-like flooring, analogue to digital environment transition, statues, fractions related puzzle.

Four of the eight levels were developed to be revealed at the 2011 Digital Media and Learning Conference held in Long Beach, California, but only two were shown due to technical difficulties.

Sadly, one of the three founding team members, Albert Dang, permanently relocated to Hong Kong and resigned from the project in late 2010. Since then, we looked at different ways to trim down the production scale in order to complete the project. We omitted some cut-scenes and simplified the puzzles in the original document while preserving the core game mechanics. Based on our redesigns, all eight levels were published in different formats such as mini-games, tutorials, and regular levels. The redesigns still hold true to our original manifesto.

All-in-all we are extremely thankful to HASTAC and our People’s Choice Award supporters for granting us the rare opportunity to develop a budding idea into a realized project with assistance and funding, as well as bringing together members of the digital media and learning community with like minds and the common interest of furthering STEM education using modern technology via forefront platforms.

SMALLab: Digital Puppet Show ver.2 Multiculture in Q2L

Posted on April 30, 2010 by Kyle Li

We decided to use Quollywood in one of Lara’s wellness sections this trimester to help students understand and respect each others culture in our diverse student body. We decided to bring in extraterritorial creatures to Earth and questioning about humanity and kids have to work together to defend their native cultures.  Prior to the SMALLab section, each kid will bring a picture of  food, sports, games, or fashion that is significant to their culture and be ready to talk about it. These pictures are dynamically loaded into the app. When the game starts, Lara, the voice behind the aliens will do the introduction and the first group of kids will be “beamed-up” to the spaceship through a webcam. The conversation starts, spectators are welcome to join if they asked politely and be respectful to others culture.  The stratification meter, assessed by the teacher secretly, will increase over time to power up the spaceship, Aliens eventually flown away with respect to Earth!

aliens aliens
aliens aliens

Work with µOLED-128-G1

Posted on April 27, 2010 by Kyle Li

HARDWARE

I decided to write some HOW-TOs on this particular model this weekend since I am responsible for Burcum’s purchase. First of all, please read through the Datasheet (revision 4). That is the number one thing you do every time when you encounter new technology. In the revision 4, G4 added in a new picture of how to wire µOLED-128-G1 to a micro controller, which is extremely important because the wiring is slightly different from the older models, 10k resistor is no longer required. You can wire all the pins (1,3,5,7,9) directly to your Arduino board (5v, RX, TX, GND, Pin 5). I connect the reset pin to pin 5 on my Arduino board, this will work with the code/library later. I also put together a small break-out board so I can take it with me anywhere, so nerd, yes I know.
wiring
wiring
wiring

SOFTWARE

The Arduino driver I found online is outdated, it was made for Arduino 011 when printByte was still working. I rewrote them into a library for Arduino 017 or later based on the old code by Oscar Gonzalez, download it here. Unzip, drag the entire folder and put it in the libraries folder inside of your Arduino app. The library should have everything you need to make a pong game, a portable interactive narrative thingy, omg a D&D text adventure!! In the following sample code shows how it works: Simply create an uoled instance with the reset pin number as the parameter, and you can access all the drawing functions in the library.
wiring
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DISPLAY IMAGES

Now displaying images using microSD, uOLED-128-G1 has an upgraded micro SD/SDHC reader. Here are the requirements: On-board uSD/uSDHC memory card adaptor for storing of icons, images, animations, etc. Supports 64Mb to 2Gig micro-SD as well as micro-SDHC memory cards (4GB and above).
However, just by dropping images into the SD card didn’t work out for me because to display an image, uOLED requires sector address to retrieve the image from the SD card. Sector address, briefly speaking, is the minimum memory unit in SD card. In order to get those addresses, we need to organize our images though G4’s Graphics Composer Software, the bad news is it only works on Windows.
For the format of your SD card, I would try to format the cards in the Windows command prompt which can do an unconditional format and specify the filesystem. Figure out the drive letter of the card, let’s say it’s F:\, run the command prompt, and type:

