domingo, 10 de agosto de 2008

Video Games improve human senses?




Video games improve vision

Researchers at the University of Rochester have found that people who play high-action video games see better than those who don't.

The study showed that people who played action video games for a few hours
a day over the course of a month improved performance on a standard visual test by about 20 percent.

Daphne Bavelier, professor of brain and congnitive sciences, says video games appear to change the way our brains process visual information.

Good times are coming...




Worried that your little kid is permanently at his playstation or PC, racing against uncouth characters in Carmageddon, or souping up his car and loitering around town (on his screen, of course) in NFS Underground, all the while sitting on his couch? Do visions of a glassy-eyed, fat-assed boy in the house ruin your sleep? On the other hand, are You the fat-assed boy, forever at his PlayStation? Then there is good news for you : Good times are coming.

At the recently concluded Consumer Electronics Show, PC game entrepreneurs demonstrated a whole host of new products targetted exactly at the couch-potato video game maniac. The new lot of computer-based games will marry entertainment, technology and fitness to to create a bunch of products variously called as exertainment or exergaming machines.

Bullish exertainment or exergaming afficianados claim that exertainment machines might help reduce America's obesity epidemic. And keep you fit, to boot.

Tucked into a little corner of the consumer electronics show was the first-ever "Cardio PlayZone" - a space for game-machine companies focusing on the theme of fitness.

On the whole, there were six exhibitors whose reportoire of exergaming machines included workout equipment using which you race cars and sensor-equipped dance floors.

But the exergaming companies are interested in something else - they want to make you feel that all you did was playing just another video game, not that you just had an 'exertainment' experience. In other words, good exertainment should not feel like any exercise at all, and that you had just another stint on a video game.

Konami Digital Entertainment offers a digital dance floor. Okay, this is not a video game. What you do is dance. However, your footwork is supposed to follow the blinking lights on the digital dance floor, and a short dance can make you break out in a sweat. All without a companion to dance with! That's exertainment for you. Advanced levels on this game require great footwork skills, and the machine can even calculate the calories burned based your height and weight.

So , the days of passive video gaming are over. Extertainment is here, and the best part is - its entertaining and can get you fit, and you can get as obsessed by it as you can get by a regular computer game.

Future of Video Games




Brain waves control video game

A video game in which the character is controlled directly from a player's brain without the need for wires has been developed by researchers.

Mind Balance was demonstrated for the first time using a new wireless headset, at the MIT Media Lab Europe in Dublin last month.

The game could help researchers develop brain-computer interfaces for those with limited body movement.

But, said the team, it could find its way into future video games.

"If we can make this new wireless device that we have developed, the Cerebus, more aesthetically pleasing, a little bit smaller, that would make the device actually easier to put on and use."



Sci-fi vision

The idea of controlling electronic devices via plugs or implants in the brain has been a recurring theme in science fiction works, like William Gibson's novel Neuromancer and the Matrix films.
Research laboratories around the world have been working on technologies which let people "jack in" to computers directly from their brains, including Cyberkinetics, whose BrainGate system is currently undergoing trials.
But the Mind Balance game demonstration showed how brain activity could be harnessed and used without the need for plugs, jacks or wires.

Instead of wires, it uses direct electroencephalography (EEG), cerebral data nodes and the wireless technology - Bluetooth - all fitted into the sophisticated Cerebus headset.
With six different types of nodes positioned over the occipital lobes at the back of the head - responsible for processing light, vision and hallucinations - Mr Lalor, as the player, focused on to two chequered boxes which flashed at different frequencies.
"Because they are flashing at different frequencies," he explained. "They evoke different responses in the visual cortex.

"We are able to pick up electrical activity on the scalp and take the brain activity into a C# signal-processing engine which analyses those signal in real-time and makes a decision which of the two boxes the player is looking at."
By "tuning" into the boxes on either side of a huge screen in turn, the frog-like virtual character, Mawg, was balanced and walked across a tight-rope.
If he started to fall to the left, the player had to tune in to the box on the right of the screen to correct the balance.


Smart communication

Developments like Microsoft's new object-oriented language C#, a variation of C++ but with Java-like functions, have made this signal-processing and translation easier.
In computing terms, C# makes it easier to create, manage and access objects.

Devices like the Cerebus are getting easier to use too which, according to Mr Lalor, means gamers could be attaching them to their own heads in a few years' time, in their own homes.
The research has some serious applications though.

Much of the focus of direct brain-computer interfaces has been on developing the technology for people who have limited body movement, and the Mind Games research is no different.
"This game was our first stab at creating a brain-computer interface controlled environment," explained Mr Lalor.

"One of the obvious applications is for someone who is locked in or paralysed completely, somebody who has an advanced case of ALS [Amyotrophic Lateral Sclerosis], where they literally cannot communicate at all, but their brain is operating fine. They can still see and hear but can't move or speak.
"If we had a direct link from their brain to their computer, they could communicate."

Mr Lalor and the rest of the team are keeping up with the plethora of research being done around the world on brain activity and hope to move the work on quickly.
"With the software tools that we have, we can develop stuff a lot quicker than most places.

"So as soon as we have a good idea for a nice communications interface to be used with our new brain device, we will have a communications tool for somebody who would otherwise not be able to communicate at all."

Video Game History




Video games were introduced as a commercial entertainment medium in 1971, becoming the basis for an important entertainment industry in the late 1970s/early 1980s in the United States, Japan, and Europe. After a disastrous industry collapse in 1983 and a subsequent rebirth two years later, the video game industry has experienced sustained growth for over two decades to become a $10 billion industry, which rivals the motion picture industry as the most profitable entertainment industry in the world.


A device called the Cathode-Ray Tube Amusement Device was patented in the United States by Thomas T. Goldsmith Jr. and Estle Ray Mann.

The patent was filed on January 25, 1947 and issued on December 14, 1948. It described using eight vacuum tubes to simulate a missile firing at a target and contains knobs to adjust the curve and speed of the missile. Because computer graphics could not be drawn electronically at the time, small targets were drawn on a simple overlay and placed on the screen.

In February 1951, Christopher Strachey tried to run a draughts programme he had written for the NPL Pilot ACE. The program exceeded the memory capacity of the machine and by October, Strachey had recoded his program for a machine at Manchester with a larger memory capacity.

OXO, a graphical version of tic-tac-toe, was created by A.S. Douglas in 1952 at the University of Cambridge, in order to demonstrate his thesis on human-computer interaction. It was developed on the EDSAC computer, which uses a cathode ray tube displaying memory contents as a visual display. The player competes against the computer (which incorporates basic Artificial Intelligence) using a rotary dial.

In 1958 William Higinbotham created a game using an oscilloscope and analog computer.
Aptly titled Tennis for Two, it was used to entertain visitors of the Brookhaven National Laboratory in New York.
Tennis for Two showed a simplified tennis court from the side, featuring a gravity-controlled ball that needed to be played over the "net", unlike its successors. The game was played with two box-shaped controllers, both equipped with a knob for trajectory and a button for hitting the ball.

Tennis for Two was exhibited for two seasons before its dismantlement in 1959.

(wikipedia text).