LocoMatrix Uses GPS Mobile Games to Inspire School Kids

GEOLOCATION GAMES PLATFORM CUSTOMISABLE FOR EDUCATION CONSULTANTS ACROSS UK

LocoMatrix (www.locomatrix.com) is a UK geo-location tech company based in Brighton, developing unique and creative ways to employ the GPS capabilities of today’s smartphones to aid education and inspire school children.  They have recently launched their Invisible Buildings Project for Education Consultants across the country to use and enthuse ‘would be archaeologists’ and history classes at a primary school level.
 

Company director Richard Vahrman believes that by unlocking the potential of geo location and augmented reality technology on mobile platforms, schools and educational consultants can use LocoMatrix games to grab the attention of school children and get them involved in exciting outdoor projects.

“The beauty of geolocation and augmented reality is that you can do it in any school playing field or open space”, comments Vahrman. “Rather than expensive field trips, new technology makes it possible to take the experience to the children.”

With the latest project, Invisible Buildings, LocoMatrix offers teachers the opportunity to have an  education consultant visit a school and deliver an engaging ‘Time-Team’ style experience.  Using GPS technology and augmented reality, children can find virtual archaeological sites in any open space, and then take their findings straight back to the class room for analysis and further discovery.

A video of the school children getting to grips with the Invisible Buildings project at Rayleigh Primary School in Essex can be viewed at www.locomatrix.com.

LocoMatrix also offers the opportunity to custom build different versions of the game to suit the requirements of the school curriculum or third party education consultants.  For any idea based on the idea of geolocation and augmented reality games, the team at LocoMatrix can help build a bespoke package that can deliver more than just outdoor activities, with an online ‘research lab’ to take the learning experience back into the classroom.

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For more information please contact:
Jools Moore
Naked Ape Communications
jools@naked-ape.co.uk
0771 773 4606

About LocoMatrix:

Richard Vahrman – COO

After gaining a BSc in Biology from Hatfield Poly, Richard worked with Prof. Heinz Wolff at the Clinical Research Institute in Harrow, later helping set up the Institute of Bioengineering at Brunel University, specialising in building robotic equipment for the European Space Agency. He then started up MultiAxis where he invented and marketed a novel method for tracking containers within the dairy industry. On moving to Brighton, he started up Brighton Web, a web hosting and design company, which is still operating with around 200 clients.

Moira Nangle – CEO

Moira has spent the last 13 years at Virgin Atlantic where she is currently Director of Organisational Development. In this role she is responsible for Human Resources, Recruitment, and Learning and Development. She has been instrumental in developing the strategic planning process and turning strategy into action. Particular interests are strategy execution, group dynamics and identification, development and fulfilment of potential. She is also a Board member for a number of regional and national charities. She speaks regularly at conferences both in the UK and abroad, most recently for the NHS and ING bank.

An Interview with Iain McNeil – Development Director at Slitherine

What was the motivation for Slitherine to make Great Battles Medieval?

We specialise in games that are based around History.  It’s what we know, what we do best.  We’ve covered games that go through the ancient period, World War II, Napoleonic, and Medieval is one of the periods we haven’t really looked at yet, so it was something that felt like a popular period with gamers and something that we wanted to cover, so when we started looking at the period, the Hundred Years War stood out as something that could work in a game so that’s why we chose the period.

What sets HISTORY GREAT BATTLES MEDIEVAL aside from other role playing games?

To be honest there’s nothing quite like Great Battles Medieval on console at the moment.  There are other RPGs out there obviously, but there’s nothing quite like this. With Great Battles Medieval you have squads which travel with you through the game and there’s up to sixteen of those.  Each of those squads represents up to 32 men, so you can have around 600-700 men with you, and all these guys can be personalised, so it’s just on this scale, there’s nothing been done on this scale before, and the combat model that we use is for fighting battles, rather than skirmishes between individual characters, so it has very different mechanics and rules.

Can you play multiplayer online?