format f: /u /fs:fat32

Plug the SD card in, get your pictures together and open Graphics Composer on a PC. Start a new project, save it in a new folder since there are going to be multiple files generated at the end. Right click on the left column to add new media. Once done adding, save and right click Device on the menu bar and choose Load Options, check “Serial Command Platform” and find your micro SD adaptor. Now click Device/Load. When finish loading, look at the folder you save the project, there should be a txt file. Open it up, look at the Data line of each picture, and write down the last three HEX numbers, those are the sector address of each picture. Eject the micro SD and insert it to your uoLED. You are all set to load pictures now! Enter the code and replace the last 3 HEX with the ones of your picture.
wiring
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library v01 reference:

uoled(int resetpin);
void OLED_Init();
int GetRGB(int red, int green, int blue);
void OLED_Clear(); //clear the screen
void OLED_DrawLine(char x1, char y1, char x2, char y2, int color);
void OLED_DrawRectangle(char x, char y, char width, char height, char filled, int color); //filled=1, not filled =0
void OLED_DrawCircle(char x, char y, char radius, char filled, int color);
void OLED_DrawText(char column, char row, char font_size, char *mytext, int color); // font size (0 = 5×7 font, 1 = 8×8 font, 2 = 8×12 font)

**Note: Columns and rows are determined by the font size, the bigger the font size, the less columns and rows available on the 128X128 screen.

time connected: momentum

Posted on December 15, 2009 by Kyle Li

miketimeline

This interface is an early prototype and built for Mike Sy Lee’s thesis project – momentum.

…This interactive web application uses different data visualization techniques to help users organize and understand their memories. Momentum focuses on the studies of autobiographical memory and interaction design to develop a system that makes reminiscing an enjoyable experience.

::launch it::


Meteor Multiplication

Posted on September 20, 2009 by Kyle Li

Found this vintage game for my TI 99/A4 today in a thrift store. It is a fun, engaging, and brain twisting game. Multiple giant meteors are approaching player’s space station in various speeds, each of them is carrying a multiplication problem on it. Player has to destroy them before any one of them hit the station. Player has to pick a meteor, enter correct answer to target’s multiplication problem, and then shoots a leaser. If the answer is correct, the meteor will be destroyed, other wise, it will pull the meteor even closer. Player has to destroy all 8 meteors in order to pass the level, and they get faster and faster as level goes up.

I imagine this could be a fun and engaging game in SMALLab. The game puts players in the center of tension. Burning meteors approaching from all different directions in various speeds. Players have to charge their laser cannon, find the most threaten target, calculating attached multiplication, and blast the target with their answer-embedded laser beam.


[PETLab] Posters for Boys & Girls Clubs of America GameTech

Posted on September 13, 2009 by Kyle Li

I designed 4 posters, it was so much fun revisiting my old tool bag and doing something different for a change!

[Copied from Colleen Macklin’s blog post] BGCA GameTech Program is a two-unit program utilizing principles of active learning to teach how to program computer games. The curriculum is designed to expose Club members to a number of important skill sets—systems thinking, introductory programming concepts, principles of game design, and the process of iterative design. The program utilizes a four-phase system modeled on the iterative design process—Think, Design, Play Test and Change.
design_process
game_design
scratch
SOCIAL_ISSUE

 

gametech_posters_final-1024x691

Colleen Macklin here
Colleen Macklin & John Sharp in Different Game conference: here
Petlab here

Rethinking the idea of history data in a browser

Posted on August 7, 2009 by Kyle Li

-Too many choices for me on a portal site, don’t know where to start.

-I want to know how everyone browsed through the web site I am in, it serves as a reference for how I am going to browse through the same site.

