Overview Video:
http://www.youtube.com/watch?v=IoBdd90DYEs
Kinect Game Video:
http://www.youtube.com/user/EarthquakeSciFund#p/a/u/1/uL0yUpHAWPo
To prepare for large earthquakes requires understanding the complexities of seismic wave propagation. Unlike symmetric ripples in a pond caused by a rock’s decent from the water’s surface, the propagation of seismic waves from an earthquake have a non-symmetric pattern. This is because seismic waves traverse heterogeneous materials, causing portions of the waves to travel faster in some regions than others. To really ‘get it right’ in terms of understanding seismic wave propagation requires having a seismic sensor (seismometer), well, basically everywhere. Really, everywhere, ugh!
But, this is a problem that we can solve -- that’s where you come in! Working together on this project, we can increase the number of deployed seismometers, increase our understanding of how seismic waves propagate in specific regions, and in turn help seismologists better understand the whys-hows-wheres of the larger quakes.
The more data we have to look at the better.
What if -- every computer in the world could be turned into a seismic recording devise?
What if -- the seismic data from each computer was automatically transmitted back to a data repository?
What if -- the recording and transmission of these data was seamless and non-invasive to the host compute system?
This dream is becoming a reality through a citizen scientist project called the Quake Catcher Network, which is a collaborative initiative to develop a large, low-cost seismic network that uses sensors attached to internet-connected computers in homes, schools and offices.
To promote the Quake Catcher Network and engage an audience of science learners that span ages K-to-grey, we are developing a game using the Kinect technology that mimics how scientists deploy seismic instruments following a large earthquake. The game allows players to explore 3D space, choose where they want to go and what they want to discover, providing an engaging learning environment. Many of the scenarios within the game are taken from factual experiences. Key elements of the game include selecting sensor locations, adequately installing the sensor, and monitoring the incoming data. During game play, aftershocks can occur unexpectedly, as can other problems that require attention (e.g., power outages, equipment failure, and theft). The player accrues points for quickly deploying the first sensor (recording as many initial aftershocks as possible), correctly installing the sensors (orientation with respect to north, properly securing, and testing), distributing the sensors adequately in the region, and troubleshooting problems. One can also net points for efficient use of gameplay time.
Why the need to incorporate a game in your science quest you ask? Our findings show using gamming to present science concepts is one of the best ways to engage our younger generation of science learners because we are tapping into their new approach of information exchange. Our Kinect game allows users to interact as scientists, not just as static observers. You pick – learning science through a gaming environment or from a PowerPoint presentation? The resounded end result of our initial test deployments of our Kinect game is a myriad of learners wanting to host a QCN sensor. The development and distribution of our Kinect Quake Catcher Network Game is helping us grow our dream of increasing the number of seismic sensors in the world.
How we will spend the money:
-- To purchase additional QCN sensors (~$50 each) for use in informal learning centers (museums, science camps, national parks) and also to deploy sensors in regions of scientific interest.
-- To support a cartoon graphic artist to jazz up the game play. Yes, yes, we are well aware that what scientists think is fun is not often the norm, so we have non-scientists and serious gamers helping with this aspect of the game development.
-- To offset costs of beta-testing our program on sample audiences so we can acquire feedback to improve the game.
-- To support our computer programmer to update/change/modify the game in response to requests from our beta-testing team.
Long range plans: (1) Deployment of the Kinect Quake Catcher Network game in formal and informal learning institutions such as schools (K-12; undergraduate), museums and after school or summer-learning programs. (2) In 2012, the Kinect Quake Catcher Game software will be freely available online from our project website. (3) If the goals of this project are met, we anticipate securing funds to port the project to platforms such as the iphone and ipad.
Computer-Geek-Speak Details: How the Kinect works is a camera transmits invisible near-infrared light and measures its “time of flight” to reflect off an object, allowing it to distinguish objects within 1 centimeter in depth and 3 mm in height and width. The middleware can also respond to body gestures and voice commands. The game is written in programming language C# using Microsoft XNA and Visual Studio 2010; graphic shading is added using High Level Shader Language (HLSL), and rendering is produced using XNA's graphics libraries. To date, only the PC platform (or a Mac running PC emulator software) is available for use, but we hope to move to other platforms (e.g., Xbox 360, iPad, iPhone) as they become available. Setting up for game play in your local environment requires: (1) the Kinect hardware (~$150); (2) a computer with a Windows operating system (Mac users can use a Windows emulator); and (3) our QCN game software (available for free download when we release it in 2012).
Test our game: If you are in San Francisco on December 4th, 2011, you can test our Kinect game at 'Exploration Station', which is a free public event in association with the American Geophysical Union Meeting. We will be at our booth from 1-4PM at the San Francisco Moscone Center.
Support #SciFund projects!