Posts Tagged ‘gps’

Posted

Sun Mar 11 2012, 10:10am

By caseorganic

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News
Press

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Geoloqi Extends Platform with Appcelerator, Factual and Locaid Partnerships

Geoloqi Extends its Reach to 350 Million Mobile Devices, 1.6 Million Mobile Developers, and a Database of 60 Million Places Globally, Giving Carriers and OEMs a Location-Based Platform Like Never Before

Austin, TX (SXSW Interactive) – March 11, 2012 – Geoloqi, a powerful platform for next-generation location-based services, today announced strategic new partnerships with Appcelerator, a leading cross-platform mobile development platform; Factual, a large-scale data aggregation platform with a Global Places API; and Locaid, the world’s largest carrier location platform. Through these partnerships, Geoloqi is significantly enhancing its location data and analytics offering while expanding its reach to millions of new developers and end users through Locaid and Appcelerators’ customer bases.

Geoloqi is a complete cross-platform location solution that is device, language and carrier agnostic allowing developers to easily layer geolocation onto any IP connected device or application. Geoloqi is creating a one-stop shop for the enterprise and developers to unlock the full potential of real-time location-based services. These strategic partnerships not only give Geoloqi a distinct advantage in location data and application development services, but also give carriers and handset manufacturers new technology for true real-time location tracking, for the first time. The platform also enables persistent background location tracking, real-time location tracking, intelligent battery management and geofencing, rich location and dwell-time analytics, and location messaging.

“These partnerships greatly enhance location technology for our collective customers and provide new opportunities for the enterprise,” said Amber Case, CEO and co-founder of Geoloqi. “We are building the future of location services – key functionality for layering next-generation location technology onto any application or device. We’re confident that these partnerships will drive open new markets and accelerate location technology more rapidly into the future.”

Learn More about the Partners

Appcelerator

Winner of the 2012 GSMA Global Mobile Award for “Best Cloud-Based Technology,” Appcelerator’s Titanium is the leading mobile platform that powers more than 35,000 applications deployed on 40 million devices worldwide. Through the partnership, the Geoloqi API and complete toolkit is now available in Appcelerator’s marketplace, giving its customers access to rich, real-time location technology while giving Geoloqi access to Appcelerator’s global network of over 1.6 million developers.

“Appcelerator customers have been asking for a true, turnkey geolocation solution and location-based analytics platform for some time now, and we finally found one in Geoloqi that can meet the needs of our enterprise customers,” said Jeff Haynie, CEO of Appcelerator. “Its powerful toolkit is an essential addition to our app development marketplace, and we’re excited to begin offering Geoloqi technology to our customers next quarter.”

Factual

Factual has created the definitive global location database of local businesses and points of interest, and currently offers access to 60 million entities in 50 countries. Geoloqi’s partnership with Factual gives customers access to Factual’s immense location database and significantly extends Geoloqi’s data and storage capabilities.

“We are really thrilled to be part of Geoloqi’s rich SDK for developers,” said Eva Ho, VP of Marketing & Operations at Factual. “Adding our more than 60 million US businesses and POIs to their suite of tracking, geofencing and messaging tools will give developers everything they need to quickly build the next amazing app. Definitely a nice marriage of our strengths.”

Locaid

Locaid is the world’s largest location-as-a-service company. The partnership gives Geoloqi access to its over 350 million mobile devices in North America, and gives Locaid’s enterprise customers real-time handset-based location technology, greatly enhancing the carrier-only location services previously available.

“Mobile developers want the best of both worlds from location companies: the whiz-bang tools from device-based location and the massive footprint and no battery-drain from network location. Together, Locaid and Geoloqi give developers a one-two punch, the first such partnership in the history of location-based services,” said Rip Gerber, Locaid president and CEO. “Now, companies large and small can combine Geoloqi’s check-ins, location-based messaging, geofence alerts and real-time maps with Locaid’s 350 million device footprint and privacy services to create amazing capabilities and apps for any device, anywhere, locatable anytime. Personally, I’m also delighted to be working with world’s foremost cyborg anthropologist.”

About Geoloqi

Geoloqi is a powerful platform for real-time location based services, making it simple for enterprise partners, OEMs and mobile developers to quickly add rich geolocation functionality to apps and devices. It provides a complete, real-time toolkit for tracking, messaging, battery management, geofencing, storage and actionable analytics, with a language agnostic SDK and proprietary API. Founded in 2010, Geoloqi is based in Portland, Oregon and backed by Portland Seed Fund and TIE. For more information on Geoloqi, please visit geoloqi.com.

