Cyber Islands - Requirements Definition: Difference between revisions

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<span style="color:red">Cyber Islands™: Cyber Islands Safer Internet Game Region</span>.
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Cyber Islands™
DRAFT August 24, 2011
 
Cyber Islands Safer Internet Game Region
 
 
 
 
 
 
 
 
 
 
 
 
 
 
DRAFT August 9 2011
   
   
Table of Contents
Vocubulary 3
Background and purpose 4
Internet safety themes 5
The Cyber Islands Kingdom 6
Transportation methods available 7
The general interface 8
Sliding menus 9
“Objects” available on each island 10
Toys/Objects representing different games 10
Definition of Game types 11
Type of game interaction 11
Description of spaces and their functionalities 12
Local Library 12
Registration interface 12
Mini map 12
Areas covered 13
Content 14
Content fed to the games 14
Statistics and scores 15
Statistics 15
Scores 15




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Vocubulary
==Vocabulary==


Cyber Islands™ Game The name of the environment to be developed. The whole environment is referred to as “the Game”
Cyber Islands™ Game The name of the environment to be developed. The whole environment is referred to as “the Game”
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==Background and purpose==
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 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 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.
The approach is scientifically grounded on constructivists’ theories of active learning.
All screens will feature the following commonalities:
All screens will feature the following commonalities:
1. At all times, there will be tools and menus available (maybe semi-hiding and/or pop-ups) to allow faster navigation.
# At all times, there will be tools and menus available (maybe semi-hiding and/or pop-ups) to allow faster navigation.
2. The major part of the screen will be covered by an image of the island on which the visitor is located at the specific time.
# The major part of the screen will be covered by an image of the island on which the visitor is located at the specific time.
3. The right-hand side of the screen will feature a sliding rectangular menu where all options available on that island will be clickable buttons
# The right-hand side of the screen will feature a sliding rectangular menu where all options available on that island will be clickable buttons
4. On every island there will be objects, which will open new windows, either on top of the existing screen or new web-browser tabs. Examples include:
# On every island there will be objects, which will open new windows, either on top of the existing screen or 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 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
* Objects that pop up smaller screens where one of many (but well-defined) interactive environments is possible
   
   
Internet safety themes
==Internet safety themes==


The following Safer Internet issues, herein called “themes”, are addressed within the  
The following Safer Internet issues, herein called “themes”, are addressed within the  
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The Cyber Islands Kingdom
==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.
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.
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) Theme covered on island
# Name of Island (Greek) Name of Island (English) Theme covered on island
1 Πρωτευονήσι The Capital island Web-browsers
1 Πρωτευονήσι The Capital island Web-browsers
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Transportation methods available
==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.
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.
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The general interface
==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).
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).
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- “Objects” located on the island
- “Objects” located on the island
   
   
  Sliding menus
==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.
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
 
Mini map
===Bottom Sliding Menu===
Register
 
  Right side
* Mini map
Help screen
* Register
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.
   
 
===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.
   
   
“Objects” available on each island


All islands have “links” (using game-like images) to the following Environments:
==Interface-Objects found on each island==
- 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.
<ins>All islands have “links” (using game-like images) to the following Environments:</ins>
- 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 (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.
===<small>Helpline</small>
- 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.
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.
 
===<small>Hotline</small>
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.
 
 
===<small>Local Library</small>
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.
 
===<small>Single-player Games</small>
 
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.


Toys/Objects representing different games
===<small>Multi-player Games </small>
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.
These type of objects look like toys.
Each toy must have a resemblance to whatever will be tested.
Each toy must have a resemblance to whatever will be tested.