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Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Thursday, 4 October 2012

How Video Game Assists the Visually Impaired



There are two things that make optometrist and neuroscientistLotfi Merabet's new computer game unusual: The various rooms and corridors in the game exactly mirror a real place, and players aren't able to navigate by looking at graphics on-screen. Instead, players must rely entirely on different sounds that tell them where doors, walls, jewels and monsters lay in wait.
Merabet and his colleagues at Harvard Medical School and the University of Chile designed the game for — and tested the game with — visually impaired people. And they found something interesting about their players when they later took the gamers to the real building on which the game was based. Although the researchers hadn't told the study participants to remember the game's layout, they found that those who played the game excelled at independently navigating the real building.
The researchers' study shows the promise of audio maps helping to solve a real problem for the blind, said Gordon Legge, who directs the Laboratory for Low-Vision Research at the University of Minnesota, is visually impaired, and was not involved in Merabet's study. "People who are visually impaired are often anxious about going to new places. That's a big issue," Legge said. "If there were software methods to explore and learn a place before they go, it could be quite advantageous." [10 Profound Innovations Ahead]
The study also hints at the possibilities of using audio games to teach visually impaired people in a way that sticks better than other methods, including a guided tour of the computer game's layout, which Merabet also studied. "Gaming sort of gives you a problem-solving sense that you don't have through directed navigation," said Merabet, who runs studies and sees patients at Harvard's Massachusetts Ear and Eye Infirmary.
Although there are still important software problems to resolve, in the future, major buildings might be able to offer audio maps or games to help visually impaired visitors prepare before they get there.
From game to real life
Starting last year, Merabet began testing his game on people aged 15 to 45 who had been blind since birth. Players wore headphones while they played the game and navigated by pressing keys on a keyboard. Whenever their avatars touched walls or doors, they heard characteristic sounds. A knock in the left ear meant a door to the left; a knock on the right, a door to the right. Knocking in both ears indicated a door in front. "The best way for you to get a sense of that room is by feeling around," Merabet said. [Video Game Improves Vision for Adults Born with Cataracts]
He told his study participants they were supposed to collect jewels hidden in the game's rooms, while avoiding monsters that would steal the jewels. Both the gems and monsters emitted sounds that increased in volume as the game players approached them — or as they approached the players. He didn't say anything about remembering the map, nor did he mention that the rooms' layout was exactly the same as the two-story, 23-room Carroll Center for the Blind, a school in Newton, Mass.
Yet when he took the game-players to the Carroll Center afterward, he found they could apply what they'd learned from the game to navigating the real building. When researchers told gamers to go from one specific room to another, the gamers could finish navigating the real-life building in about a minute and 15 seconds. When taken to a random room and told to find the nearest exit, the gamers could do so in a minute and one second.
In fact, the players performed better at the exit-finding task than visually impaired study volunteers who had taken a strict guided audio tour of the computer game's layout, sans monsters and jewels. (The gamers and the guided tour-takers performed equally well at walking from room to room.) Tour-takers generally chose longer routes than gamers did, the researchers found.
"Both groups can learn the layout of the building whether you teach them explicitly or whether they learn it implicitly through the game," Merabet told TechNewsDaily. But gamers, he said, "have a better sense of how the rooms are connected with each other."
Does it have to be a game?
Merabet's game wrapped up many characteristics that help with learning in one package: It forced people to explore independently and learn the hard way, by bumping into things. People enjoyed playing it and felt motivated to collect lots of jewels. ("I can tell you, at least anecdotally, it's remarkable how much people liked the game," Merabet said.) And the game may have forced people to walk certain paths that are important to learning a building's layout.
More experiments are needed if researchers want to pinpoint which characteristics are important to better learning from audio games and other audio maps, Legge said. It would be especially helpful to know if independent exploration by itself is enough, so that people could use software to wander through buildings virtually without having to contend with monsters every time, Legge thinks. "From a practical point of view, I'm not sure people would want to play a game every time they wanted to learn a new building," he said.
Merabet is now working to expand on his computer game research in several ways. One way is improving his software so that any building's blueprint can get automatically rendered into an audio map. Another is a brain-scan study that examines what parts of blind people's brains are activated when they play the game. He has finished the study, he said, but didn't want to reveal the results until they're published in a peer-reviewed journal.
Getting the software to work for all buildings is technologically challenging, Merabet said. Right now, his software works well for one-story buildings with straight corridors. For more complicated buildings, however, it's difficult for the computer program to remember to play sounds in the right place while users continually walk and change their position.
If Merabet is able to make an audio map generator, it could become exactly the tool Legge said would be so advantageous to those with vision impairments. Merabet compared the potential maps he could make to flight simulation software for pilots. Both would mentally prepare people for challenging tasks. "The idea of mental rehearsal is a very, very powerful one," he said.
Merabet published the results of his game navigation study yesterday (Sept. 19) in the journal PLOS ONE.
This story was provided by TechNewsDaily, a sister site to LiveScience. You can followTechNewsDaily staff writer Francie Diep on Twitter @franciediep.
Copyright 2012 LiveScience, a TechMediaNetwork company. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.

