27 | IMPULSE #6 – Visit of the Center of Scientific Activities (CoSA)

Yesterday, I had the chance to visit the CoSA – Center of Science Activities in Graz, a hub of interactive learning designed to make science and technology engaging for all. Among its many features, one area stood out to me: the CoSA_Energy section. This part of the exhibition focuses on sustainability, energy, and how our daily choices impact the environment. Given my interest in creating a sustainability-focused app, I found this visit incredibly inspiring. Here’s a detailed account of my experience and reflections on how these ideas could be integrated into my project.

The CoSA_Energy area is brilliantly designed to encourage self-exploration. Upon entering, I took a lanyard with a token shaped like a lightbulb—my personalized key to activate the exhibits. At each of the seven interactive stations, covering topics like energy, mobility, clothing, and food, I could absorb information and later test my understanding with a quiz question. My answers were saved to my token, which added a playful, competitive element to the experience.

Each station was not only highly informative but also incredibly engaging. For instance:

  • Food: The Information like videos of street surveys and information was displayed in digital cooking pots, with an emphasis on the carbon footprint of different diets.
  • Shopping: A real shopping cart, extended and enhanced with a digital overlay, allowed me to learn about product sustainability through putting items that were talked about into my shopping cart. In a way it was designed to see different opinions and habits of people in a street survey without them being judged for their decisions, which allowed me to form my own picture of which actions I see critically and in which I possibly recognize myself.
  • Clothing: By scanning price tags of different items, I discovered whether garments were produced sustainably, second-hand or simply overpriced for branding. This activity can be eye-opening to people who don’t put that much thought into their shopping-decisions, as it showed the hidden environmental costs behind fast fashion.
  • Mobility: A bicycle-powered video station showed the different mobility needs of different groups. E.g. cyclists want safer cycle paths and no obstacles like parking cars in their way. Store owners need charging zones and car drivers say public transport is much slower than if they just drive to their workplace etc.

The mix of physical interaction and digital feedback kept me fully engaged, demonstrating how well gamified learning can work.

As I moved through the exhibits, I already thought about how some of these concepts could be adapted to a digital app. The idea of a personalized token, for example, could translate into a digital profile within the app, where users track their progress through challenges. Similarly, the interactive elements, like scanning clothing tags or generating power to reveal insights, could inspire app features that use augmented reality or motion sensors to create immersive experiences.

Additionally, CoSA’s quiz system at the end of each activity provided a great model for reinforcing knowledge while keeping it playful. In my app, I could integrate similar quiz-like rewards that help users retain information while earning points or badges.

What made the CoSA_Energy area so effective was its balance between education and fun. Each exhibit was meticulously designed to make complex topics accessible and interesting. For example, the cooking pots and shopping cart stations added a tangible aspect to abstract ideas like food miles and sustainable consumption. These interactions weren’t just entertaining – they made the information stick.

This approach aligns perfectly with my goal of motivating people to adopt more sustainable habits through an app. By incorporating game mechanics, such as unlocking content or comparing scores with friends, I could replicate CoSA’s ability to make sustainability both personal and engaging.

Visiting CoSA was an inspiring reminder of how powerful gamification can be in driving behavioral change. The exhibition succeeded in taking complex topics and breaking them into fun, bite-sized, interactive experiences.

For my app, I aim to achieve the same balance of education and entertainment. Features like augmented reality challenges, scannable items for instant feedback, and personal progress tracking could motivate users to reflect on their habits while learning how to make more sustainable choices.

The CoSA_Energy area also emphasized the importance of visual and tactile engagement, something I’ll prioritize in my app’s design. Whether through a digital garden that grows as users complete tasks or a sustainability leaderboard, the goal is to create a tool that is not only educational but also genuinely enjoyable to use.

CoSA: https://www.museum-joanneum.at/cosa-graz/spaces

More on Gamification and Game-based learning: https://uwaterloo.ca/centre-for-teaching-excellence/catalogs/tip-sheets/gamification-and-game-based-learning

Gamification in museums: https://pfeffermind.de/museum-gamification/#:~:text=Moderne%20Museen%20verwenden%20Gamification%2C%20um,Ausstellung%20wird%20zu%20einem%20Entdeckungsort.

