The team from SherlockIoT Turin brings SherlockIoT to Milan!
We will be attending a Meetup for fans of Sherlock Holmes in Milan, Italy. The organizers of the Meetup have various activities lined up, and SherlockIoT will be there, too!
We’ll be bringing a reduced version of our previous Sherlock IoT iterations, and have participants join in on the fun! We’ll also be connecting on Skype with Maker Faire Rome, where Valeria Amendola will be talking about the whole Sherlock IoT project.
We'll be posting photos and a write up of the event soon!
On Saturday August 20th a group of storytellers, game designers, makers and hackers joined for a day long Sherlock Hack at the Made in NYC Media Center. The following are some notes from the session.
10am - Overview and Goals of the day
10:10am to 10:30am - a look at Watson
10:30am to 10:50am - a look at Bluemix
10:50am to 11:15am - teams form
11:15am to 6pm - teams work on enchanted objects
Over the course of the day we broke into three teams. One group experimented with Bluemix and the Watson Dialog API, another group worked to get the Raspberry Pi within the Rotary Phone connected to the network, and the final group worked on the User Script and User Journey for the experience at Lincoln Center on Oct 1st.
(for conversation with Watson over the rotary phone)
The server handles all of the internet services of the game. The server has the following functionality:
Communicating with each phone via OSC/Sockets/wi-fi peer-to-peer technology
Add rows, add data, and retrieve data from the database
Use Bluemix APIs to:
Pull clues from a twitter hashtag
Lincoln Center User Journey (rough first draft)
Event Breakdown - estimated running time 90 minutes
Users arrive at Lincoln Center to meet at the box office (TBC).
Users arrive at Lincoln Center and claim registration for the piece.
Users are each handed an antique looking object (e.g. watch, eyeglasses, pen, key, etc.) that will grouped them into by a docent into teams of 4 to 6
Users are and led to a room somewhere in the utility/employee areas of Lincoln Center, in the vicinity of the crime scene location(s)
The room is decorated to look like Scotland Yard
Could be a break room - somewhat bleak and sanitized looking
Could be a situation room looking place with a wall full of photographs and pinned up maps - all signaling towards work in progress
Users are given a brief introduction in the room and asked to wait for someone to deliver the next set of instructions
After approximately 5-7 minutes have elapsed (enough time for users to get a bit antsy or uncomfortable, but not so much so that they get angry) two actors burst into the room abruptly and act out a scene in front of the users that relays the following information
Scotland Yard has made a major error in the management of crime scene evidence
Many pieces of evidence from different crime scenes have been mixed up together
The investigators who would otherwise be managing the situation have given up in frustration
The actors are carrying boxes that they place unceremoniously onto a table at the front of the room. Each box
Has an image on the outside corresponding to each team’s antique object
Is sealed with a significant amount of tape wrapped around all sides
Each box contains:
given a basic supply kit containing:
A Red Rotary Phone
Scotland Yard box containing:
A set of clue envelopes
Enough drawing implements for each player on the team
A timer (although the phone might work as this)
A map of Lincoln Center with a note telling them the location of the crime scene (unique to each group) and the locations of the other crime scenes
A dossier containing pertinent information and blank worksheets (to be used as the team’s documentation tool)
) and blank police report for the crime (this services as a info source initially and then becomes the team’s documentation tool)
After a few minutes has elapsed (enough time for each team to claim its box and work a little at getting it open) the phone inside the box starts to ring
Users race to open their boxes in time to pick up the phone and when they do, they hear a message welcoming them to Scotland Yard, instructing them to start their countdown clock(s), and giving them their first task - filling out the clue envelopes
The clue envelopes have simple abstract descriptions attached to them. The players draw what they think the object looks like on the envelope and places it where they want it near the body.
It’s possible that phone narrates the clues to the players if we want to have the internet populate clues (which I think we do).
Once time has elapsed for filling out clue envelopes, the phones ring to let the teams know that it’s time to relocate to their crime scene(s) - indicated on the map.
Users follow the note to walk as a group to their crime scene.
As they walk there, the phone rings. When the users pick up, a narrator tells the users that they are going to solve a murder, but that some police officer contaminated the crime scene, and so the players will have to rebuild it, starting by putting the body back where it was found. The phone tells them that it will call again once they arrive at the crime scene.
When the phone call is finished, the players walk to their crime scene. As they do, they are joined by an actor in a full body suit.