Saturday, February 27, 2010

Further Research

Nesting process + Hatching

Digging hole to nest
http://www.youtube.com/watch?v=ZWOd0RRK0HM
http://www.youtube.com/watch?v=25nC4WVU-bQ

Nesting
http://www.youtube.com/watch?v=eJP3RxzuHCo&feature=related

After nesting
http://www.youtube.com/watch?v=VtxpXoDTldk

Hatching
http://www.youtube.com/watch?v=Tl3yYd-4Rws
http://www.youtube.com/watch?v=E2guUpDYRug&feature=related

Turtles





Hawksbill Turtle Research

Description:
-Juveniles are black or very dark brown with light brown or yellow coloration on the edge of the shell, limbs, and raised ridges of the carapace
-adults more commonly average about 2½ feet in length (<1 m)
-shell is thin
-flexible
-highly colored with elaborate patterns
-thick & posteriorly overlapping scutes on the carapace
-narrow pointed beak reminiscent of a bird of prey
-four pairs of costal scutes
-weighing 40-60 kg
-streaked and marbled with amber, yellow or brown

Habitat
-uses different habitats at different stages of their life cycle
-shelter in weedlines around convergence zones
-post hatching hawksbills are pelagic (sea floor)
-sargassum and floating debris such as Styrofoam, tar balls, and plastic bits serve as a habitat for Hawksbill
-when they reach about 20-25 cm carapace length Hawksbills reenter coastal waters
-ledges and caves of reef systems provide these turtles with shelter for resting
-can be found rocky areas, coral reefs, shallow coastal areas, lagoons or oceanic islands, and narrow creeks and passes
-seldom seen in water deeper than 65 feet
-Adult females are able to climb over reefs and rocks to nest in beach vegetation

Reproduction
-6 month nesting season (longer than that of other sea turtles)
-nest on average 4.5 times a season and intervals of about 14 days
-Eggs are about 40 mm in diameter and take about 60 days to hatch
-sex determination is likely temperature-dependent

Diet
-adapted for getting food from crevices in coral reefs
-sponges, tunicates, shrimps, and squids


Reference

Friday, February 12, 2010

Ideation on Improvise

Sketches

Sketch 3
Sketch 2
Sketch 1

Fonts use is Harrington
Layout used is scroll with a little edit on layout



Ideation on Fonts and Layout




Sign In Layout


Suggestion to improvise the layout:
-changing layout but background remain
-remove icons
-rearrange words in hierarchy way
-change font

Friday, February 5, 2010

Principles of Good Games

Principles of good game design. (World of Electronic Games) by Heidi E. Aycock

  • Fun Comes First
-"Any fun in the game is completely accidental. A good game has to have a fun core, which is a one-sentence description of why it's fun." by Paul Reiche

  • We Crave Simplicity
-"The simpler you can make the control of the game, the more playable it is".

-"Tetris is the ultimate example of the most ultimately simple game, but it's so addictive,"
by Daves Jones

  • The Plot's the Thing
-"More and more, [games are] turning into interactive fiction, and more and more, we're concentrating on plot, the characters, and proper writing technique."

-"Balancing a game's plot with an acceptable amount of interactivity is one of the toughest tasks in designing a good adventure game."

by Roberta Williams

  • Technology First
-"if you first develop the technology, then you can say, 'Okay, I can design a story that does that.' That story is well within the scope of the technology."

-"By creating more detail and more possibilities, Garriott has built a series that wraps players in the fantasy of another world. He says the fun part of the Ultima series is that immersion in a separate reality, a reality that grows richer and richer with each installment."

by Richard Garriott

  • And Still More Fun
-"Fun is not a fatuous activity"

-"Fun is the meter on your emotional state. Fun is the summary feeling that you've got, but what's contributing to that are unexpected opportunities for growth."

-"Fun is a vitamin for the mind, essential nourishment for your intellect"

by Dan Bunten

Reference:

Wednesday, February 3, 2010

Differents in Colors




Cool Colors









Warm Colors









Graphic Design in Children's Game

  • Children respond more to warm colors while adults tend to respond to cool colors
  • Younger children are attracted by animation, cartoon figures, sounds, and other special effects. For both groups, use bright colors and eye-catching graphics to gain children's attraction
  • "Colour is the bright site of childhood. Children love all types of colours and give an instant respond on it. However children's response differs from adults' reaction. If you are to communicate with children, colour should become your ally. But you need to use the colour language correctly. Children use limited palette, which becomes wider as they grow up" by South Cole, Nadya Donenberg, Amy Agunga, Bill Rutledge
  • Colour is the first characteristic, which children can distinguish. Children start to distinguish red colour. Later they start to perceive other bright colours, and yellow among them in the period from six weeks to two months the situation undergoes radical changes.

References:

Game Concept

How games are rated:

"The easy use of game's control and interface is closly related to fun ratings for that game.
Game controls are the gate keeper to ratings game. Then come the usability and fun."


Reference:
http://www.springerlink.com/content/3xuhqq7gd3b6ah6a/
by Ester Baaw, Mathilde M.Bekker and Wolmet Barendregt
(A Structured Expert Evaluation Method for the Evaluation of Children’s Computer Games)



In my point of view from game design concept,
Game's control, interface design and information base are important in designing edutainment games
for children.

Game Design

Studies on game design concept:

-actual making decision about forms in space
(Giving instruction/guide on where to go within space build)

-have strong and inevitbale social dimension
(Navigation must be cleared for children to identify)

-making player aware of their dimensions
(Giving proper information for children to understand)

Reference:
http://www.habraken.com/html/concept_design_games.htm
Concept Design games by
Cambridge: MIT Department of Architecture, 1987. With Mark D. Gross, and James Anderson, Nabeel
Hamdi, John Dale, Sergio Palleroni, Ellen Saslaw, Ming-Hung Wang

Identification Problem

Identifying problem in Virtual Application.

This is the problems I identified in the game:

-Users are forced to listen before proceeding or not user will not get through the tasks given

-Information is not displayed properly

-Icon on the layout are confusing, users need to click every icon to know its function

-Some icons are highlighted but does not have interaction, users practically need to click every where to figure out where interaction can be click to proceed to nest scene

-map are given but hidden and also appears without information and not knowing where users are

-when users make mistake in completing the tasks, users cannot undo the mistake and will need to start everything again

-Not knowing some of the symbols function while doing on certain tasks

-Users are not even aware of tasks given must be completed in certain places or not users will need to keep playing and playing all over again which will make the users get bored of the application


Tuesday, February 2, 2010

Virtual Application

Virtual Application on Edutainment

Edutainment Application:
Jum Start Math 2nd Graders

Target Audience:
Children between age 5 to 8 years old