Augmented Reality Game Poised to Win Game Award: Vote for Kweekie

Stephan Cocquereaumont, president and lead developer of Int13, a French next-gen games studio for Smartphones, has just shared with me the latest video of his mobile Augmented Reality game – Kweekies:

Kweekies is an Augmented Reality virtual pet game that allows gamers to interact with their pet by using the embedded camera of their Smartphone. 3 selling points – Augmented Reality that just works – Cute Virtual Pets – Online Competition


Kweekies is one of the 6 nominees for International Mobile Gaming Awards (IMGA) in the newly established Real World Games Category.

The competition is taking place this week at the Mobile World Conference in Barcelona.

Here are the nominees:
Ghostwire
FastFoot-Challenge
Kurai: The Dark Monolith
Kweekies
MoveYa!
Aikon Ghost Hunter

Is Kweekie the only true Augmented Reality Game in the bunch?

We already had that debate before…

In any case, the winners will be announced soon – and you can make a difference.

Vote for the best!

Hacker’s Cafe Celebrates Virtual Tokyo with Augmented Reality Game

Via Hacker’s cafe

Hacker’s Cafe celebrated Virtual Tokyo day with an augmented reality game  dubbed – by the Japanese tradition – Cyber Star Rally Challenge.

Hackers hacked some virtual stars in a city square and let loose a pack of other hackers riding hacked MTBs, armed with GPS’, Google 3D view and a (hacked) augmented reality software.

They were tasked with one mission only: collect as many stars as possible.

You have to see it to believe it:

How did it work?

Your guess is as good as mine.

(unless you can read the instructions in Japanese)

What You Need to Build an Augmented Reality iPhone App

Want to build an Augmented Reality iPhone app?

“First, learn from others’ experiences”

OK, how many augmented reality apps can you find on the iPhone app store?

None.

That is – none yet. Not until Apple makes public its live video API – because without live video – there is nothing really to augment.

So in the meantime, whom can we learn from?
Let’s take a look at select iPhone apps – with a special focus on kids. After all, we want the NEXT generation to get hooked on AR.

See how kids interact with iPhone apps…
See how screens are organized…
See the space required for finger touch…
See how much content can be crumbed into a screen…
See how to use the accelerometer…
See for yourself…

…and most importantly – enjoy!

Word Magic – learn to spell

Interactive book – Interactive book gone wild on the iPhone

Shapes, Colors, Sounds – that’ll keep the toddler busy for 5 minutes

Memory game – how wide is your finger?

A Fast Collection – how long do you play an iPhone app?

3 year old experience – playing through the eyes if a 3 year old

Apps for kids

iChalky – Clever use of accelerometer with a stick figure

Pinch ‘n Pop – there is a use for finger pinching besides zooming

Advanced editor – how many functions can you cram into an iPhone?

Watch more reviews on iPhone Apps for Kids

The Making of ARf: Me, My Dog and i-Phone

Blair MacIntyre sent me a nice proof of concept of an augmented reality virtual pet running on an iPhone.

So I thought, why not write about “the making of ARf”?

Shot a couple of questions to Blair and he conveniently turned it into a well structured interview. Thanks Blair!

Here it is for your edutainment.

games alfresco: Hey Blair, I’d like to write about ARf in my blog.

Blair: Great! :)

games alfresco: Is there anything beyond the video that I could share?

Blair: We (my student Kimberly Spreen, really) did this relatively quickly.  She figured out how to get video [on an iphone], and we’d been thinking about doing a virtual pet game for quite a while, so we decided to implement some of the ideas to test out the iPhone.

games alfresco: Could you share a description of the current features?

Blair: Right now, you can interact via the touch screen, and by moving the markers.  Kim did a nice little implementation of multi-marker tracking where you can just add new markers as you feel like and don’t need to preconfigure the multi-marker layout.  You can interact with the dog by touching it (touch its nose and it jumps up to lick, its tail and it chases it, rub its back and it rolls over to let you rub its tummy) or by touching the ground to send it somewhere.  If it gets near its water it drinks, near the other dog it plays, or near a smudge (that you put on the ground by rubbing the ground) it sniffs it (alas, the smudge looks like a little “pile”, which works, but wasn’t the intent).

games alfresco: Plans for a full game?