20 | Demo-Video of my game

I’m excited to share with you a video demonstration of my adaptation of the classic board game “Mensch ärgere dich nicht.” In this version, I’ve added a unique twist focused on sustainability and environmental education. Below is a video that walks you through the game. Please note that the audio and video quality might not be the best since I didn’t have professional equipment. Also, the video is in German, as the players were German speakers, and this made the most sense for the context. A detailed description of how the game is played can be found in blog post 17.

Unfortunately I can’t upload the video here because of the file size, but you can watch it here:
https://drive.google.com/file/d/1Fuqhzb4c88gWCH78gK7VYMnc6Bxh1T-y/view?usp=drive_link

In the video, you can see how the game incorporates special event fields and sustainability-themed event cards. Children learn more about environmental consciousness and sustainable decisions through various events and questions. The collection of environmental points helps reinforce the idea that sustainable actions are rewarded and crucial for overall victory.

Based on the feedback from my recent user testing, here are some potential additions and changes I might incorporate in the future to improve the game:

  • Create additional questions with multiple-choice answers (e.g., a, b, c) for questions like „Why is recycling important?“ or „Why is it better to buy local food?“
  • Incorporate more penalties to add variety, such as skipping a turn in the next round or having to go backwards.
  • Allow players to use excess environmental points in creative ways.
  • Integrate energy-saving fields more thoroughly into the gameplay or consider removing or changing them to something else for simplicity.
  • Separate questions and good/bad news cards, assigning them to different event fields to ensure both types are used effectively.

Creating this game has been a great journey so far, and the feedback from user testing has been very valuable. It’s clear that while the game is already fun and educational, there is room for improvement to make it even more engaging and meaningful. I hope you enjoy watching the video and that it gives you a good sense of how the game works. Remember, I don’t use gender-specific language in the video, but of course all players are included.

Unreal Journey 7 – Final Steps

Unreal Journey 7: Final Steps

With all the core functionality in place, the final steps of my Unreal Engine project involve fine-tuning interactions, decorating the scene, and setting up the final camera. These steps are crucial for transforming the technical elements into a cohesive and visually stunning piece of interactive art.

Interaction

The first task was fine-tuning the interaction mechanics. This stage involved several iterations to ensure that the interactions felt natural and intuitive. I spent a significant amount of time adjusting the responsiveness and fluidity of the controls, ensuring that the user experience was smooth and engaging. This fine-tuning is essential for maintaining immersion and enhancing the overall quality of the scene.

Importing Assets

To enrich the visual appeal of the scene, I imported various assets and materials from the Quixel library. Quixel’s high-quality assets significantly improved the realism and detail of the environment. Additionally, I imported a futuristic eye model from the internet, which I planned to control via OSC. Integrating these assets required careful adjustment to ensure they blended seamlessly with the rest of the scene.

Post-Processing

A considerable amount of effort went into post-processing to achieve the desired aesthetic. I aimed for a colder, more eerie look to match the futuristic theme of the scene. This involved tweaking color grading, contrast, and adding effects such as bloom and vignette. Post-processing is a powerful tool in Unreal Engine, allowing me to significantly alter the atmosphere and mood of the scene.

Terrain

I sculpted the terrain to match the envisioned layout of the scene. This step involved shaping the landscape to create a believable and immersive environment. The terrain sculpting tools in Unreal Engine are intuitive and powerful, allowing for detailed and realistic terrain creation. After sculpting, I applied textures and materials to give the terrain a polished look.

Camera

Setting up the camera was a critical step in finalizing the scene. I positioned the camera to capture the most compelling view of the environment, ensuring it worked like a real camera. Unreal Engine’s camera system allows for advanced setups, including the use of camera cranes and dollies, although for this project, a simpler setup sufficed.

One challenge I encountered was getting Unreal to render the scene through the camera in Play mode. This process is less straightforward compared to Unity, where switching to the camera view in Play mode is more intuitive. Despite this, I managed to configure the camera to achieve the desired perspective and visual impact.

Final Thoughts

These final steps were integral to bringing my project to life. Fine-tuning interactions, importing and integrating assets, enhancing the scene with post-processing effects, sculpting the terrain, and setting up the camera all contributed to creating a polished and immersive piece of interactive art.

