Cyber Islands - Requirements Definition

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Cyber Islands™

Cyber Islands Safer Internet Game Region


DRAFT August 24, 2011


Vocabulary

Term Explanation
Cyber Islands™ Game The name of the environment to be developed. The whole environment is referred to as “the Game”
Cyberethics GIII The name of the project under which the Game is developed. See www.cyberethics.info
Region Term used to refer to the different sub-environments of the Game, which are geographically associated with the different islands
Cyber Islands Kingdom The collective name all the islands
Themes Term used to refer to the diverse themes related to internet safety and risks, e.g.,
Interactive Objects The term refers to all different types of interfaces, which the user may encounter. This includes both regions (e.g., screen interfaces in different islands), as well as other windows within which the user may interact with the system (e.g., Mini-map pop-up, game pop-ups, etc).
Port Location found in each island. This is from where one can travel to a different island.
Transportation Methods Methods used to navigate from one island to another. Examples: by plane, ballon, etc.



















Background and purpose

The Cyber Islands™ Game is being developed in the context of EU project “Cyberethics GIII,” which was funded under the Safer Internet Program of the European Union.

The purpose of the Game is to offer a children-friendly environment in which young visitors will be invited to navigate to the different regions of the “Cyber Islands kingdom” where they will encounter today’s complex, always changing cyber environments. They will be challenged and encouraged to interact, learn, play and compete with others on themes related to internet risks. On each island, there will be a different “theme”, yet the types of interaction will be the same (respecting usability rules), even though the content and educational purpose might be completely different. The approach is scientifically grounded on constructivists’ theories of active learning.


All screens will feature the following commonalities:

  1. At all times, there will be tools and menus available to allow faster navigation: semi-hiding and/or pop-ups; e.g., The right-hand side of the screen will feature a sliding rectangular menu where all options available on that island will be imaged-based, clickable buttons.
  2. The major part of the screen will be covered by an image representing the island on which the visitor is located at the specific time.
  3. On every island there will be Interactive Objects, which will open new windows, either on top of the existing screen (or in some cases, new web-browser tabs. Examples include:
  • Objects that will “connect” to real world organizations and their materials in ways that will allow Players to find specific information, to learn something using specialized materials and to acquire specific skills using specifically designed interfaces. Examples of such links include (but are not restricted to) selected webpages of the Cyberethics project, Safer Internet Cytanet program and Ministry of Education wikis.
  • Objects that pop up smaller screens where one of many (but well-defined) interactive environments is possible


Internet safety themes

The following Safer Internet issues, herein called Themes, are addressed within the Children's section.

# Theme
1 Web-browsers
2 Viruses
3 Mobile Phones
4 Social Networks
5 Video Games
6 Filters
7 Spam
8 Addiction
9 Identity
10 Bullying
11 Adult content























The Cyber Islands Kingdom

The metaphor used to associate virtual sub-environments with Themes included in the system is that of a country composed of many islands. Each island is dedicated to one Theme in ways analogous to those used in physical Theme Parks.

# Name of Island (Greek) Name of Island (English) Name of Island (Turkish) Theme covered on island
1 Πρωτευονήσι The Capital island Ana Ada Web-browsers
2 Νησί των Ιών The island of viruses Virüs Adası Viruses
3 Ιπτάμενα νησιά The flying islands Uçan Adalar Mobile Phones
4 Διαδικτυονήσια The networked islands Ağ Adaları Social Networks
5 Παιχνιδονήσι The playing island Oyun Adası Video Games
6 Νησί των Τρυπών The “holes” island Süzgeç Adası Filters
7 Σκουπιδονήσι Rubbish island Çöp Adası Spam
8 Μαγνητονήσια Magnets island Mıknatıs Adası Addiction
9 Νησί των Μασκών Island of Masks Maskeler Adası Identity
10 Πειρακτηρονήσια The Bullies’ Islands Zorbaların Adası Bullying
11 Νησί των Μεγάλων Adults Island Yetişkinler Adası Adult content





















Transportation Methods available

From an Island’s Port, a visitor may use different modes of transportation to travel to another island. The “metaphor” used for the choice of the transportation method is inspired by the metaphor used for the specific island. The following table defines the ways in which each island can be reached.

# Name of Island (Greek) Transportation Method
1 Πρωτευονήσι All
2 Νησί των Ιών Flying Machines
3 Ιπτάμενα νησιά Air Balloons
4 Διαδικτυονήσια Boats with two air streamers
5 Παιχνιδονήσι Within a game robot
6 Νησί των Τρυπών With Floating Boats
7 Σκουπιδονήσι With Robotic walking boat
8 Μαγνητονήσια Within Plastic Vehicles
9 Νησί των Μασκών Flying Head
10 Πειρακτηρονήσια With Flying coat featuring nails
11 Νησί των Μεγάλων High Heels Robot





















Each island’s Port could have all methods available to enable the visitor at any time board on a Transportation Vehicle and visit another island. Possible other option: If we wish to control the path of the player within the Game, i.e., to force a player visit islands in a certain order, then we simply control the availability of transporting options on each island.


The general interface

Irrespective of where in the Cyber Islands Kingdom the user might be, all island interfaces feature common designs, which offer access to the same or equivalent options (even though the specific graphical interface of a pop-up might “look” different depending from which Island it is called).


