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Server logs

Posted: Mon May 08, 2017 2:44 pm
by jarosenblum
Howdy folks!
Given that there isn't yet a web backpack for this version of ARIS, do we have the ability to look at a live view of what's happening in a game real-time? We're designing an orientation app that will be played by 5 different (large) groups. I'm currently planning to have each group play a clone of the same game (the group mgmt features are currently limited), and I'd like for the orientation leaders to be able to catch a glimpse of what's happening as students float from one location to the next. Can you recommend a way that this can be done? I had thought of somehow tapping the server logs to do this but am open to ideas.

cheers!
Jason Rosenblum

Re: Server logs

Posted: Thu May 11, 2017 12:57 pm
by chrish
Nice to hear from you Jason! It's been a while. I don't have any fast answers for you, though I know some work is being done behind the scenes on this topic. One thing that may be possible, though it would involve a lot of custom web work or custom ARIS work is to dig into either the APIs for display on a web page, or to create a sort of super user within the game. The same way you make a leaderboard, you could display in webpages, ARIS plaques, etc. information about what players and the world have. Pretty clunky likely, at least if you're trying to keep track of a lot.

Maybe it would be easier to set up something a bit more like checkpoints than a panopticon though. If there were a few discrete points where you wanted to know about player progress, players could communicate with leaders using other forms of messaging, or maybe post specific things, or where players need to find leaders for certain things and during this time the leader could manually check in with the players about their progress.

Re: Server logs

Posted: Thu May 25, 2017 8:40 am
by djgagnon
I've been experimenting with creating some google data studio visualizations of ARIS log data. it's looking very promising. If all you are doing is tracking quest completion rates and general use, it's pretty optimal.

The only issue is that an admin needs to setup a sql 'view' per game and we are likely going to nned to setup a separate read only server to keep analysis from killing performance.

If you send me a few game ids, I'd be happy to let you beta test a bit.

David