Neutrino Training Ground

Neutrino Training Ground is the first prototype in the series of micro games supporting digital health and safety. The idea is to provide a safe and entertaining environment where anyone can learn about particle physics and other complex subjects.

This is the first version that serves the purpose of safe entertainment. In the educational version -- to be developed -- the idea is to embed the connection to online knowledge sources into the game. That will introduce learning to the user while playing. Read more about the concept here.

Neutrino Training Ground is the first test of a new approach to mixed reality (XR) and knowledge navigation. The initial user test is conducted on the form of a simple game to evaluate different ways of screen interaction and user experience (UX). The gamified simulation of an energy conduit looks like marbles in a cartoon but technically the game is a simulation of subatomic particles, and the user is actually interacting with those particles. Particles emit charges and some emit Neutrinos.

We do not have funidng yet to upgrade its capabilities and release new, more challenging levels. You can help us fund new development.

The game is available for free

"The year is 3225. Humans are learning to manipulate matter at a subatomic level. With that power, we can satisfy all human necessities and eliminate poverty forever.

With this game, you guide the smallest robot in history. It has the size --and hence the intelligence -- of a subatomic particle. Today you are surfing the waves of an energy conduit collecting the neutrinos needed to build new particles, atoms, molecules, and everything else in the universe.

The "Robot" is good at collecting energy. "

OUR APPROACH: GAMIFIED EDUCATION

Mixed reality applications allow us to experience the world outside from the comfort of our homes. There we can roam freely without a face mask, race without a driver’s license, fly without a pilot’s certificate, and forget about a wheelchair. In the virtual world we are free from the physical limitations. We can visit any place on Earth remotely with a pleasant visual and auditory experience.

The schools and universities are receiving funds to introduce large-scale remote learning and educational programs delivered through digital technology for children and adults. The latter have to acquire new skills to adapt to the post-COVID labour market. For both, it is here to stay. Game developers have started replacing the content of their games with real content, so the simulation becomes closer to reality and can be used as a training or educational tool.

The educational content already exists. But it is dispersed among many different schools, institutions, and independent indexing systems. What is missing is the “Info-verse” where this knowledge would be connected.

Another challenge is the form of delivery: either written or audio without a way to practice the new knowledge acquired. Through the “Info-verse” it will be available at a moment’s notice in a shape that is easy to learn and practice. At the core of the platform is a game engine where the real-world facts are integrated into the experience. The content of each game level will be aligned with different learning paths. Eventually, it can be mapped to official education programs.