Blair: This is a project we’ve been thinking about for a few years, going back to our “Dart the Dog” project that we did in Director.  The goal is to explore what it means to let everyone have a virtual pet they can take with them, and interact with through different interfaces (desktop, handheld, handheld AR, etc).  Most importantly, we want the location (bedroom, living room, work, bus, bar, etc) and activity (sound level, light levels, etc) and presence of other pets to impact how the pet develops.

To handle the development, we are talking to some folks at an AI company, who are creating an engine for doing creature AI based on reinforcement learning.  They hope to have something we can use next year.  If we can get that, we will be able to really have pets that grown, change, evolve, etc.

A few company’s who are funding us are interested in this, so I hope we can devote some energy to it next year.  We’ll probably target a few platforms, but obviously the iPhone has a lot of appeal.  From a research perspective, I’m interested in it because there is the potential to release a research game and (with permission of the people who download it, of course), collect a lot of usage data.  Ironically, since the create AI engine is server based, I don’t know if we could handle a big success and provide the AI service to everyone who gets the game, but I’ll worry about that it we ever get there.

games alfresco: Can you share more details about the software? Is it a Jailbroken iPhone?

Blair: Official iPhone SDK, unhacked phones.  I have no interest in working with jailbroken phones;  the appeal of the iPhone is the potential for mass distribution to support broad evaluation and feedback.

Obviously, we have hacked the API to get at the camera, so we can’t release this until Apple creates an official API.

We are using StbTracker for tracking.  The rest of the software was written by us.

games alfresco: Cool. Thanks for showing us “under the hood” of ARf.

For a doggie game, the name ARf works nicely in English.

It could get weird when translated into:

  • Spanish – jau, jau
  • Afrikaansblaf
  • Albanian – ham, ham
  • Arabic – how how
  • Armenian – haf, haf
  • Basque –  zaunk-zaunk
  • Bulgarian –  jaff, jaff
  • Catalan – bau, bau
  • Chinese, Cantonesewow, wow
  • Chinese, Mandarinwang, wang
  • Croatian – vau, vau
  • Danish – vov, vov
  • Dutch – waf, waf;
  • Esperantoboj, boj
  • French – ouaf, ouaf
  • German – wuff, wuff;
  • Greek – ghav, ghav
  • Hebrew – hav, hav
  • Hindibho, bho
  • Icelandic – voff, voff
  • Indonesian – guk, guk
  • Irish – amh-amh
  • Japanese – wan, wan
  • Korean – mung mung
  • Latvian – vau, vau
  • Persian – vogh, vogh
  • Portuguese – béu-béu
  • Russian – gav, gav
  • Serbian – av, av
  • Slovenianhov, hov
  • Thai – hoang, hoang

How to Liberate Children from the Screen and Avoid Health Hazards

Black Friday has gone by and cyber Monday came along with a flood of scary headlines:

“Report Ties Children’s Use of Media to Their Health”

“TV, Internet Causing Kids Harm: Report

“Too Much Games Harm Health Of Kids”

“The National Institutes of Health and a nonprofit advocacy group, Common Sense Media, have another reason for President-elect Barack Obama to keep urging parents to “turn off the TV.”

Wow.

It took a “first report of its kind” – a review of 173 studies about the effects of media consumption on children – to undo tremendous efforts over the last few years to educate parents and policy makers about the benefits of video games (and internet and modern TV).

Books such as “Everything bad is good for you” and “What Video Games Have to Teach Us About Learning and Literacy” have argued successfully that these pop culture phenomena may prepare kids for the 21 first century better than other methods (cough*schools*cough).

So what’s up with this new report? Can 173 studies be totally wrong?

Well, if you look closely at the results of the report – its key finding is about the hazards of immobility: the couch potato syndrome.

As one reporter jokes: “Basically, these researchers found if you sit on the couch all day, moving little but your thumbs, you won’t get the proper amount of exercise. I ask you: Did it really take a three M.D.s to figure this out?”

Joking aside, is there anything we can we do about it?

Even the most charming kid-friendly president in modern history won’t be able to convince kids to give up their favorite pastime.

That would be as pathetic as Don Quixote fighting with wind-mills.

So how are we going to liberate children from the screen without losing them?

My answer is simple: give them reality experiences.