Yes absolutely, the game can be played on PC over LAN or internet and on PS3 and Xbox 360 over PSN and Live.  There are numerous ways to play multiplayer. You design your armies offline and there’s a lot of fun in actually building your army.  You choose whether you want to have knights with lances and so on, and you equip them from the ground up, deciding whether they’re mounted or dismounted, what shields, what weapons, what skills.  So there’s a lot of fun in the army design, and then in the battles themselves, the battles aren’t all just head on clashes – they can have objectives and missions.  So you may have a mismatched army, you may have a smaller army versus a larger army, and the way it’s made fair is that the larger army has to achieve a more difficult objective to win.  So there’s a lot of different ways to play multiplayer.

You said HISTORY GREAT BATTLES MEDIEVAL is “the most detailed and realistic medieval combat model ever created – a bold claim. Why so?”

This is what we do.  We’ve been doing this for ten years as a company in computer games, but also we develop table top systems.  So we have a table top game called Field of Glory, which is the most popular table top system out there for ancient and medieval warfare.  That experience lets us draw on all the rules and mechanics that make a battle feel real and put them into a computer game. In addition, we’re working with the TV company that produces the Deadliest Warrior series, and they use our engine to replicate interactions between warriors from different periods.  So there’s a lot of expertise there and a lot of realism.

How much detailed historical research was involved in making HISTORY GREAT BATTLES MEDIEVAL?

Yes we’ve done a huge amount of research into the battles.  For example, at the battle of Agincourt, there was a muddy field that the French had to advance across, and this is one of the main reasons why they lost the battle – they were advancing across a muddy field against the English archers… We have the muddy field, and if the knights are moving through this kind of terrain they move more slowly and are penalised in combat, so we’ve got all these factors feeding in.  Each battle reflects the reality of the historical event.

How did you recreate the various fighting skills of the battle groups to be true and faithful to the Middle Ages?

There’s a certain amount of information which is very easily available – swords, axes, the equipment – that’s relatively easy to research.  That’s one part of the game – you can customise your troops with various types of armour, shields, and different weapons.  In addition to that you can customise your squad with fighting skills, and while some of these are more generic – things like swordsmanship and how to parry and attack, some are more advanced, and these are taken from German fighting manuals, medieval fighting manuals.  They’ve been translated and we’ve taken the skills out of them and used them in the game, so there are around 100 different skills in the game – all kinds of very detailed and very skilled manoeuvres that they used to do.

Will HISTORY GREAT BATTLES MEDIEVAL deepen our understanding of medieval military strategy?

Well the game model itself rewards realistic tactics, so by playing the game and becoming successful in the game, you’re learning tactics that the medieval commander would have learnt at the time.  For example, things like spear-armed infantry are good against cavalry; infantry without shields are very vulnerable to archers; attacking somebody in the flank demoralises them very quickly and they’re likely to run away – the moral of a unit is almost more important than its combat ability.  If you make a unit’s morale break and they run away, it doesn’t matter how well equipped they are, once they’re routed, they’re defeated.  It’s these rules and these mechanics that the player will learn from playing the game, and these are real historical things that happened.  So it will give them a basic understanding of how medieval combat would have worked.

Are the troops all dressed as they would have been at the time?

We work very closely with a specialist military history book publisher called Osprey, and they supply us with books that have images of all the different troop types that are available, and we model our characters based on those to make sure we’re accurately recreating the types of characters that would have appeared at that period.

Does the gameplay flow of HISTORY GREAT BATTLES MEDIEVAL evolve alongside the military history of the era?

We start off at the beginning of the Hundred Years War, and the technology is different over the period of a hundred years, things have changed.  So at the start of the game your knights have lighter armour, and certain types of weaponry.  As the game develops and you move into the French campaign, the armour on your knights generally gets heavier, and then gunpowder starts to come in so you start to get firearms and then bombards and artillery.  So this also changed the tactics you use – the development of firearms starts to negate the power of armour, so a bullet doesn’t care whether you’re armed or not, it will pass through armour as easily as it will pass through skin.

Are the military strategy choices easy to understand in HISTORY GREAT BATTLES MEDIEVAL?