About Appcelerator

Appcelerator’s Titanium is the leading mobile platform of choice for thousands of companies who are seizing the mobile opportunity. With more than 35,000 applications deployed on 40 million devices, Appcelerator’s Titanium Platform leverages over 5,000 mobile device and operating system APIs to create native iOS and Android apps as well as HTML5 mobile web apps. Customers who standardize on the Titanium Platform get to market 70% faster and can quickly optimize business results with analytics–driven insights into user behavior and app performance. The open and fully extensible Titanium Platform makes it easy to integrate data, content and services from a variety of sources into mobile applications to leverage best–of–breed capabilities. Appcelerator Cloud Services (ACS) provides instant social, location, communication and content features for user-centric mobility. ACS is pre-integrated into the Titanium Platform and is also separately available for all mobile developers and publishers. Appcelerator’s worldwide ecosystem includes 1.6M developers and hundreds of ISVs and integration partners. Please visit appcelerator.com.

About Factual

Factual is a large-scale data aggregation platform that provides high value data and services to developers, publishers and enterprises. The sources of data come from premium partners, developers, user communities and the web. Its core offering is a powerful set of open APIs around Global Place data which includes more than 60 million businesses and points of interest in 50 countries. Factual was founded in 2007 by Gil Elbaz, co-founder of Applied Semantics which originally developed ASI AdSense. Factual is funded by Andreessen Horowitz and Index Ventures. For more information on Factual, go to www.factual.com.

About Locaid

Locaid is the world’s largest Location-as-a-Service (LaaS) company. We operate a location privacy platform that allows mobile developers to locate over 350 million devices for enterprise authentication, fraud management, consumer location services and opt-in mobile marketing. Locaid locates smartphones, feature phones, tablets and any mobile device on leading wireless carriers, including América Móvil, AT&T, Rogers, Sprint, T-Mobile, TELUS, and Verizon Wireless. Locaid also helps shape and enforce location privacy policies via leadership roles on governing associations, including the CTIA, MMA and IAPP. The largest financial institutions, mobile marketers, M2M platforms and mobile service providers get network location from Locaid. Location Matters.™ You can locate us at www.loc-aid.com.

Media Contact

If you are press attending SXSW Interactive and would like to speak with Amber Case, CEO of Geoloqi please reach out to:
Vanessa Camones or Jennifer Lankford
theMIX agency for Geoloqi
415-412-2856 or [email protected]

Posted

Tue Mar 6 2012, 1:13pm

By Aaron Parecki

Categories

Gallery

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Everywhere I’ve Been: Data Portraits Powered by 3.5 years of data and 2.5 million GPS Points

Visualization of 2.5 million GPS points for 3.5 years

About the These Maps

These are images of map generated entirely from GPS logs gathered by various versions of the Geoloqi sample application for iPhone and Android for the past 3.5 years. Once gathered, the data was run through a custom script that projects the GPS logs onto a 2D image plane. There is a little bit of logic to smooth out the lines and remove some (but not all) GPS noise.

Aaron Parecki's GPS Map of Everywhere he's been in Portland since 2008

How Many Data Points?

Approximately one GPS point was recorded every 2-6 seconds when I was moving, and these images represent about 2.5 million total GPS points. Collectively, they represent a data portrait of my life: everywhere I’ve been and the places I’ve been most frequently. The map is colored by year, so you can see how my footprint changes over the years, depending on where I live.

Aaron Parecki's GPS Logs since 2008.This is a map of everywhere I’ve been in Portland from 2008 to March 2012.

The long diagonal lines are airplane flights in and out of PDX. Some of the flights loop over the city when they take off.

Aaron Parecki's GPS Logs from Palo Alto - 2009-2012

Aaron Parecki's GPS Logs from the Bay Area - 2008-2012

Aaron Parecki's GPS map from San Francisco - 2009-2012

Methods

To get data at this resolution, I had to bring back-up batteries with me and charge my phone whenever I could. I would manually turn the tracker on when I moved, and turn it off when I was at an indoor location for a long period of time. To get this level of accuracy results in a great deal of battery drain.

One of the reasons why I started Geoloqi is to be able to make tracking this kind of data easier for myself, and to improve battery life (along the way we took some of my manual methods for battery management and bundled it up into a set of mobile SDKs for iPhone and Android for adding location to applications without the intensive battery drain).

Below is an image of the script while it is running to produce the GPS maps. You can see a video of it processing a couple million GPS points here.