Let them rediscover the fun in playing and learning in the real world. By augmenting the world with what captivates kids in video games:

  • the cognitive challenge
  • the interactivity
  • the participatory
  • and the social activity

Steve Johnson explains in “Everything bad…”:

“video games…tap into the brain’s natural reward circuitry…to get kids to learn without realizing they’re learning…”

The technology to enable these new kind of reality games has been around for sometime. The techies call it augmented reality. For the rest of us – it’s just a new way to experience reality, to experience the world.

Every revolution needs a spark to light up. Sparks are mostly based on fear or hope.

The NIH report may have provided the spark for the augmented reality revolution, spurring a combination of both fear and hope for a better world.

How to Get the Next Generation Hooked on Augmented Reality – Today: Part II

In my previous post “How to Get the Next Generation Hooked on Augmented Reality – Today” we explored the value of mobile educational games.

Most of these games were built for PDAs relying on a GPS, but did not include real time visuals of the real world (AR Tracking).

These PDAs are now obsolete.

In order to make it appealing for Kids, we’ll have to put in their hands something more trendy; iPhone, G1, Nokia N85, or a Mobile Internet Device (MID) come to mind.

But here’s the rub: will you give your toddler your precious smartphone? Your iPhone (God forbid) ?

What if electronics manufacturers raise to the occasion and create dedicated mobile devices for education?

Here are the Mobile Learning Devices already in progress:

One remarkable and noble project already in flight is project Inkwell.

The project’s ambitious goal is to create technology standards for the K-12 industry including defining the specifications for an Inkwell learning device. The design is by IDEO Spark.

It does not have a camera yet. But once mobile learning games break free – I am sure Inkwell will update its specs to include a camera.

Two other companies take a more commercially oriented approach (read: practical) introducing education oriented mobile devices (not yet AR enabled) such as 
VTech’s Create-A-Story

or LeapFrog’s Leapster and Didj.

These are less expensive devices that target a smaller niche.

Will these dedicated mobile learning devices be able to take a bite from the 800 pound gorillas in mobile gaming: Nintendo DS and Sony PSP ?

Will these devices drive the next generation’s Augmented Learning experience?

In my post about the new Nintendo DSi, I highlight the innovation and track record that has characterized Nintendo over the years. They will certainly fight the recent attempts in mobile learning devices with all their might.

Or will the iPhones and iClones of the world, with their massive adoption and cool factor, rule the mobile learning market after all?

What do you think?

How to Get the Next Generation Hooked on Augmented Reality – Today

Our belief:

…in 10-15 years everyone will use Augmented Reality to experience the world in a more meaningful way.

Our collective mission:

…nurture a healthy industry that will drive the adoption sooner than later.

So where do we start?

…by educating the youngest “digital natives”.

That generation is ripe and eager to try new experiences that speak their language. And that same generation will carry the AR movement to its glory.

The challenge is how to give them something they like, and at the same time offer value to those who hold the buying power  – their parents, guardians, or teachers.

Tech savvy parents and teachers tend to recognize the value of PCs and video games in educating their kids – but they hate the isolation resulting in too many hours in front of the screen.

Eric Klopfer argues in his excellent book, Augmented Learning, that we should give them mobile learning games:

These games use social dynamics and real world contexts to enhance game play…and can create compelling educational and engaging environments for learners…help develop 21 century skills…tackle complex problems…and acquire information in just-in-time fashion”

Eric doesn’t stop at arguing, he actually does what he preaches. Together with colleagues at MIT Teacher education program & the Education Arcade and in collaboration with Madison-Wisconsin and Harvard, they developed multiple mobile games (see below) – and experimented and improved them – with kids.

And they’re not alone. Researchers around the world have studied this huge opportunity and wrote about it extensively.

Future Lab in the UK is passionate about transforming the way people learn, and develop new approaches to learning for the 21st century (see games below).

Mark Billinghurst, an AR god from New Zealand’s HIT Lab, published this guide about Augmented Reality in Education.

Mike Adams ranted in 2004 about the prospects and dangers of augmented reality games in his passionate  The Top Ten Technologies: #3 Augmented Reality

Cathy Cavanaugh wrote the essay  “Augmented Reality Gaming in Education for Engaged Learning”  as the fifth chapter of a massive hand book dubbed Effective Electronic Gaming in Education. (You can get it for $695.00 at Information Science Reference.)