One of the most important things is to look at the equipment your units have got, so there’s a real strength and weakness to every type of equipment you give.  Spearmen are very good against cavalry, but they’re generally very poor against infantry.  Archers are very good against slow moving targets – they can be good against cavalry, but they tend to not get many shots off before they hit them, so your archers really need to be screened by someone that can protect them from the cavalry.  Your swordsmen and infantry are good against other infantry, but weaker against cavalry. There’s all this “rock, paper, scissors” interaction going on, so it’s all about getting the right units in the right place against the right enemy units.  In addition to that, you’ve also got some more general mechanics… Things like out-flanking the enemy – that always gives you bonuses when attacking in the flank or rear, and also concentration of force.  One of the key parts to warfare through any period of history was concentrating your force against a small part of the opponent’s army, so you do this by delaying tactics on one wing while you concentrate on another, or just by quickly overwhelming individual units and then moving onto the next one.

Have your forum members helped with input and support for HISTORY GREAT BATTLES MEDIEVAL?

Absolutely…  With Great Battles of Rome there’s a lot of feedback on the forums.  We’ve got a very active community and we’re always listening to them to find ways to improve the games.  We actually have created an extra campaign for the PC version which you can download from the site, which was in reaction to some of the feedback we got, so there’s a new bonus campaign available.

So there’s platform specific treats?

Yes there are… On the PS3 version there’s a Swiss Pikeman unit which is available in Skirmish mode and multiplayer – that’s not available anywhere else.  On the 360, we have a Genoese crossbowman who’s only available on the 360.  For PC we have an extra campaign called the Knights Tale which adds some extra gameplay mode as well.  Each of the platforms has something special that is unique to them.

ProNav Outmanoeuvres All To Bring A New Dimension To HGV Navigation

NAVEVO’S PRONAV PNN300 SETS NEW STANDARD FOR LARGE VEHICLE SATNAVS 
Hauliers, fleet management, and independent drivers of large vehicles can now experience true cost-saving advantages by using the new ProNav PNN300, incorporating the new ProNav Dimension™ software.
 

ProNav PNN300

The first HGV navigation system to incorporate London ‘Lorry Ban’ road data, the PNN300 will help operators keep to permitted roads, and with UK wide historic HGV traffic data, will provide more accurate journey times and estimated times of arrival, ensuring drivers don’t miss delivery windows or over-run on their driver hours.  

Currently getting caught on an excluded road at restricted times in London can be an expensive business, with fines of up to £550 for hauliers and £120 for drivers. The ProNav PNN300 is the first navigation system to incorporate time-based restriction data, providing vehicle specific routes avoiding the overnight or weekend HGV restrictions, also offering preferred routing and re-routing for the ‘Lorry Ban’ roads (Excluded Route Network – ERN). Such critical route data will help keep HGV’s on the permitted roads when travelling around London, making sure hauliers and drivers avoid those heavy penalties for route contraventions. 

The ProNav PNN300 also incorporates another truck navigation ‘market first’ which is its ‘Dynamic ETA’ feature. Historically truck navigation systems have provided relatively inaccurate, unreliable journey times for delivery estimated times of arrival (ETAs). Using historic traffic information sourced from real-time floating vehicle data, the PNN300 can analyse the day and time of travel and calculate an accurate ETA based on actual HGV traffic speeds at that time. For example, a journey on the M25 during Monday morning’s rush hour will provide a much longer ETA than exactly the same journey conducted during lunchtime. For the first time, this service will provide drivers with reliable, mission critical journey time information to hit delivery windows and plan journeys to fit better around their time on the road.   

Unique ProNav PNN300 features include:   

  • Dynamic ETA™ using real-time floating vehicle data from Journey Dynamics™ helping provide better fuel efficiency and improved time and journey management
  • ERN data for haulage companies and professional drivers to circumnavigate route restrictions such as the London Lorry Control Scheme during controlled hours
  • Navevo’s new ProNav Dimension™ software for fast calculation of routes incorporating NAVTEQ Transport data covering height, weight, width and HAZMAT restrictions to optimise your routes across the UK
  • Exclusive point of interest data such as London loading bays, as well as HGV petrol stations and truck stops

Other ProNav Dimension™ software features include hazard warnings for steep hills, crosswinds, risk of grounding and sharp bends; text to speech that provides clear voice instructions including local road names; and audible and visual warnings of fixed safety cameras.  The PNN300 also features a new slim-line hardware design, with a large 5 inch touch screen, Bluetooth hands-free and an FM transmitter making turn-by-turn voice instructions clearly audible on the vehicle’s in-cab radio.   