Command Line Prompt for Entering GPS Data

Use in Media

Some of the earlier images of the GPS maps started appearing in Wired online starting last year.

Wired - Threat Level Blog - GPS Tracking

History

My fascination with GPS and data logging began at a relatively early age (around 10-12 years old, from 4th-6th grade). I recently found my stack of notepads from 3/29/1995 through 6/9/1997 where I logged my commute to school. I have mostly complete logs for the entire date range, including start time, end time, time traveled, who drove, and in what car. In addition, I used to take a highlighter

Analog Commute Logs - 1995-1997

Why do This?

I’ve always found it interesting to take raw data and make it visible. Before GPS chips were available in smartphones, it was very difficult to get high resolution data like this. Ubiquitous provides a way to see over time what was formerly invisible data. It allows one to see over time. In each of these cases, I’ve been able to process the raw data to answer personal questions like “what time is best to leave the house in the morning for work?”. Best of all, it is private data that I own and can do with what I like.

More Images

If you’d like to see all of the images I’ve recorded over the past 3.5 years, there’s a GPS Logs set on Flickr here.

About

This article was written by Aaron Parecki, Co-Founder of Geoloqi, a powerful platform for real-time location. You can follow him on Twitter @aaronpk.

Building a Real-Time Location-Based Urban Geofencing Game with Socket.io, Redis, Node.js and Sinatra Synchrony

How we planned, built and tested a truly real-time location-based game with Socket.io, Redis, Node.js, and what we learned along the way.

MapAttack Gameboard on an IPhone 4
Over the past few months, we spent the majority our free time building a real-time game as a test for our location platform, Geoloqi. We built the first prototype of the game at a hackathon over the course of two grueling days. It’s also where Aaron and I met Kyle Drake, who is now part of the Geoloqi team.

We called the game MapAttack! due to its map-based nature. Two teams compete to capture the most points on the gameboard. The gameboard, in this case, is the city streets of the neighborhood the players are in.

MapAttack is a game based on capturing and conquering geofences. For the uninitiated, a geofence is a virtual perimeter for a real-world geographic area. Geofencing is used with GPS tracking devices, notifying a control station when a person or vehicles enters or leaves an area. Traditionally, geofences have been used in heavy industry for tracking fleets of trucks and other moving objects over time.

Instead of tracking trucks, we set each geofence up with a point value that would give players points for entering geofences. The idea was that a virtual map would be set up on top of the real world, and players on red and blue teams would try to capture all of the geofence points in the game before the other team. To capture a point, the phone would have to detect when the player entered the fence, determine the point value of the fence, notify the player that he received the point, turn the geofence the color of the team, and then add the point to the player score and the overall team score.

MapAttack Test Game at the Portland Park Blocks

Why Build a Real-Time Geofencing Game?

The purpose of MapAttack was three-fold. First, we wanted to create a game that allowed people to physically interact with the real world instead of a computer console like a first person shooter or a real-time strategy game. Second, we were inspired by playing a real-life version of Pac-Man called Pacmanhattan, invented by graduate students at the Interactive Telecommunications Program at NYU in 2004. We played it at Portland’s WhereCamp conference in 2008, and we wanted to see if we could make a GPS version of the game, as Pacmanhattan relied entirely on phone calls and physical maps. Finally, we were building the Geoloqi platform at the time and needed a good demo of our streaming socket API.

An Iterative Approach

Taking a game from a static map to real-time, where all of the players could see each other moving on the phone and on the browser was an enormous challenge. In the beginning, the game was full of errors and bugs and required a lot of setup time.

When we tested the game with real players, the web browser tracking player movement was lagging behind the game 10-15 seconds depending on network speed. In addition, all of the players’ phones also had to poll to get updates, which means players would see a delay of 10-15 seconds even for their own position on the map. To make matters worse, some of the slower phones were basically choking on making that many network requests.

We knew that there was a better way to build the game, and that we could make it actually work in real-time. We knew that it wouldn’t be a 16 hour task, but one that was a pretty solid undertaking. We were up to the challenge and began working on it on evenings and weekends for the next few months.

Building a More Advanced PacManhattan

Kyle Drake and Aaron Parecki Working on an Early Iteration of MapAttack!Unlike a real-time GPS-based game played on smartphones, PacManhattan relied on players making phone calls to remote operators updating their location on a physical map and then relaying the newest game state back to them.