Cavanaugh explores a (surprisingly large) number of educational games developed in the last 4 years:

Most were designed to teach concepts in scientific systems, and the remaining AR games focus on the difficult-to-master, ill- defined domains of communication, managing data collected in the field, problem solving, and understanding cultural and historic foundations of a region.

Based on that list, here is an (alphabetical) culmination of mobile educational games in recent history:

Big Fish Little Fish (MIT)

Concepts including predator-prey dynamics, over fishing, biodiversity, evolution for school-age children.

Groups of students use handheld devices while physically interacting with each other to simulate fish feeding behavior.

Charles River City (MIT)

Outdoor GPS-based Augmented Reality game for teenagers. Players team up as experts including scientists, public health experts, and environmental specialists to analyze and solve an outbreak of illness coinciding with a major event in the Boston Metro Area.

Create-a-Scape (Future Lab)

Mediascapes are a powerful way of engaging with the world around us. Using PDAs they offer new opportunities to explore and interact with the landscape in exciting and varied ways.

Eduventure Middle Rhine (Institute for Knowledge Media)

Learning the cultural history of the Middle Rhine Valley for adults. Learners alternate between problem solving using video of the castle setting and problem exploration using mobile devices in the real castle.

Environmental Detectives (MIT)

Collaborative understanding of scientific and social aspects of threats to the environment and public health for adults. Participants role-play as teams of scientists investigating contaminated water using networked handheld devices in a field setting.

Epidemic Menace (Fraunhofer Institute)

Collaborative problem solving and experiences with learning arts for adults. Teams assume the roles of medical experts to battle a threatening virus using gaming and communication devices in a room and outdoors.

HandLeR (U. of Birmingham)

Support for field-based learning of children ages 9-11. Groups of children respond to scenarios in the field using a portable data collection and communication device.

Live Long and Prosper (MIT)

Concepts including genetics and experimental design for school-age children. Groups of students use handheld devices while physically interacting with each other to simulate the genetic actions of reproduction.

Mobi Mission (Future Lab)

Communication and reflection activities for teenagers.

Groups of students write verbal missions and respond to the missions of others using cell phones.

Mystery @ the Museum (MIT)

Collaborative thinking skills for adults and youngsters. Teams consisting of a Biologist, a Technologist and a Detective must work together to solve a crime at the Museum of Science.

Newtoon (Future Lab)

Physics principles for adolescents. Students use mobile phones and Web sites to play, create, and share games that demonstrate physics principles.

Outbreak @ MIT (MIT)

Experience with the complexities of responding to an avian flu outbreak, for young adults.

Players are brought in to investigate a potential epidemic on campus with hand-held networked Pocket PCs.

Savannah (Future Lab)

The science of living things interacting within an ecosystem, for ages 11-12. Children, acting as lions, navigate the savannah using mobile handheld devices.

Sugar and Spice (MIT)

Concepts including population economics and mathematics for school-age children. Groups of students use handheld devices while physically interacting with each other to simulate interactions between populations and resources

Virus (MIT)

Concepts including epidemics, scientific method, population growth for school-age children. Groups of students use handheld devices while physically interacting with each other to simulate the spread of disease

So what’s next?

These old games have built-in educational value, they strive to be more fun than traditional classroom lessons, and most importantly – they achieve it while detaching children from the screen.

However, none of these games has really made it to the mass market.

In order to break into the mainstream, games will have to be

  • more visual (see what you mean),
  • more intuitive (touchscreen and accelerometers – drop the Pocket PC look & feel),
  • more ubiquitous (play anywhere, anytime),
  • and they will have to run on devices that look more like an iPhone than a Newton.

Devices for education is in fact the main topic for the second part of this post.

Stay tuned. Or better yet – tell us what you think.

Augmented Reality Game Wins Best Mobile Game

We have a winner.

Nokia just announced the winner of its Mobile Game Innovation Challenge. And it’s all…augmented.

I believe the first to break the news was the Earth Times.

In our previous coverage of the competition, we spotted 6 out of the top 10 finalists as augmented reality games. It was a good day.

Kudos to Different Game studio and their creation: Ghostwire, an augmented reality game where players can use the camera on their mobile device to find ghosts.

Just in time for Halloween. How felicitous. Arg…

Different Game is walking away 40,000 EUR richer. Back to Sweden to complete the game and make it a mega success.