You will see the Final Result of thiis semesters prototype in my next Blog Post.

Unreal Journey 6 – Interaction

Unreal Journey 6: Interaction

Creating an interactive scene is crucial for immersive experiences, so my goal is to implement smartphone-controlled interaction within Unreal Engine. This involves using Zigsim for iOS to capture Quaternion x, y, and z values from my iPhone, sending these values via OSC (Open Sound Control) to my Unreal project, and building a Blueprint to read these values and control the rotation of a 3D object.

Setting Up Zigsim

First, I set up Zigsim on my iPhone. It’s essential to choose the correct sensors in the app and configure it to send data to the IP address of the computer running Unreal Engine. The port number must also be correctly set—in my case, it’s 8000.

Working with Blueprints

The next step was integrating the OSC data into Unreal Engine using Blueprints. This process was more complex than anticipated, especially figuring out how to read the OSC data and split it into three separate variables for x, y, and z.

Receiving OSC Data

To extract the Quaternion values from the OSC message, I used the „Get OSC Message Floats“ node. This node retrieves all float values from the received OSC message as a float array. To isolate the first three values (representing x, y, and z), I employed three „GET (a copy)“ nodes, indexed at 0, 1, and 2. These values were then stored in variables OSC X, OSC Y, and OSC Z.

Implementing Rotation Logic

Next, I created another Blueprint to manage the 3D object’s rotation. This Blueprint included the mesh of the object and an event graph to handle the rotation logic. I introduced a custom event, „SetRotation,“ with three float parameters: Rot X, Rot Y, and Rot Z, which received values from the previous Blueprint. These parameters were fed into a „Make Rotator“ node to control the self-rotation of the actor.

Fine-Tuning and Testing

The final step involved fine-tuning the rotation values and adjusting the axes to ensure natural movement. This required several iterations to get the interaction feeling intuitive and responsive.

Conclusion

Implementing smartphone-controlled interaction in Unreal Engine was a challenging but rewarding experience. By leveraging Zigsim and OSC, I could create a dynamic and interactive scene that adds significant depth to the project. The complexity of setting up Blueprints to handle real-time data highlights the flexibility and power of Unreal Engine in creating interactive environments. I am very excited to die deeper into this Interaction methods in the future!

18 | Usability testing of my sustainability version of GOPS

In my quest to create an engaging and educational card game based on the classic Game of Pure Strategy (GOPS), I recently conducted a usability test. This was the first time I saw the game mechanics in action after coming up with the idea. Two adult friends volunteered to play, even though the game is intended for children. Here’s what happened and what I learned.

  • Card Placement Issue: It became apparent that players couldn’t always place a sustainable action card directly on the corresponding unsustainable action. This raised questions about whether the core concept of the game would hold up.
  • Text Size Problem: The text on the cards was mentioned to be a little small. It was fine to read but it didn’t immediately jump out at you, so it’s clear that for kids, it would be even more difficult.
  • Typo Trouble: There was a typo on one of the cards: „Vermeidung von FlugEisen.“ Oops! Proofreading is definitely needed.
  • Engagement: Michi and Max both read through the cards and found the concept intriguing. Michi especially enjoyed matching sustainable actions to unsustainable ones when it worked out.
  • Strategic Thinking: As they played, both started to think more strategically. Michi, who won the game, mentioned it felt satisfying to win especially when the actions matched logically.
  • Enjoyment Level: Initially, there was concern about the game becoming repetitive, but it held their interest through several rounds. Michi commented that it was fun and had the potential to be a “mind game”, as the more rounds you play, the more you reconsider the tactics of the other player.
  • Cool Concept: Both players found the game cool and fun. They liked the idea of learning about sustainability through play.
  • Subtle Learning: They felt that if the goal was to teach sustainability subtly, the game did a good job. The information was absorbed incidentally while playing.
  • Replayability: Despite initial thoughts, the game remained engaging through multiple rounds. They even found a new layer of challenge the second time around.
  • Game Mechanics: Michi suggested introducing mechanics similar to the card game Wizard, perhaps with trump cards to add depth.
  • More Information: Adding more information to the cards without overwhelming the player could enhance educational value.
  • Quartet Format: Converting the game into a quartet-style game was another suggestion to consider.