Our challenge was whether a game similar to PacManhattan could be run entirely automatically through GPS updates from the phones. When we began thinking about this idea, GPS wasn’t readily available in most smartphones. We had to wait almost 3 years for the technology to exist.

Testing the Game

Playing MapAttack! on the StreetWe tested the game with friends at conferences and around Portland along the way. Each time the experience was better, but it wasn’t good enough yet. Although we were making progress, we still didn’t have a real-time experience, and that was what we were aiming for.

When we brought the game down to Stanford University it was functional but still lagging behind. There was still a lot of work to be done.

This post is about the technical challenges we ran into during game development. While we had gained a lot of experience with location-based technologies from working on the Geoloqi app and platform for the last year, MapAttack! posed new challenges we had to overcome.

In early September 2011, we had our final test of the game and we finally achieved our goals of a truly real-time game. It took a lot to get there, and we’d like to share it with you.

Technical Challenges

Map Attack Loading Errors on iPhoneHere is an overview of the problems we had to focus on in order to build the game.

  • Handling the detection of users entering and leaving 200+ geofences concurrently.
  • Handling the volume of location-updates from all the phones in a given game (20 or more users per game).
  • The gameboard itself. We made our own in-house game editor that allowed us to quickly draw geofences on the map and assign them point values. Before we made the game editor, we had to hand code latitude and longitude markers into the database. It was extremely tedious and inefficient.
  • Changing the geofence state based on player movements.
  • Allowing each phone and web browser watching the game to be able to see the movements of players and the geofences changing color in real time. Every phone in the game sends its location to the server, which broadcasts that data to every other phone and browser watching the game.
  • Handling errors and differences in GPS technology on different smart phone models in order to ensure a fair gameplay experience. See below for a comparison of GPS data tracking on an iPhone 3GS vs. an iPhone 4.

Differences in GPS Hardware

GPS signals are known for reflecting off of tall buildings in urban settings. This causes inaccuracy and inconsistency in location data. It is less-pronounced in newer phones, but it greatly shows in older ones.

GPS Comparison in iPhone 3GS vs. 4
Users with 3GS iPhones would miss more points than players with iPhone 4s. Solving that problem required finding urban settings with buildings less than 5 stories high in which to draw the gameboard.

Pre-Streaming API

Before we finished the Geoloqi streaming API and before we started using Node.js and Socket.io, everything was based on polling for new updates. Phones reported their location at 5 second intervals and the browsers would update the game board in 5 second intervals.

Before the streaming API, every time we wanted to get location data from the phones to the server, the process consisted of opening a new connection, sending a bunch of redundant information headers in the request, and then closing the connection. This had to be done in the same way again and again, every five seconds for every phone for the entirety of the game. This resulted in a ton of redundant information and protocol overhead and resulted in a great drain on battery life of the phones as well.

In the worst case scenario, the browsers were lagging behind the game 10-15 seconds depending on network speed. What was worse was that the phones also had to poll to get updates, which means players would see a delay of 10-15 seconds even for their own position on the map. And some of the slower phones were basically choking on making that many network requests.

MapAttack Server and Phone Architecture Diagram

Enter Socket.io, Node.js, Redis, and Sinatra Synchrony

Socket.io

Socket IO: the cross-browser WebSocket for realtime appsSocket.io is a cross-browser web socket implementation allowing us to do real-time data updates on the browser and also supports older browsers. We can use the latest technology without requiring all of our users to update to the newest browsers, thanks to Socket.io falling back to older technologies in older browsers. This allow us to do instant updates across browsers and the phones in the game.

Node.js

Node JS Node.js is Evented I/O for V8 Google’s Javascript implementation for Chrome, implemented with a reactor pattern, that enables for large amounts of asynchronous data traffic.

We use a Node.js server to stream the location data from the phones to the Redis pub/sub channel. It publishes to Redis, and another Node server subscribes to that redis channel. Our Node.js server receives updates from the phones using a custom protocol similar to Google’s Protocol Buffers, which is essentially a very compact binary JSON.

When a browser wants to start streaming data, it connects to the Socket.io server and that server then subscribes to the Redis pub/sub channel. The Socket.io server sends that data via Websockets to the browser, falling back to Flash or long-polling if Websockets is not available.

In essence, Socket.io allows us to use Websockets, which are completely new, but also allows this to work on older browsers thanks to the fallback tricks.

Redis

Redis: an open source, advanced key-value store. Redis is an open source, advanced key-value store that has support for message queues using something called publish/subscribe, or pub/sub (not to be confused with PubSubHubbub).