***

Update: Stephan from Int13 unearthed the trailer of Ghostwire, and he claims it isn’t a real augmented reality game because it doesn’t register in 3d.

He’s right. But is the experience breaking away from traditional virtual games and encouraging the player to explore reality?

See for yourself in this clip. Or read an interview with creator Tom Soderlund on PoketGamer

These Top 20 Game Publishers Will Disappear – Unless…

Game Developer Magazine just published its Top 20 Publishers of 2008.

How many augmented reality games have these formidable companies published?

Sweet Fanny Adams. Diddly squat. Zilch.

Here’s a summary of the Top 20, with links to individual profile pages:

20. Midway
19. Eidos Interactive
18. Codemasters
17. LucasArts
16. Disney Interactive Studios
15. NCSoft
14. Capcom
13. Namco Bandai Games
12. Vivendi Games
11. Konami
10. Square Enix
9. Microsoft Game Studios
8. THQ
7. Sega of America
6. Take Two
5. Sony Computer Entertainment
4. Ubisoft
3. Activision
2. Electronic Arts
1. Nintendo

The article recaps the publishing landscape:

This year’s list seems to have been influenced somewhat by which companies could adapt with the times…most of the publishers in our top 20 have a decided console focus, demonstrating that the adaptation of new forms of games into the existing model will take some time.

Sure. When a game title costs upwards of $20M to develop (not including marketing) you got to sell a whole load of it. You can’t take risks.

Darvin said that if you can’t adapt, you’ll die. I will argue that in 10 years these publishers (and affiliated studios) will disappear from the list. That is unless they open their minds and wallets to reality games.

I have raved this month about a flood of augmented reality games coming to the iPhone, Google’s Android, and Nokia mobile devices. So what am I ranting about today?

Well, these mind-blowing games are not coming from the above top publishers; they are emerging from the fringe. Tiny boutique studios aren’t trying to predict the future; they are bringing it forward by pushing the envelop of game experiences.

If I were a betting man, I’d say these risk-taking-tiny-boutique-studios will top the charts in the future.

Nokia’s MGIC: Augment Reality – the Nokia Way

Forget the iPhone. Forget Google’s Android. Today is Nokia’s day.

As of Today, Nokia is playing in the big leagues of Augmented Reality. It just announced the top 10 finalists in its Mobile Game Innovation Challenge.

Guess what type of games made it to the top?

Augmented, augmented, and more augmented.

To make my point, I have filtered out the “traditional” games and put on the list only games that smell like augmented reality spirit. Here they are:

1. Active Tecnologia e Consultoria Ltda. (Brazil) with Cinemarena – set in a movie theatre, controlling avatars on the big screen

Sounds pretty augmented to me.

2. CreatePlayShare (India) with Ball – play any ball game on your mobile or even create your own new game

Reminds me the legendary SymBall, one of the first augmented reality games on a phone.

3. Different Game (Sweden) with Ghost Wire – use your mobile device to communicate with ghosts

Blurring the line between real and virtual couldn’t be more spooky.

4. Eclipse Interactive (UK) with Watchers – conspiracy adventure game that uses Nokia Maps and other real world tools to find locations

Sounds more like a mixed reality game, but hey – let it benefit from the doubt. Today, we are celebrating.

5. Int13 (France) with Kweekies – augmented reality virtual pet game

We were expecting Stephan and the Int13 team to come up with great augmented reality games on the iPhone. Well, they have first delivered for Nokia. Wish them success.

6. TechnoBubble (Spain) with Fun Cam – a mixed reality game that connects your camera on your mobile device to the TV

I don’t really get it – but since it’s a self-proclaimed mixed reality game, we’ll include it.

There you have it: 6 out of the 10 top games in Nokia’s “Mobile Innovation Challenge” fit in the augmented reality category. That’s a landslide victory!

And it’s not all: the three most innovative game concepts will be offered by Nokia Publishing pre-production contracts. The first winner will be awarded 40,000 EUR, the second 20,000 EUR, and the third 10,000 EUR.

Congratulations to the top 10 finalists (including the non augmented reality games…). The winners will be unveiled at Nokia’s Game Summit in Rome next week. May the best win.

***

It’s been a good month for AR games; news have been embracing the iPhone, Google’s Android, and Today – Nokia.

Which begs to say: ready or not – here comes a groundswell of games to a reality near you.