The following looks are the basic elements that constitute the sum of objects in any screen:

  • Scrolling back image of the specific island. The size of each island is defined as a rectangle with width=a little less than the width of a standard screen (1200) and height 2 to 4 times a standard screen.
  • Sliding Menu items coming out from right and from bottom sides of the screen
  • Port area with options for transportation methods. For all islands the Port is at the center, so even though one might scroll to visit different parts of the island, the Port will always be visible because it will be like a long landing pathway, or long water canal etc.
  • “Objects” located on the island


Sliding menus

Only the upper bar of the menu is visible. The headings of each menu are therefore also visible. Clicking anywhere on the bar, slides the full menu out.


Bottom Sliding Menu

  • Mini map
  • Register


Right side Sliding Menu

  • Help screen
  • Menu with buttons; These menus inlcude the same all possible options as those available on the virtual space represented by the respective island, e.g., jump to Helpline, Hotline, a game etc.


Interface-Objects found on each island

All islands have “links” (using game-like images) to the following Environments:

Helpline

One can listen to Ethics (talking character) specific advice regarding the threats that are related to the island (theme) on which the player is located at the specific moment.

Hotline

One can listen to Cyber (talking character) specific advice regarding how and what to report. Again, the content if tailored to issues that are related to the island (theme) on which the player is located at the specific moment.


Local Library

Specific information tailored to issues that are related to the island (theme) on which the player is located at the specific moment. From here, one can also borrow (download) leaflets, cards, calendars, game descriptions etc.

Single-player Games

Single-player Games (drill and practice activities to enable an individual student to learn, practice and maintain their basic understanding and knowledge about the theme). Although program-wise all games are similar, they will call different interfaces and different content to ensure a different experience depending on the island (i.e., theme) where the user is interacting. There might be more than one game available. They will be called using different objects, which resemble a threat.

Multi-player Games

Multi-player Games (asynchronous) in which players compete (score-wise) with others (playing at other times). Again, although program-wise all games are similar, they will call different interfaces and different content to ensure a different experience depending on the island (i.e., theme) where the user is interacting.

Toys/Objects representing different games

These type of objects look like toys. Each toy must have a resemblance to whatever will be tested. We will need different graphics for these toys. We also need to develop a metaphor that associates toys with type of interaction.


Definition of Game types

The following game interfaces can theoretically be developed in HTML, Java, Flash, Director Shockwave etc. The ideal is to develop them in something that is widely compatible. The three games are practically identical as far as software development is concerned. However, they will look completely different depending on which parameters are called. The following properties will depend on parameters:

  • Size of pop up window
  • Background image of the pop up window
  • Type of game interaction
  • Additional graphics sitting on the background image to associate interface to the specific game

Types of quizzes interactions

The types of interaction in the various quizzes is what makes each game use different types of testing modes. The following types are defined:

  • Type I: Game Multiple Choice: TRUE/FALSE
  • Type II: Game Multiple Choice: 1 correct
  • Type III: Game Multiple Choice: Many correct



Description of spaces and their functionalities

Local Library

This is a space or a room, which opens up in three shifted rectangles which can be chosen:

  • Tips & Advices
  • Links to other places
  • Download stuff


Registration interface

Players are expected to be registered when they enter the Game environment. This is how statistics and scores are kept.


Mini map

When the bar is clicked, a mini map of the Cyber Islands Kingdom slides out from the bottom. Upon clicking to any region, the interface transposes (i.e., jumps) the user to that island (region).




Areas covered

The Cyber islands Kingdom aims to challenge its visitors in the following domains of knowledge and expertise:

Domain Details
Grooming Basics and how to protect one’s self
Cyber-bullying Understand what constitute cyber-bullying, and when one bullies others
Time Management Managing and controlling your time
Privacy Issues related to how one deals with self and others’ privacy
Ethical behavior Treating others with respect; ethical considerations in cyberspace
Knowledge space Knowledge of where to find information
Helpline/Hotline Knowledge of where to ask for help or report illegal content
Protection What do filters do and how to use them
Technical Technical skills of all kinds
Mobile threats Mobile phones; Usage, threats
Parental mediation Their role and their responsibilities























Statistics and scores

Statistics

The system keeps statistics of user names, dates, times and durations of all people using the system.

Scores

The system keeps the following scores for each registered user:

  • Total time in the environment
  • Technical skills
  • Safety knowledge
  • Knowledge about privacy

Content of the Environment

Cyber Islands Kingdom uses the following different types of content:

  • Encyclopedic content (text based)
  • FAQ type of content (text based)
  • HELP type of content (text based)
  • TIPs type of content (text based or downloadable)
  • Talking characters delivering island specific Help and/or island specific basic TIPs for protection
  • Links to web pages of third parties where additional information can be found
  • Links to Filters, educational video games etc.
  • Embedded third party reports, images, videos (e.g., from Youtube)
  • Content fed to the games


Content fed to the games

This type of content is the most difficult to develop. The basic type of content is that of a test question which might have a TRUE/FALSE, only one, or many correct responses.


For each question test, a number of parameters are required:

  • Theme (island specific)
  • Type of game interface (Type I, II, or III)
  • Age
  • Domain (e.g., Grooming; Cyber-bullying; Time Management; Privacy; Ethical behavior etc. See Areas covered).