“Working closely with hauliers and drivers, we have identified and developed unique features that really make a difference to fleets whilst out on the road”, said Navevo Marketing Director David Guiver. “With innovative features such as Dynamic ETA and ERN routing we believe we are setting a new standard for the HGV navigation industry and helping make deliveries more time and cost efficient, as well as helping the haulage industry avoid costly fines from falling foul of time-specific road regulations.”   

With a suggested retail price of £249.99 incl. VAT, the ProNav PNN300 will be available around the end of August via the Road Haulage Association’s online shop, PIE (Public Information Exchange), Fonebitz stores located at over 32 motorway service stations across the country, and through local TTC distributors in UK and Ireland (for more information on local TTC distributors call 01865 383999   

Additionally, Navevo have updated the current PNN200 unit with the new ProNav Dimension™ software.  This new PNN220 unit will also be on sale at the end of August with a suggested retail price of £199.99 incl. VAT.   

For more information please go to www.pronav.co.uk or call 01462 476444     

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For further details please contact Jools Moore – Naked Ape Communications   

T: 0771 773 4606   

E: jools@naked-ape.co.uk   

    

About ProNav:   

ProNav is a leading GPS brand used by professional intercity and cross country long haul drivers throughout Europe, Australia and the US. Developed by Navevo, the UK’s leading specialist GPS software developer, it provides turn-by-turn street navigation for large vehicles including HGV’s, Trailers, Buses & Vans featuring the latest NAVTEQ Transport data. For additional information please visit: www.pronav.co.uk.   

About Navevo:   

Navevo, the UK’s leading specialist GPS software developer and offers a full range of navigation solutions and location based plug-ins designed to operate on Windows Mobile hardware platforms including PNDs, PDAs and Smartphones. Navevo owns and develops all of its navigation software, providing the flexibility to meet market demands, create unique propositions and get them to market quickly. As well as developing its own products, Navevo is also the navigation software behind a number of leading GPS brands. Navevo has also been awarded the ‘2008 Frost & Sullivan Award for Product Innovation in European Telematics’ for its ProNav HGV Navigation System. For additional information please visit: www.navevo.com  

Unibet Gets the Loyalty Store Treatment from Initial Rewards

Lee Reuben Of Initial Rewards: “It’s a win-win situation for both clients and customers.”

Initial Rewards Ltd announced today the launch of a another new loyalty platform – this time for gaming giant Unibet.  Following a similar launch for Ladbrokes recently, Initial Rewards now operates loyalty stores for most premier e-gaming brands globally, reflected by the company being ‘Highly Commended” for Marketing Partner of the Year at the eGaming Review Awards 2010.

“The loyalty industry is booming, with all the leading industry players now acutely aware of the benefits offered in terms of customer retention”, comments Initial director Lee Reuben.  “We offer an impressive return on investment for our clients, and with thousands of pounds worth of branded goods sent out to loyal customers over the last year, everyone wins.”

Mike Holdcroft, Marketing Communications Manager at Unibet: ““Everyone at Initial has impressed us with their collaborative, responsive approach to delivering a robust, attractive loyalty store for our players.  Their knowledge and understanding of both business and end-user needs has been excellent and we look forward to continue working with them in times to come.”

Initial Rewards customer footfall increased last year to see over 100,000 players enter online stores per month, with over £1million worth of loyalty points to spend on an ever expanding range of unique branded products and consumer branded gifts. 

The Unibet store includes a range of new functionality as well as the launch of a new Reverse Auction function which hopes to see the high stakes continue even in the loyalty game, with a bargain hunting competitive element added to the rewards platforms.

Unibet Poker, who has the majority of the online poker players at Microgaming Poker Network created their own segment in the Microgaming Poker Network with Ladbrokes Poker. At the stakes €5-10 and downwards, both poker rooms share their merged player base. Above €5-10 tables the players on Unibet Poker are available to play with the entire Microgaming Poker Network.  The Unibet store can be found at http://www.unibetshop.com.