Overall, the feedback was incredibly valuable. While there are some kinks to iron out—like making the text more readable and ensuring the game’s mechanics are smooth—the core idea of combining fun with learning about sustainability was well-received. Of course to create a game that should be a hit with kids, I would also need to test it with the desired target group. But with a few tweaks, it might turn out as game, that could teach them important lessons while they play.

Unreal Journey 5 – Materials

Unreal Journey 5: Materials

In Unreal Engine, materials are created using a node-based system, similar to Unity’s Shader Graph. This approach offers a flexible and powerful way to create complex materials and shaders.

Real-Time Global Illumination with Lumen

One of the standout features in Unreal Engine is the Lumen system, which provides real-time global illumination. This means that the colors of your assets can actually bleed onto other objects, enhancing the realism of your scenes.

Quixel <3

Epic Games‘ acquisition of Quixel is a game-changer. Now, I have free access to the entire Quixel Library, which includes a vast array of 3D scans, materials, and imperfections. The integration with Unreal Engine through Quixel Bridge makes this a seamless workflow.

Prototype

I started texturing my hangar using materials from the Quixel Library. However, I quickly encountered an issue with noticeable repetition on large surfaces like the hangar floor. To address this, I borrowed material setups from Unreal’s starter assets, which come pre-configured with various imperfections and overlays to create a seamless look.

Unreal Engine’s modeling feature includes a UV unwrap tool, which is essential for ensuring that materials don’t stretch on certain surfaces. I used this tool to unwrap the UVs of the hangar, achieving more uniform and professional-looking textures.

Conclusion

Unreal Engine’s material system, combined with the power of the Lumen global illumination and the vast resources from the Quixel Library, provides an incredible toolkit for creating high-quality textures and materials. The built-in UV unwrap tool further enhances the workflow, ensuring that textures are applied correctly and look great. This journey into materials has been enlightening, and I’m excited to see how these tools will elevate my hangar project.

Unreal Journey 3 – Modelling pt. 2

Continuing my exploration of Unreal Engine’s modeling capabilities, I discovered a feature-rich tab called “Model” within the Modeling Mode. One particularly powerful option here is “PolyGroup Edit,” which allows for extensive mesh manipulation similar to what you’d find in 3D software like Blender or Cinema 4D.

PolyGroup Edit:

This tool offers the flexibility to edit and refine your mesh directly in Unreal Engine, eliminating the need to switch between different software for detailed modeling tasks.

To further develop my hangar, I wanted to add some intricate details to the walls. Using Unreal Engine, I created edge loops directly within the platform. This seamless integration means I no longer need to export my models to Blender for such modifications, which I find incredibly efficient and convenient.

After creating the edge loops, the next step was to extrude them to add depth and detail. As shown in the video, it’s crucial to extrude faces along the direction of their normals. Extruding in a single world direction can result in unintended distortions. This method allows for more precise and accurate modeling within the scene.

One challenge I’m still facing is getting used to Unreal Engine’s camera controls, as I’m accustomed to Unity’s layout. This adjustment period is evident in the video, where my navigation isn’t as smooth as I’d like. However, I’m confident that with more practice, I’ll become more proficient.

Finally, I added some finishing touches, like beveling edges, to refine the model further. Beveling helps soften edges and adds a more polished look to the overall structure, enhancing the visual appeal of the hangar.

Overall, the ability to handle complex modeling tasks within Unreal Engine without needing external software is a game-changer for my workflow. This integrated approach not only saves time but also keeps me more engaged in the creative process. I’m excited to continue refining my skills and sharing my progress.

Unreal Journey 1 – The Beginnings

Why Unreal Engine?

Unreal Engine currently holds a technological edge over Unity, particularly in terms of visual fidelity and feature releases. While Unity is beginner-friendly, Unreal offers more sophisticated tools for creating AAA-quality graphics. I’m particularly interested in developing interactable art pieces and motion graphics, a type of media that is gaining increasing attention. This blog will document my journey of learning Unreal Engine, culminating in the creation of a small, interactive art piece prototype.

