Tag Archives: technology

The Video Game Canon and The Age of Forgetfulness

0. Asking the Question

If you were a game designer and you were taken into your boss’s office and given carte blanche to create your own roleplaying game, what would your influences be?  My guess is that the games you see as central to the computer roleplaying experience vary according to your age and when you started gaming.

Screenshot from early computer RPG WizardryFor example, if you are currently a teenager then the chances are that you would be most influenced by games like World of Warcraft, Fallout 3 and Dragon Age: Origins, because these are the games that you are most familiar with.  If you are a slightly older gamer, then you might list titles like Final Fantasy VII or Suikoden.  Maybe if – like me – you are one of those thirty-something gamers who spent his high school years playing video games instead of getting to second base, then you might list Baldur’s Gate, Dungeon Master or Shadowrun.  Maybe you are even old enough to remember playing the original Wizardry and Bard’s Tale titles, and think that the future of CRPGs lies in ASCII graphics and getting the players to draw their own dungeon maps.

Well, you’d all be wrong.

And you’d all be right. Continue reading The Video Game Canon and The Age of Forgetfulness

Thought-controlled vehicles looking less like sf every day

The appropriately-named Science Not Fiction blog at Discover shares a video of a thought-controlled wheelchair developed by Japan’s Riken technology agency; thought-control for wheelchairs isn’t a completely new development (at least not in terms of the accelerating technology curve), but the response time of this one – 125 milliseconds – apparently knocks previous implementations into the proverbial cocked hat.

Great stuff, and a proof-of-concept for many other applications. While I in no way want to underplay the importance of mobility assistance for the victims of accidents or genetic bodily impairments, my inner thirteen year old is enthusiatically chanting Mind-controlled go-karting! Mind-controlled go-karting!

Straw poll: if you could choose one machine or device that you use every day – with the exception of your computer or smartphone – to be mind-controlled, which one would it be?

Looking back on Cyborg Month

When Tim Maly invited me to contribute to the 50 Posts About Cyborgs project, I had a nagging suspicion that I’d have a run-in with impostor syndrome… and I was right. The nearly complete run of posts (49 of them linked from the Tumblr above as I type this) contains some of the smartest and most brain-expanding material I’ve read in a long, long time, from some incredibly erudite writers and thinkers. If you have any interest whatsoever in the post-modern human condition in a technology-saturated world, in where we came from as a species and where we’re going, or in what being (post?)human actually means, then there’ll be something there for you to enjoy – so go read.

And many thanks Tim for inviting me to take part; I’m one proud impostor. 🙂

In prosthetics, one size does not fit all

Here’s an interesting piece at Wired UK; a group of prosthetic limb specialists were doing some final user-satisfaction research, and discovered that the all-singing-all-dancing does-it-all-for-you system they’d made wasn’t what the users really wanted, and for very different reasons:

In addition to weakening physical control, MS often impairs attention and memory, and the complexity of the arm’s controls overwhelmed them. At that time, the arm’s sensors and AI were much more limited, and users were mostly frustrated by its complicated controls.

For these patients, according to Behal, something that might seem as simple as scratching their heads was a prolonged struggle. They needed something that took the guesswork of movement, rotation, and force out of the equation.

The quadriplegics at Orlando Health were the opposite. They were cognitively high-functioning, and some had experience with computers or video games. All had ample experience using assistive technology. Regardless of the extent of their disability or whether they were using a touchscreen, mouse, joystick, or voice controls, they preferred using the arm on manual. The more experience they had with tech, the happier they were.

Anyone with commercial tech experience, even if only in retail, will be aware that one size (or in this case, one functionality) very rarely fits all; interesting to see that revelation filtering in to medical tech research. The more canny crews will start working closely with potential usergroups earlier in the development cycle.

They’re being philosophical about it, though:

“We stay engaged when our capabilities are matched by our challenges and our opportunities,” Bricout said. If that balance tilts too far to one direction, we get anxious; if it tilts to the other, we get bored. Match them, and we’re at our happiest, most creative, and most productive.

Behal and Bricout hadn’t anticipated, for example, that users operating the arm using the manual mode would begin to show increased physical functionality.

“There’s rehabilitation potential here,” Bricout said. Thinking through multiple steps to coordinate and improve physical actions “activated latent physical and cognitive resources… It makes you rethink what rehabilitation itself might mean.”

There’s your silver lining, huh? But it’s still a bit depressing to see this as the closer:

“You have to listen to users,” Behal said. “If they don’t like using the technology, they won’t. Then it doesn’t matter how well it does its job.”

How has it taken that lesson so long to reach the technological wings of the academy? Still, better late than never, I guess…