Initial Rewards was founded in 2007 by brand loyalty experts Lee and Jon Reuben.    The company now offers custom made merchandise (with a creative team to develop individual concepts for selected clients), a Stock Requisition System, as well as bespoke customer events with a difference, adding to the customer loyalty dividends.

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Enquiries:

Jools Moore – Naked Ape Communications

email:      jools@naked-ape.co.uk  

tel:  +44.771.773.4606

ABOUT INITIAL REWARDS

Initial Rewards is now the largest dedicated supplier of promotional merchandise and loyalty reward programs for the Gaming Industry outside of North America having long been the UK market leader in the supply and management of promotional merchandise to all major industry sectors in the UK. Senior management have had over 30 years of experience supplying & sourcing quality merchandise which has enabled the company to set up a unique business infrastructure with the ability to provide a one stop shop for promotional merchandise and loyalty reward programs for the global Gaming industry.

Integrating back end loyalty platforms through the API connection with the major remote gambling software providers, Initial Rewards has simplified the set up process by allowing a player to log into a universal network that registers their name, password, country, and amount of points in their account.

Initial Rewards offer clients a huge portfolio of products and services that involve promotional merchandise and loyalty reward programs. As an expert in promotional merchandise and loyalty reward programs, the company constantly innovates, adding new brands to its product portfolio and new services for its clients.

Initial Rewards Launches Loyalty Store for Ladbrokes

Industry leader in Loyalty Marketing Services now servicing 100,000 users a month

Initial Rewards Ltd announced today the launch of a new loyalty platform for leading eGaming brand Ladbrokes.  The launch of this store reinforces Initial Rewards position as the leading loyalty and marketing partner for premier e-gaming brands globally, reflected by the company being shortlisted for eGaming Review Awards 2010 Marketing Partner of the Year.

“Despite the economic slowdown, Initial Rewards has seen tremendous business growth”, comments Initial director Lee Reuben.  “eGaming marketers are increasingly aware that customer retention through loyalty programs not only works, but provides an impressive return on investment. They are now taking the Loyalty Point Programs far more seriously than in previous years.”

Initial Rewards customer footfall increased last year to see over 100,000 players enter online stores per month, with over £1million worth of loyalty points to spend on an ever expanding range of unique branded products and consumer branded gifts. 

Naomi Thrower, Head of Customer Development at Ladbrokes Poker believes that the new loyalty store will pay dividends in customer retention: “At Ladbrokes Poker we like to take care of our customers, and this rewards platform allows us to build on our successes, keeping our players happy and coming back for more.  We are confident Initial Rewards can help us to continue to improve our retention levels in the immediate future.”

The store includes a range of new functionality as well as the launch of a new Reverse Auction function which hopes to see the high stakes continue even in the loyalty game, with a bargain hunting competitive element added to the rewards platforms.

The Ladbrokes store can be found at http://poker-shop.ladbrokes.com.

Initial Rewards was founded in 2007 by brand loyalty experts Lee and Jon Reuben.    The company now offers custom made merchandise (with a creative team to develop individual concepts for selected clients), a Stock Requisition System, as well as bespoke customer events with a difference, adding to the customer loyalty dividends.

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 Enquiries:

Jools Moore – Naked Ape Communications

email:      jools@naked-ape.co.uk  

tel:  +44 7717 734606

ABOUT INITIAL REWARDS

Initial Rewards is now the largest dedicated supplier of promotional merchandise and loyalty reward programs for the Gaming Industry outside of North America having long been the UK market leader in the supply and management of promotional merchandise to all major industry sectors in the UK. Senior management have had over 30 years of experience supplying & sourcing quality merchandise which has enabled the company to set up a unique business infrastructure with the ability to provide a one stop shop for promotional merchandise and loyalty reward programs for the global Gaming industry.

Integrating back end loyalty platforms through the API connection with the major remote gambling software providers, Initial Rewards has simplified the set up process by allowing a player to log into a universal network that registers their name, password, country, and amount of points in their account.

Initial Rewards offer clients a huge portfolio of products and services that involve promotional merchandise and loyalty reward programs. As an expert in promotional merchandise and loyalty reward programs, the company constantly innovates, adding new brands to its product portfolio and new services for its clients.