Earth Arcade @ Freedom Festival 2019

August 31st and September 1st, 11 am to 6 pm, Queen’s Gardens, Hull

We have some very exciting news! The Earth Arcade is coming to Hull’s Freedom Festival!

Freedom Festival is THE event in Hull. It all began in 2007 in celebration of the 200th anniversary of the abolition of the slave trade, an act passed after decades of work by Hull-born independent MP, William Wilberforce. Since 2007 it has grown massively, and in 2018 the festival had over 130,000 visitors.

“Excellent arts and culture can change lives and communities, by transmitting fundamental human values and inspiring all ages to embrace and celebrate freedom. We’ve seen it. It may be no surprise then that our ambition is founded on the legacy of Hull-born freedom advocate, William Wilberforce” – Freedom Festival website.

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Chris demoing Humber in a Box at Freedom Festival 2015

SeriousGeoGames has been involved in three previous Freedom Festivals, starting in 2015 when we demoed Humber in a Box, and including 2016 when the virtual reality version of Flash Flood! was demoed to the public for the first time. With the Earth Arcade, we have the perfect opportunity to take things to the next level, and the Earth Arcade at Freedom Festival really will be something special.

The name Earth Arcade is meant to loosely evoke a sense of Arcadia – a mythical utopia where human society and the natural world live together in harmony. This is the future we hope for, the future we are striving to build, and we hope to inspire others to come with us on that journey. To create our mini-Arcadia we have teamed up with colleagues from the University’s School of the Arts to design the exhibit.

We will be exploring the impacts of the world’s most pressing environmental issues through our activities Flash Flood! Vol.2, Plastic Fishing, Top Trumps: Rivers, and small games on our Ipad stations. You will be able to find out how climate change and sea level rise will impact our city, Hull, and the wider Humber through our new and improved Rising Tide game on our big screen.

The forest

Freedom Festival will also see the debut of an exciting new activity space. The Forest is something a bit different to the rest of the Earth Arcade, and sci-comm in general. It is a quieter, reflective, and mindful space where people can sit and think about nature, with a small library of stories and ideas and crafts and workshops to inspire people to engage with nature more. We will be using theatrical and scenographic techniques to help people engage, such as interactive soundscapes.

Finally, we will be offering advice on how people can respond to the environmental issues explored, offering them the chance to sign up to becoming an Earth Arcade Champion by committing to making small changes in their own lives.

It is going to be brilliant and we hope to see you there!

Resilience – Development of a Card Game

I’ve been working on a prototype card game for SeriousGeoGames for a while now. The game, with the working title Resilience, sees players take control of a city and its surrounding area with the aim of staying in that job until the end of the game. The catch is there is another player with their own city also trying to reach that goal. With the ability to make events happen in each other’s cities, you each pose a threat to the other’s political survival.

Although I toyed with the idea of having multiple stresses to deal with, the game just got too unwieldy, so the focused down on flooding as the main hazard. Players can build defences, enact resilience measures, or implement things purely as they are popular – if they want to be aggressive, they can send a storm towards a rival city. Through playing the game, players will learn about the complexity of flood defence from physical, societal, and political perspectives.

360 time lapse of players trying an early version of Resilience at the EGU 18 Games Night.

The game is designed to be a deck builder, so rather than each having the same deck of cards players can choose a pile from their collection allowing them to try different strategies. I’m designing the game to have enough layers – through use of cards, dice, and tokens – that there will be numerous styles of play possible. The main goal of the design is for the game to be fun, with plenty of replay value, yet the deck building aspect adds in a further dimension – collectability.

I still have piles of Pokemon and Star Wars cards from when I was a kid, even though I never played either as a game. When I get free packs of cards in gaming magazines for games I will never play, I keep them. Especially the ‘shinies’. There is something tactile and attractive about a well-designed, crisp, high quality card, and this is something I want to tap into with Resilience.

My rubbish PowerPoint mock up (left), and Kelly’s design to use on the back of the cards (right). A big improvement!

Enter Kelly Stanford, Sci Artist. I’d been looking for an artist for a few months and seen some nice work, but no one seemed quite right for the game. Then I came across Kelly’s work on her Twitter and was blown away. She is a specialist in making science-based art and has worked on numerous public engagement projects, working in a range of styles from sculpture, hyper-realistic, and cartoon. She’s also a gamer and after a coffee meeting at the Manchester Museum of Science and Industry it was clear she got what I trying to achieve.

I commissioned her at the beginning of the year to develop the designs, and Kelly has wasted no time producing great designs for the cards – nothing like my rubbish PowerPoint efforts! So far we have the awesome logo for the back of the cards, a card template, and some concepts for the card types.

My original card template (left), Kelly’s template design (middle), and Kelly’s concept sketches.

I’m hoping to try out the first full prototype combining game and art designs at the EGU Games Night on April 10th, and after that I’m still not sure where it will go. There are several options to look at for production and dissemination, such as getting funding for a limited run, crowdfunding, getting a commercial backer, or simply releasing the game in a PDF to print your own cards. The game is designed so that additional decks can be added to the initial deck to add further complexity and variety, and I plan on offering bespoke limited edition shiny cards for events and projects.

I’m really excited about this project. I think the game has the potential to not only be fun but really help with the communication of flood risk management and its complexities and challenges. There is nothing quite like a game for putting you in someone else’s shoes. Keep an eye on this blog and Kelly’s blog for further news about Resilience.

TideBox Developer Report

TideBox is one of several development projects we have ongoing. It is being developed by Seed Software students in Computer Science, University of Hull, and they are currently working in a ‘sprint’ period where they dedicate a chunk of their time to the project. They sent us a report for the blog to summarise their progress, but first, check out the video they send showing the development scene –

TideBox (Humber in a Box 2) is a user-interactive application designed for demonstration purposes to simulate the Lisflood hydrodynamic model in real-time using Unreal Engine 4, C++ and Blueprints.

