The purpose with this report is to describe the different phases, decisions and solutions that the development of this interactive climbing wall have resulted in. The report describes in chronological order the phases the development has gone through and the choices that have been made during the development, to easier illustrate the work been done. The report is divided into three parts, the first part contains the purpose with the project and a brief introduction in how climbing walls are built up, what problems there was to solve to succeed with the project. Here you also find the methods used. The thought with this project is to create a tool where children through physical activity and cooperation with others can use modern technology to express their creativity and develop their social skill to cooperate with others. Today’s children tend to sit more and more in front of the computer, TV and TVgames. The climbing wall gives children the opportunity to use physical activity as a musical instrument or a computer-game. The holds on the climbing wall are used to register presence. When a hold is touched, signals are sent to a processor that manages every wall section with holds on a large climbing wall. This processor then sends these signals further to a unit that distributes the signals from the walls internal CAN-bus and out onto UDP/IP and Internet. Directly behind the gateway between CAN-bus and Internet, there is a server application that distributes these signals to applications where logic for games and music can be created. At the moment the server application supports only two protocols, OSC and a user defined protocol for transferring data from the holds. During the development a few ideas for further development of this climbing wall have arised. The new ideas of areas of use for the climbing wall, is to develop a wall that blind people can climb upon, or an intelligent wall that can register point for climbers during the competition. At the same time as there still is a lot of work left to refine this technology, it opens a lot of opportunities for activating children in the future.
2004, 1. , 44 p.