From the higher level what this lets us do is handle the difficulty of sending data to all of the phones in the game and the browser in real-time. Every phone in the game sends its location to the server, which broadcasts that data to every other phone and browser watching the game.

One of the interesting things about the publish/subscribe system is that with a traditional system you have to maintain connections and iterate through each in order to pass data through them. The alternative would be that if you had 10,000 users you’d have to iterate through an array of 10,000 connections, which would be very slow and prone to locking up on socket problems.

Pubsub Action

Using Redis pub/sub is like starting a radio station. Once it is turned on, people (in this case, browsers) can just listen in. This allows us to do real-time data updates to clients (browsers and phones) at a massive scale.

Sinatra Synchrony

Sinatra Synchrony for Ruby by Kyle DrakeSinatra::Synchrony is a small extension for Sinatra that dramatically improves the concurrency of Sinatra web applications. Powered by EventMachine and EM-Synchrony, it increases the number of clients your application can serve per process when you have a lot of traffic and slow IO calls (like HTTP calls to external APIs). Because it uses Fibers internally to handle blocking IO, no callback gymnastics are required! This means we can just develop as if we were writing a normal Sinatra web application.

Sinatra::Synchrony allows us to do asynchronous programming (ala Node.js), except that it wraps the callbacks in Fibers (which are basically co-routines in Ruby). This allows you to do synchronous programming while taking advantage of asynchronous code. Aside from being easier to program this way, it also allows us to switch to a different concurrency/parallelism strategy if we need to. Kyle Drake developed Sinatra Synchrony specifically for MapAttack. Drake’s work became popular after he made a presentation on Sinatra::Synchrony at PDX Ruby.

The MapAttack Game Server

Finally, there is the MapAttack Game Server. In this case the Game Server is a simple database that takes care of storing the player point data that is displayed on the map and on the phones as players grab points in real-time.

International Testing

MapAttack! International Game Test in Sweden
We felt good enough about the game last week to take it on its first international test in Sweden. It passed with flying colors, although there were issues with not having enough time during the coffee break to finish the game.

Augmented Event and MapAttack in Sweden
Thanks to Michaela of Augmented Event Sweden who helped us run the game remotely, and Sony Ericsson who donated 10 Android phones for players to use for the game. We learned that the game runs better as part of a conference session or longer break time session. While the technology is solid, we’re still learning about the human element of the game. It takes about 10 minutes to download and get into groups before heading out the door to grab points at the same time. The game isn’t as fun when there’s only 20 minutes available to both set up and play it!

What We Learned

We learned that, while difficult, it is completely possible to create a truly real-time gaming experience with geofences and location-based technology. We didn’t know if it was possible when we started, and didn’t think too much as to how difficult it might be.
MapAttack Game at Stanford University
The whole thing was a very iterative process fueled by feedback and help and struggles, but also this lingering feeling that we were doing something that was important in some way. We keep going because playing the game felt awesome and exciting. It felt almost like being a kid again. We knew that as long as we had fun playing the game, we knew we were moving in the right direction.

Source Code

We made the source code for MapAttack available for download. You can download or fork the source code for MapAttack here. If you build anything interesting with it, please let us know!

Upcoming Games

We’ll be bringing MapAttack! to WhereCamp Portland on October 7-9, 2011. We’ll give an overview of the technology there as well. If you plan to be in the area, please join us!

Host Your Own Game

Get in touch if you’d like to host your own game. We’re working on making the game freely accessible to more than just us, and if you’re interested it will likely motivate us to work on that aspect of the technology.

Feedback

Have you tried to make your own real-time location-based game? If so, how did it go? What did you struggle with? What did you learn? I’d love to hear your thoughts. We have a great respect for game makers, as what looks like something very simple is often very difficult and invisible under the surface.

Cheers, and thanks for reading! You can follow @geoloqi on Twitter, or contact us at @playmapattack or http://mapattack.org if you’d like to schedule a game!

Posted

Mon Sep 12 2011, 8:20pm

By caseorganic

Categories

Events

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Overview of this Sunday’s MapAttack Game in Ladd’s Addition!


Last Sunday we invited 12 people participate in a game of MapAttack. We hosted the gamemap in the curiously-shaped SE Portland neighborhood called Ladd’s Addition. Created in 1891, it is one of Portland’s oldest planned residential districts. The neighborhood is known for its diagonal street pattern, which made it the perfect place to set up a test game.

What is MapAttack?