The current build features the use of a custom built data parser that allows us to take real-world DEM terrain and hydrological data of the Humber area and convert it into a .csv format that can be easily imported into Unreal Engine 4 and read into the application at run-time using Blueprints.

TideBox Screenshot 3

The heightmap data is then mapped onto a procedural mesh during a process in which each vertex’s position is deformed in the Z-direction (up) in order to generate a realistic terrain mesh that stands as a recreation of the imported data.

The data pipeline that enables this to happen has been purposely designed to be highly flexible and should allow for a wide range of data domains to be imported without issue.

Around the simulation room are a variety of panels that display useful information about the current scenario. In the first scenario, these include: old maps of Hull and the surrounding area as well as various facts about tidal flow.

TideBox Screenshot 4

There are three camera modes featured in the current build: the visitor camera, the table camera and the floating camera.

  1. The visitor camera acts as the default camera and simulates how a human might view the simulation. For this reason, this camera will be the only camera available in VR mode.
  2. The table camera prevents user movement but allows them to toggle between various preset positions that overlook important and key areas of the simulation.
  3. The floating camera acts as a free camera that is able to fly around and capture the scene from anywhere inside the simulation room.

A day-night cycle has been implemented to act as an indication to the demonstration supervisor that the current demonstration slot is coming to a close.

The current development roadmap seeks to include a full implementation of the Lisflood hydrodynamic model that interacts with the terrain in real-time, the inclusion of various flooding scenarios and full VR support.

Stay tuned for further updates.

Thanks,

Sam Ivill (and the TideBox team)

Our Games at NERC #UnEarthed2017 17-19 November 2017

Last year we took our Flash Flood! game to the NERC Science Showcase, Into the blue. We had an amazing time, and you guys seem to as well as we were voted as one of the most popular exhibits. Read about what we got up to here, and also check out our article in NERC’s magazine Planet Earth.

We are very excited therefore to be returning for this year’s NERC science showcase, UnEarthed, held at the Dynamic Earth centre in Edinburgh. You can find more details on their website – tickets for the public days are free.

The stand this year, Keeping Back the Floods, is organised by the Energy and Environment Institute, University of Hull. It features two of our popular Virtual Reality games – Flash Flood! and TideBox (formerly Humber in a Box) – and will let you get hands on with the cutting-edge of flood risk science and the latest in gaming technology.

 

 

#GuessTheData Answer – 04/10/2017

What is this data? Answer below the Picdynhum

This is the Humber, showing the region immediately north of South Ferriby, with Read’s Island and the Old Warp sandbank.

The background is a visualisation of LiDAR data, a high resolution laser scan of ground heights. It’s made up of several scans over the period 1998 to 2016.

The green dots and red lines show the location of a bathymetric survey performed in 2016. This uses an instrument called a multibeam which scans the surface below water, s the green dots show the location of the channel used by shipping in 2016.

It’s clear from the background data that when the LiDAR scan was taken there was no channel, so at some point the channel in the Humber has shifted and eroded into the sand bank.  The Humber is indeed dynamic, and this causes problems when we try and predict what will happen in estuaries using computer models which do not allow for changes like this.

All data available via the Environment Agency’s Open Government License portal.

Latest News – New Rift, Freedom Festival, BSG, Into the Blue, and Digital Awards

It’s been a busy couple of weeks for SeriousGeoGames. A few weeks ago we finally got hold of the brand new Oculus Rift and, thanks to the excellent BetaJester, we have Flash Flood! running in Virtual Reality – we’re biased, of course, but it is truly awesome!

The second bit of news is about your first chance to try it – we’re very happy to have been invited back to Hull’s premier arts and cultural festival, the Freedom Festival, as part of the University of Hull science exhibits in Queen’s Gardens. You will be able to try Flash Flood! VR during the day on Saturday 3rd and Sunday 4th September 2016. There will be lots of other great exhibits, and speakers for Soapbox Science.

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Chris demonstrating Humber in a Box at Freedom Festival 2015.

We immediately pack up the kit and get on a train to Plymouth for the annual meeting of the British Society for Geomorphology. Chris Skinner will be demonstrating the application and will also be presenting a talk on the science behind Flash Flood!.

Our next event will be the Natural Environment Research Council (NERC) event, Into the Blue at the end of October. We’re really looking forward to this and will hopefully have several sets of kit running Flash Flood! underneath the wings of a Concorde – there will be numerous scientists from the Flash Flooding from Intense Rainfall project on hand to talk about their research (as well as the other 47 exhibits and tours of a research aircraft) – we will post more details soon!

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#NERCIntoTheBlue – A Science Festival under the wings of Concorde!

Finally, but by no means least, we are very pleased to say we have been shortlisted for a Hull and East Yorkshire Digital Award in the Best Use of Technology within Education category. Chris Skinner, Chloe Morris and John van Rij have recorded a small piece for the awards ceremony and we hope to show you that in the near future.

Phew! I think you’re up to date now.

 

New Website!

Well hello there. Welcome to the new SeriousGeoGames website. This is the new home for all the information you might need about our applications and exhibits, and eventually will play host to the free educational resources we aim to produce.

The site at the moment includes information on our existing application, Humber in a Box, and the past events we have exhibited at. We’ve also got a page jammed full of links to some of our favourite games and application by some cool and clever people.

You will notice we also have a section devoted to our upcoming application, Flash Flood! We will be updating this in the near future, so make sure you check the site, our Twitter or Facebook to hear the exciting news.