TheWildlings | Icy Polar Opposites

Sydney

The Challenge | Icy Polar Opposites

Design a data analysis and/or visualization tool to show the spatial and temporal changes in Arctic and Antarctic ice to a general audience.

Save The Poles

A KINETIC game based on motion sensing technology to help raise awareness for the fast rates of melting in our polar opposites.

TheWildlings

BACKGROUND

People around the world don’t realize how fast the ice is melting at the poles. A recent study in Nature Climate Change estimated that approximate 30-50 percent of sea ice loss is due to climate variability, while the rest occurs because of human activity.

The melting of the polar ice is symptomatic of unsustainable human living habits.

Although we are informed, switching behaviour into a more environmental friendly way is meaningful but not fun enough for us to be highly engaged.

EXPLANATION

Through gamification, behaviour switching can be made fun for the better!

Our objective through this game is to achieve player engagement through reinforcement of positive behaviour, and save our melting polar opposites!

We can start by influencing the younger generation and as they grow up, they influence their families to change behaviours to save energy so that this trend can continue into future generation and we can prevent the factors causing climatic change.

KINETIC

This is a body tracking game that is based on Xbox Kinect. The player's hands are tracked by the device to hit a floating target. A target is made of icons of environmentally friendly behaviors logos forexample Recycling, saving electricity by turning the lights off etc. When the player hits the target successfully, at the end of the game, a polar bear will appear in the background, informing them that their practices contribute to the reduction of polar melting of that particular year in the focused region.

By harnessing NASA data, we can construct new challenges for the next year and player can level up!

FURTHER

  • We will install "Save the Poles" at famous shopping centres and crowded market places, for general public to play with and understand the seriousness of the melting glacier and ice situation at our poles caused by global warming. Power companies can use this game to give the users credit points for playing and promote mindful consumption of energy sources such as fossil fuel.
  • We will migrate the game with Amazon Echo, the smart home controller. We want to use the energy consumption data recorded for a household.

The energy a player saves in their household is converted into number of targets the game generates in a given year. If the player wants to level up, they need to have real life energy saving to generate enough hitting targets! Game > Real Life behaviour change > Game > Save the poles

We also want to bring it into communities. Kids love this! Adding multi player mode can also be great for family. Our next generation, will be inspired to save our icy polars, so that we can help prevent climate change.

Challenges Faced

Data collection, using the right format, mvp/competitive advantage, scale/ x-factor, hardware.

GIT Link

https://github.com/tranto/Nasa_TheWildlings


RESOURCE USED

-National Snow and Ice Data Centre http://nsidc.org
-Sound Effects http://soundbible.com
-Google Earth https://www.google.com/earth/

Feedback and Questions

maldoror1030@gmail.com
totran0@gmail.com
chubingdeveloper@gmail.com
maheenafridi5@gmail.com




NASA Logo

SpaceApps is a NASA incubator innovation program.