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Dispatches from the bleeding edge

Posts tagged with "Gaming"

A Turing Test for Computer Game Bots

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Can a computer fool expert gamers into believing it's one of them? That was the question posed at the second annual BotPrize, a three-month contest that concluded today at the IEEE Computational Symposium on Intelligence and Games in Milan.

The contest challenges programmers to create a software "bot" to control a game character that can pass for human, as judged by a panel of experts. The goal is not only to improve AI in entertainment, but also to fuel advances in non-gaming applications of AI. The BotPrize challenge is a variant of the Turing test, devised by Alan Turing, which challenges a machine to convince a panel of judges that it is a human in a text-only conversation.

Source: http://www.technologyreview.com/computing/23415/?a=f

Open-Source Data Glove

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Gloves that are wired with sensors can provide useful information about a user's motions, and they offer a novel way to interact with computers beyond the keyboard and mouse. At the end of May, AnthroTronix, a company based in Silver Spring, MD, released its first commercial version of the AcceleGlove, a programmable glove that records hand and finger movements.

Other gloves--like 5DT's Data Glove, used primarily in virtual reality--normally cost $1,000 to $5,000, but the AcceleGlove costs just $499. It comes with software that lets developers use Java to program it for any application they wish. AnthroTronix initially developed the glove with the U.S. Department of Defense for robotic control. The glove could also be used in video games, sports training, or physical rehabilitation.

Source: http://www.technologyreview.com/computing/22838/

AMD to Fight Intel with a Dragon

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AMD is about to release a brand new platform technology, named “Dragon,” featuring its new AMD Phenom II X4 processor. The platform has been designed specially for demanding users and high-end gaming as well as graphic and video professionals and enthusiasts.

The Dragon platform technology unites AMD’s highest-performing CPU, the AMD Phenom II X4 processor, with the company’s advanced ATI Radeon HD 4800 Series graphic core and AMD 7-Series chipsets. Leading global PC producers HP, Dell, and Alienware are preparing to release Dragon based desktop systems in the first quarter of 2009, with Dell offering immediate availability in its Dell XPS desktop line.

Source: http://thefutureofthings.com/news/6567/amd-to-fight-intel-with-a-dragon.html

Using your voice to pilot your computer

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According to The Seattle Times, an interdisciplinary team of scientists of the University of Washington (UW) has developed Vocal Joystick, a software which enables people with disabilities to control their computers using the sound of their voice and without the need to use a mouse.

Their virtual computer mouse driven by sound has already been tested at the UW Medical Center with spinal-cord-injury patients and other participants with varying levels of disabilities. The researchers, who developed their own voice-recognition technology, hope to have a prototype available online this fall.

This research project has been led at UW by various teams including the AIM group (Accessibility, Interaction and Mobility) of professor Jacob Wobbrock or the DUB group (Human-Computer Interaction & Design) where professor Jeff Bilmes created the sound-recognition engine with his students.

Source: http://blogs.zdnet.com/emergingtech/?p=1063

Ultrasound to give feel to games

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The field of haptics - integrating computing and the sense of touch - has been around for some time but has required gloves or mechanical devices to impart a sense of feeling.

Now, a team of Japanese researchers has developed a system that uses focused ultrasound to do the job. Its inventors may soon commercialise the approach.

Sound is a pressure wave, meaning that as the inaudible sound waves from each of the transducers interfere, they can create a focal point that is perceived as a solid object.

The team's prototype system includes a camera which tracks the position of a user's hand and shifts the output from the transducers to move the focus around with the hand. The result is a feeling of tracing the edge or surface of the virtual object.

Source: http://news.bbc.co.uk/1/hi/technology/7593444.stm

SenseSurface turns virtual controls physical

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What happened to traditional knobs for volume controls on computers? Replaced with + and - controls on the keyboard, not so easy to find in a hurry.

