CSE/EST/ISE 323 Human Computer Interaction

Title:
Atlantis Aquarium
SWIMULATOR

Client:
Atlantis Marine World Aquarium, Riverhead, NY
http://www.atlantismarineworld.com/

Objective:
To develop an interactive multimedia learning software title that simulates a scuba dive with sea creatures from the aquarium's collection. The software will have a real time 3D rendered display. The software could be deployed as a permanent exhibit (kiosk), sold in the gift store as a CD ROM game, or deployed on the web site to increase traffic or as a membership incentive (downloadable game). The aquarium already has a number of interactives, and this project will extend the facility's reputation and expertise in this area, with a positive impact on fund-raising and membership drives.

The exhibit kiosk(s) could be deployed as a side attraction where lines form for the sea lion shows, or other attractions like the sub simulator.

Specifications:
Runs on OS X, Windows, and the web. Designed as a "casual" RPG, users can choose their diver (M/F), and their language (English or Spanish). The game objective is to go on a "treasure hunt" for sea creatures from the aquarium's collection, "collecting" species by "tagging" them within a certain amount of time. Users direct their diver through a touchscreen interface, seeking the specified creatures while avoiding dangers. Users will be able to "frolic" with some of the creatures, like Bottlenose Dolphins, for example. There is no killing or fighting action in the game.

The game features an administrative interface that allows museum staff or educators to create the parameters of the treasure hunt. Game sessions would be optimized to take two-three minutes per player in the exhibit (kiosk) version.

The game may include other modules in a non-exhibit version (CD ROM) that allows for longer gameplay and more learning, such as determining the dive location, the dive depth, and the equipment needed for the dive given the mission. Informational videos will be incorporated into the game, discussing undersea habitats and ecosystems of various species, narrated by Atlantis experts.

Target Audience:
The aquarium has a wide range of visitors, both male and female, young and old, but the game is primarily aimed at kids aged 10 -15, approximating the age range of the school groups that visit the aquarium. The bilingual interface acknowledges the diversity of communities that surround Riverhead.

Educators are specifically targeted to incorporate the Swimulator game into their Earth Sciences curriculum, with distribution through BOCES model schools program, and the NY State Science Teachers Association. Care will be taken to incorporate NY State learning standards for Earth Science into the design of the game. Of particular interest to teachers is the administrative interface to design missions and to record user performance data.

Similar Products:
Endless Ocean, for the Nintendo Wii
http://www.nintendo.com/games/detail/HibwEvcAuiAvMKvZZulIaP_CPGfFjLel

There are several advantages to the Swimulator project for the Atlantis Aquarium. First, the content can be customized to their facility and collections of species. The software development will involve Atlantis' aquarists as content experts, and the software credits will acknowledge the joint development effort of Atlantis Aquarium and Stony Brook University. Second, the Swimulator will run on a personal computer, not a game console, thereby extending its accessibility. Third, the Swimulator project has revenue-generating potential for the Aquarium.

Potential funding sources include the National Science Foundation's Informal Science Education initiative, which funded WolfQuest: http://www.wolfquest.org/

Screen Samples (draft):