Differences Compared to Unity

  • Camera Movement in Viewport:
  • The camera doesn’t pan around the selected object but „looks around.“
  • Use the right mouse button to navigate with WASD keys.
  • One-handed navigation is possible by pressing the left mouse button.
  • Content Drawer:
  • Closed by default, open with Ctrl+Space.
  • Transforms:
  • Measured in centimeters (cm) instead of meters (m).
  • Sun Position:
  • Hold Ctrl+L and move the mouse to change the sun’s position.

Difficulties at This Stage

I encountered an issue where the exponential height fog did not show in the viewport. The fix was to press Alt+F.

Current Worries

I’m concerned about whether ChatGPT can assist me as effectively with Unreal Engine as it did with Unity. Since Unreal Engine heavily relies on Blueprints, I can’t simply copy and paste code from ChatGPT.

07 | Transformation of urban spaces for a people-centered transport transition

While I was listening to various scientific podcast episodes of DDCAST for another university module, I came across a very interesting approach on how to ensure more sustainability within urban planning, both on an environmental and social level. In the interview, Janina Albrecht mentions various approaches to tackling the issue.

Urbanization has a significant impact on our lifestyle. Transport planning in urban areas in particular has a lasting impact on the quality of our life. But how could a redesign of urban transport infrastructures drive a future-oriented, people-centered transport transition?

Currently, car-centric cities dominate, primarily focused on accelerating car traffic while excluding other road users. A growing discussion on both an environmental and social level is striving for cities that offer more space for interaction, individual development and diverse lifestyles. The design of transportation infrastructure in cities therefore needs to be comprehensively rethought to create a more liveable environment for all.

The overall aim is to identify strategies for redesigning transportation infrastructure to create an inclusive and liveable urban environment. In the long term, this should lead to a sense of well-being, respect and an improved quality of experience for all residents.

The problem is, that current city design separates people from each other. Graphics such as the one by Donald Appleyard (1980) illustrate that a reduction in car traffic increases the likelihood of interaction and human encounters. On the other hand it also shows that the more car traffic there is on the streets, the less interaction happens between the citizens.

Human interactions depending on the traffic situation (2)

Way in the past, the street was a social hub, whereas today it mostly has a purely traffic-oriented function. A redesign of urban spaces should therefore restore opportunities for social interaction and encounter.

To develop solutions for effective redesign, a detailed analysis of existing urban spaces and consideration of the needs of different road users should be done. A low-threshold approach that visualizes new perspectives and gives people the opportunity to get actively involved is essential.

Therefore there should be created activities that arouse curiosity and create irritation and thus attention.

Janina Albrecht was also talking about the results of some public research that was conducted, which shows that public spaces are not quite designed for the human use. Whilst public spaces always have rectangular structures, the analysis of human behavior/traces shows, that they are round and smooth. This leads to a tension with reality.

She also is aware of the fact, that currently it is hardly possible to unite car and bicycle traffic, which is why the two are still separated most of the times.

But she also mentions that we already got strategies that work well for a car-centered city and that these exact strategies can be used to make cycling and walking more user-friendly.

Concluding it is important to be aware that a redistribution of urban spaces can improve the quality of life by promoting diverse use of transportation and increasing the safety and well-being of residents a lot. A long-term vision is to integrate all road users into the development of urban spaces in order to create a more harmonious coexistence.

Also the social acceptance of new concepts is a very important step. Solutions should take into account diverse perspectives and requirements and be implemented gradually, building on one another. Successful design includes the integration of green spaces, shaded areas, barrier-free paths and balanced access to different modes of transportation such as public transport and safe cycle paths.

(1) Albrecht, J., & Bertsch, G.-C. (o. J.). DDCAST 13—Janina Albrecht „Die Stadt vermenschlichen“ (13). https://open.spotify.com/episode/3CFljymuME6gznnWp23Ein?si=1d7ccea67f884786

(2) Appleyard, D. (1980). https://useruploads.cdn-decorrespondent.nl/image/o0-h4m0KqFUDWNpGddNKbIUATFU=/904×1528/dc-useruploads-images/e2a875cc44d44330ba75c44b6f32fe50.png