Imagine a control surface with real knobs, sliders, real switches for your favourite music player, video editor or game. This is SenseSurface, just place the unique controls on your application e.g. a music mixer, and ready to go.

Applications that would normally use a mouse or Qwerty keyboard can be now controlled with traditional knobs. The scroll bar on the right hand side of your computer screen can be controlled with a real slider button. SenseSurface can be used with most laptops with a USB input.

The sensing knobs have a custom designed movement sensor to determine position within approx 180 degrees with a 10 bit digital output, linearity typically 1%. The magnetic knobs can be removed and repositioned immediately by picking them up and moving to a different part of screen.

Source: http://girtonlabs.googlepages.com/sensesurface

Mind games: computer headset lets brain control action

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Emotiv, a San Francisco-based startup that marries neuroscience and computer engineering, says its EPOC gaming headset offers only a glimpse of what the technology has to offer.

The EPOC headset features 16 sensors that press against a user's scalp to measure electrical activity in a brain using electroencephalography. A built-in gyro tracks head movement.

The sensors also register users' moods and facial expressions, merging the data in computer software that "learns" to match readings with what people are thinking, according to Le.

"There is a direct correlation between thought and what happens on screen," Le said. "It really fulfills this long fantasy people have had of moving objects just with thought."

A videogame will be included with the headset when the package goes on sale for 299 dollars at the Emotiv website and select shops.

Source: http://www.physorg.com/news134708559.html

CamSpace Creates a Wii For Everyone (Minus the Nintendo Console)

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It’s a Wii without the $250 console. It’s virtual Pong and so much more. Any object is now an input device, even your fingers.

CamTrax’s core technology is a pure software solution that allows nearly any ordinary PC webcam (95% are supported) to track up to four objects—even as small as 5mm—in real-time and with very high accuracy and reliability. (It works only on Windows). Locking and tracking (X, Y, and Z axes and angle) are all automatic.

Yaron Tanne, founder & CEO of CamTrax Technologies, the company behind CamSpace, has been developing the technology practically single-handedly for three years in his apartment in Tel-Aviv. Tanne claims that most of the algorithms used are in the public domain but have been enhanced. There are also completely new algorithms developed from scratch.

Source: http://www.techcrunch.com/2008/06/11/camspace-creates-a-wii-for-everyone-minus-the-nintendo-console/

Whole-Body Gaming

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The massive success of the Nintendo Wii proved the appeal of motion-controlled gaming. Now Softkinetic, a company based in Belgium, is working to let video-game players use a wider range of more-natural movements to control the on-screen action. Softkinetic's software is meant to work with depth-sensing cameras, which can be used to determine a player's body position and motions.

"You don't need a controller in your hand," says CEO Michel Tombroff. "You don't need to wear a special outfit. You just come in front of the camera in your living room, and you start playing by moving your entire body."

Attempts to commercialize gestural interfaces date back to at least the late 1980s and the Power Glove, an accessory for the original Nintendo Entertainment System. Many such systems, however, have been defeated by the need for awkward, bulky accessories; others just didn't work that well.

Source: http://www.technologyreview.com/Infotech/20717/?a=f

Bringing Second Life To Life: Researchers Create Character With Reasoning Abilities of a Child

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Today’s video games and online virtual worlds give users the freedom to create characters in the digital domain that look and seem more human than ever before. But despite having your hair, your height, and your hazel eyes, your avatar is still little more than just a pretty face.

A group of researchers from Rensselaer Polytechnic Institute is working to change that by engineering characters with the capacity to have beliefs and to reason about the beliefs of others. The characters will be able to predict and manipulate the behavior of even human players, with whom they will directly interact in the real, physical world, according to the team.

At a recent conference on artificial intelligence, the researchers unveiled the “embodiment” of their success to date: “Eddie,” a 4-year-old child in Second Life who can reason about his own beliefs to draw conclusions in a manner that matches human children his age.

Source: http://physorg.com/news124368610.html
December 2009
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