MapAttack is a game of real-time strategy built for real life. Virtual geofences are scattered onto the map and players must physically go to where they are on the map in order to capture them. The winner is the team that captures the most points. We built the game on the Geoloqi platform.

MapAttack Mid-Game

MapAttack - In-game iPhone ViewLate game MapAttack Mobile View

The idea behind MapAttack! is to be able to play in real life and to feel like a kid again. Suddenly everyday life becomes brighter and more intense, and you don’t care that you’ve just run 5 blocks because there’s a point up ahead that you have to catch before the guy on the other team does!

The twelve players got a custom build of the MapAttack! game on their phones, were automatically assigned to red and blue teams and huddled together to plan their strategy for picking up the dots.

The blue team started out with DH and AH in the lead running at full speed town the diagonals of Ladd’s Addition. As the other players joined in, everyone could see each other running in real-time on the map on the maps on their phones. The game became a sort of Marauder’s map where you could plot your next attack based on who was heading towards each point.

After about 20 minutes, the players on the map began to slow down, and we joined up with each other to walk back to the starting point. Some of the players were still running at full speed trying to get the rest of the points. Some were tired and met up to watch the game in progress on their phones. Aaron Parecki, the game moderator, sent some messages to us throughout the game egging us on. “Is the Blue team going to let the Red team capture those points near Lincoln Street?” read one of the push notifications. Almost immediately, we saw members of the Blue team rush over to try to capture those points.

MapAttack! for Android

Gameplay and Strategy

Each player had a different plan of action for capturing the points on the gameboard. Some ran at top speed, trying to get to the highest value points on the board. Others strategically chose routes with the highest point values and gathered points that way.

MapAttack End Game!

In the end, we were all exhausted. Most of us hadn’t run that fast since we were kids. Many of the players had never played a real-life mobile game before, and MapAttack is the first of its kind.

MapAttack Players on Sunday!

The twelve people that played the game had a great and exhausting time. We ate a bunch of fresh fruit and relaxed afterwards. It was a great game for a hot summer day.

Geoloqi Technology

We built MapAttack on the Geoloqi platform in order to test the platform’s real-time location and our new ability to rapidly detect which phones were in small, accurate geofences. This was the first test of the game in a real-time server environment. That meant that everything on the phones and on the web moved as if they were moving in real life. The new code actually allowed the phones to update their location in real-time to the map with a minimal drain on battery. This was the first time we put it all together for a seamless player experience.

Bring MapAttack to your city, school or company!

Want to bring a game to your school or company? Contact us at mapattack at geoloqi dot com and we’ll be glad to help you out! You can also follow @playmapattack on Twitter for the latest games and news! We’ll be bringing it to more campuses and cities starting in Sweden this week! You can also visit MapAttack on the web at http://mapattack.org/.

Posted

Wed Aug 31 2011, 2:14pm

By caseorganic

Categories

News

Tagged

Norway’s Hyper Interaktiv Uses Geoloqi for iPhone to Track Balloon Flight 17 km in the Air!

Hyper Interaktiv Team Preparing Balloon Launch

When we heard from Hyper Interaktiv’s Atle Mo (@atlemo) that he had tracked a balloon with Geoloqi and wanted to export the data to Google Earth, Geoloqi co-founder Aaron Parecki whipped a quick KML export feature for the team.

The team was able to track the Balloon’s flight from the ground on the Geoloqi website and were able to use the trail to find the after it came back down to Earth. They also generated a bunch of images of the balloon’s flight using the Geoloqi data.

The Hyper Interactive team launched a high-altitude balloon on August 25th from Oslo, Norway at the Hyper.no office. The balloon was launched in celebration of Hyper’s 10th anniversary. The balloon went up to 17 kilometers in the air before exploding and then floating down to Earth to land in a tree.

Tracking the Balloon with Geoloqi

Balloon's Flight Path as Recorded by Geoloqi

The team used an iPhone 4 with Geoloqi to track the flight and a Hero GoPro HD camera to videotape the flight.

The highest altitude reached was 17,97 km and the travel distance was around 120 km. The team used the Geoloqi website to track the balloon once it touched down!

Google Earth View

Balloon's Flight Path in Google Earth
Atle Mo used Geoloqi’s KML export to view the flight data in Google Earth.

Video of the Flight:

Their video shows the full flight of the balloon. You can see it rise up to 17 km before slowly falling and landing in a tree.

Norwegian publication Dagbladet.no also covered the story if you’d like to learn more about the flight and the team! Also check out Hyper Interaktiv!