How Video Game Statistics Could Transform War




Much of the U.S. military's younger generation has grown up playing video games that constantly tell players how well they're doing on the virtual battlefield — whether it's the screen turning red to warn of low health or displays showing the world's top-scoring players based on reviving fallen friends and killing enemies with certain weapons. A U.S. Army weapons engineer thinks that, with the right technologies, such gaming-world awareness could become real for tomorrow's soldiers.
U.S. soldiers could go into battle wearing "Google Glasses" that warn of exhaustion levels by changing their vision's tint from green ("optimal") to yellow or red ("danger"), said David Musgrave, a manager at the U.S. Army's Armament Research, Development and Engineering Center at the Picatinny Arsenal in New Jersey. Tank commanders and helicopter pilots might see a kill ratio for how many enemy vehicles they've destroyed compared to the rest of their unit, or even to the entire Army.
"The same energy and pride that goes into climbing the rankings of 'Call of Duty' multiplayer could be turned towards higher soldier performance, whether that entails killing tanks, delivering fuel or saving lives," Musgrave said.
That idea remains decades away from implementation, even if U.S. Army commanders decide to support it. But Musgrave hopes to achieve the more practical plan of tracking weapons performance and soldier behaviors — a first step toward providing the real-time awareness that could eventually motivate soldiers the way games motivate players.
From games to war
Weapon malfunctions on the battlefield can make a life-or-death difference to the U.S. military. Yet Musgrave and his colleagues must rely on written reports and anecdotes from soldiers who may struggle to recall all the important details of when, where and how a weapon system failed or performed incorrectly.
"Ideally, I'd be able to go to some central database and pull up all the recent failures of that [weapon's] part and relevant history," Musgrave told TechNewsDaily. "Unfortunately, right now, at best we can get someone who used the system to try to vaguely remember if he'd seen the error before."
A frustrated Musgrave found inspiration in his video game hobby. He was watching a weekly Web series called ExtraCredits when the show discussed how game companies tracked the behavior of players inside virtual worlds. Intrigued, he began running Google searches and discovered a presentation from Bioware, the maker of popular games, such as the "Mass Effect" trilogy, with statistics about how many players chose certain actions. [Virtual Behavior Labs Discover What Gamers Want]
Musgrave began imagining the possibility of automatically gathering such data in real life. He envisioned hundreds of self-propelled howitzers, huge cannons mounted on tank-like tracks, reporting back their status, history and performance from around the world. (Musgrave is project lead for fire-control software development on the M109 Paladin, the U.S. Army's latest 155 mm howitzer).
Numbers game
Self-reporting weapons could help engineers troubleshoot hardware or software problems, even if the malfunctions only happen half a dozen times over a weapon program's lifespan. That's because Army engineers could sort through the data pile, looking at factors like time or temperature, to find what factors might be related to the problem.
"Taken on a case-by-case basis, a root cause may be impossible to find," Musgrave explained. "But if we can pull a lot of data together, we may be able to find trends in the chaos."
An even more futuristic system could give the U.S. Army statistics that gamers already expect from their online, multiplayer sessions, such as average hit rates or the time required to engage enemy targets with a certain weapon. If the tracking extends to soldier behavior, it could even identify what Army units might need more training on a specific weapon.
Such weapons-performance tracking might even inspire innovations in battlefield tactics or weapons design.
"For instance, let's say our shoulder-fired missile has a great thermal scope with high-power zoom," Musgrave said. "Then, let's say we notice that soldiers sometimes turn it on and use the optics as a spotting or recon device instead of just finding a target for a missile. This would be a great new way to use the system and something that the original designers might not have considered."
Battlefield gamification
Still, tracking weapons performance and soldier behavior in the real world presents a much more difficult challenge than tracking virtual actions in a video game. Musgrave wants to avoid loading soldiers down with more hardware or the need to learn new procedures; so, his ideal starter system would piggyback on existing Army weapons software and focus on collecting just a few data points.
The Army may eventually have a "tactical Internet" connecting all its soldiers and vehicles, a system that could report statistics in real-time and provide the foundation for the "gamification" of the battlefield. Yet the technology already exists to make a primitive data-reporting system a reality within a decade, Musgrave said.
"Maybe we won't have the live feedback that BioWare gets on who's playing 'Mass Effect,' but the Army could have something very useful in a very short amount of time," Musgrave said. "If we can keep the idea simple, affordable and non-intrusive, I think this could actually happen."
This story was provided by TechNewsDaily, a sister site to LiveScience. You can follow TechNewsDaily Senior Writer Jeremy Hsu on Twitter @jeremyhsu. Follow TechNewsDaily on Twitter @TechNewsDaily, or on Facebook.
Copyright 2012 LiveScience, a TechMediaNetwork company. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.