Imagine visiting a portal site and stunned with all the options, lost and confused.
before

By click of a button on your tool bar, the browser will create a black-and-white version of the web page, the color of each link or button will be in grey scale determined by how popular they are based on collected data over time, white color being the least popular and the black being the most popular.

after

SMALLab and Sony Explora Science Meseum

Posted on July 8, 2009 by Kyle Li

In SMALLab, we combine color tracking and IR tracking to define a point in physical space. Theoretically speaking, we are able to track as many points as we want and identify each of them as an unique point since there are 255X255X255 colors. In reality, the light is uneven in the space, we have to deal with shades, color gets darker when it’s farther away from the cameras, right now we are able to track up to three stable points at the same time using orange, green, and blue, each paired up with IR.

When I was visiting Sony Explora Science museum in Odaiba, Tokyo. I saw this installation that teaches kids how cellphone tower works and it got me thinking, there might be a chance we can track up to four or more colors. The installation uses typical 1 projector and 1 camera setup on top. The camera tracks four different colors, green, red, blue, and purple. The color cube in the picture below has a button that can switch in between four colors. This might came out of an experiment for Sony Playstation 3’s new controller. Anyway, the installation was laggy but the color tracking part works perfectly, never missed a color when I was there.

SMALLab Colors:

Sony Museum Installation:

These two spectrums show that there is room for Smallab to expand the choices of color wider.

Logo emdedded QR codes in TOKYO

Posted on July 1, 2009 by Kyle Li

Simply walking around in the city of Tokyo, I see trendy technologies embedded in all kinds of communicational media and they give me ideas. One of many new things I saw this time is this new upgraded QR code. There are not many of them but they stands out quite well among other regular QR codes. These new QR codes allow companies to create identity of their own by embedding graphical element in the center, color or not. With these new QR codes, I can tell a Mos Burger QR code from an Adidas one, which I wasn’t able to do so in the past. This is great because now part of QR code is readable by human beings! I see a new city game here!

Adidas
Mos Burger

Again, this is not the first time I saw a legible visual inside of a QR code, Pet Shop Boy has done it long time ago, however, Japanese know how to take advantage of this kind of stuff in a really really awesome way. If you know the basics of QR code, you must remember reading something like “Data and Error Correction Key”. Based on these keys, QR code reader is able to gather information when there is an acceptable area of data loss in the patterns. In other words, if part of QR code is covered up, QR reader will still be able to read it. ( There are a few conditions to be satisfied for it to work, see wiki for more details. ) Now, exploit this idea further by covering up part of QR code intentionally with a designed identity visual, personalize QR code for own benefits, brilliant!

I don’t know the math involved for it to work correctly in terms of what is the size of embedded visual relates to the resolution of QR code, but I will spend time trial-and-error, it is totally worthy, to put my logo in my QR code so you know it is me before you ever snap that code with your beloved cell phone.

After some trial-and-errors, this is my very own QR code:

My document site
What I did:
I generated a XL QR code with my blog address embedded from here to start out with. Brought it in to Photoshop and drew a red square in the center, started large and trimmed it down bit by bit till my QR code reader can read it, then I shaped it to a rabbit.

What I learned in the making:
The relationship between data length, icon size, and resolution of the pattern area does mater, the red rabbit is as big as I can get with this resolution.

What’s next:
*experience other positions than dead center.
*using animation instead of static picture.
*There could be a game using QR code as the game space. In order to reveal the message, player has to get the roaming avatar to go back to the center and sit down (sitting down makes the avatar smaller, pixel wise, playing with the borderline of size:resolution).

Water is…

Posted on June 8, 2008 by Kyle Li

water4

An interactive data visualization raising awareness of issues related to water. Using RSS feed as the source, blog posting that include the phrase “water is” are dynamically displayed.  This is a collaborative work between Donny Chou, Yumi Endo, Taeko Fukamoto, Najilah Feanny Hicks, Hsiang Ju and Mike Sy Lee from the Parsons Design & Technology department. Most of the collaborators are my proud students. I had help build the initial prototype for this project.

wateris_3
wateris_2
wateris_3
wateris_1
wateris_4

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