A target can be identified by its photo
highlighted on the map (see Fig. 5). For aiding
navigation, the application displays the distance and
bearing to the selected target along with player’s
orientation taken from the phone’s compass sensor.
Additionally, the player is guided by sounds
while the map is open. When the player approaches
a target and is closer than 500m, a beeping sound is
played at fixed intervals. The interval between
sounds is inversely proportional to the distance,
starting from 5 seconds (500 m) and decreasing by 1
second every 100m. The sound frequency increases
or decreases as the player becomes closer or further
away from the target. Reaching the target turns off
the sound guidance.
6 FEEDBACK
O-Mopsi was designed for the annual SciFest
festival (www.scifest.fi), which brings together
thousands of school kids, high school students, and
teachers to learn about science and technology
(Jormanainen and Korhonen, 2010). SciFest is
organized in Joensuu, Finland in April.
O-Mopsi was presented during 2011 and 2012.
Because limited availability of smart-phones, the
players were organized into teams. After the game, a
short feedback survey was filled by the teams.
Table 1: Players’ ratings of the game.
Feedback
Very
good
Good Adequate Bad
Scifest 2011 3 6 0 0
Scifest 2012 3 7 0 2
Feedback (see Table 1) shows that the game as
mostly rated as good or very good. According to
users, game rules are easy to understand and playing
the game is enjoyable.
7 CONCLUSIONS
O-Mopsi is a location-aware game based on the
concept of orienteering, in which targets can be
visited in any chosen order. Testing O-Mopsi in a
real-world situation during an international festival
produced positive feedback.
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