Quick Study: Yes, Active Video Games Count as Exercise


The study: Active video games that get kids dancing and boxing may provide significant cardiovascular benefits and calorie burn. A study published online today in the Archives of Pediatrics & Adolescent Medicine noted the physiological changes in 18 boys and girls aged 11 to 15. The children played two Kinect games: Dance Central and Kinect Sports Boxing as well as sedentary video games.
During the Dance Central game energy expenditure increased 150 percent over resting rates, and during the boxing game it went up 263 percent. Compared to passive video gaming, the rates were 103 percent and 194 percent higher, respectively. Researchers also saw improvements during the active games in heart rate and peak oxygen uptake, both markers for cardiovascular health.
What we already know: Exercise physiologists have had high hopes for active video games ever since they came on the market, believing they might be a great way to get sedentary kids to move. With childhood obesity rates at alarming levels, practically anything that encourages exercise is welcome. Early games however, promoted little activity, and controllers were cumbersome and got in the way.
However, as games evolved they allowed kids to really step it up. A 2011 study in the Archives of Pediatrics & Adolescent Medicine journal found that games such as Dance Dance Revolution and Sportwall helped kids burn more calories compared to walking on a treadmill at 3 miles an hour. The advent of controller-less Kinect games (the system uses a webcam-style sensor) allows players to move more freely.
What this means for you: If you want to get your couch-loving kids to move, you might try giving them what they already love: video games. Make sure they’re games that encourage moderate to vigorous exercise—you could even try them yourself.
The study authors wrote that while the results of these games were good, there’s no data to tell if children will still use them several months or even a year down the road. Even if they are, it’s a good idea to introduce kids to different types of age-appropriate games and workouts that train various muscles and stave off boredom. 
Do you think active video games are a good way for kids to get exercise? Let us know in the comments.
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Jeannine Stein, a California native, wrote about health for the Los Angeles Times. In her pursuit of a healthy lifestyle she has taken countless fitness classes, hiked in Nepal, and has gotten in a boxing ring. Email Jeannine | TakePart.com

Nintendo confirms Wii U is region-locked, won’t play imported games



Bringing tears to the eyes of gamers everywhere, Nintendo(NTDOY) has confirmed to CVG that its upcoming Wii U consoleand its accompanying Wii U GamePad will be region-locked. To bring everybody up to code, Nintendo, along with Sony (SNE) andMicrosoft (MSFT) have had a tradition of preventing video game consoles sold in one region from working with video game software from another region. Every home console Nintendo has released since the original Nintendo Entertainment System has been region-locked, as well as its 3DS handheld lineup. The exception to the rule was the DS, which has gone on to sell more than 152 million units worldwide as of July. The new Wii U console launches on November 18th starting at $299.99 for the Basic Set and $349.99 for the Deluxe Set, and many popular retailers are already reporting that preorders are sold out.
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How to Sell Old Video Games for Cash


There are two basic ways to get cash for old video games. The first is to sell them yourself, on an auction web site or in person. This method takes time, however, and can be tricky. Your second option is to sell them using a service like RadioShack's Trade and Save Program.
Store trade-in programs have become extremely popular among gamers. You beat a game or grow tired of it and you want something new for your console; just take them to the store and get cash for your video games. This way, your older games won't languish unused in an entertainment center cabinet.
How It Works
Stores such as RadioShack often buy back games based on their current retail value. You can obtain an estimate either in the store or online. If you choose the latter, you'll be issued a shipping label to send the item to them; for the former, you'll just hand over the game and complete the transaction.
Once the store has received your video game, you'll get store credit in the form of a gift card, which can be used like cash to buy new games or anything else sold by the company. You might choose to put your money toward a new television, for example, or a digital camera.
Do Your Games Qualify?
Whether you're selling your old video games for cash on eBay or using a trade-in program, you'll first want to make sure your games are in good working order. If possible, they should be stored in the original packaging, and should be free of any defects.
Keep in mind that some video games have no current retail value. For these games, you can choose to recycle them through RadioShack or you can attempt to sell them to a private party.
Either way, the more you know about your video games, the better chance you have of getting proper reimbursement. Research the popularity of your games before obtaining a price quote.
When to Trade
It's a good idea to trade in video games for cash if they are relatively recent titles in good working order. You might want to sell several games at once so you'll get cash for all of them at one time.
The good news is that video games are not seasonable items. There is no better time of year to trade than others, which means you don't have to wait around with stacks of video games cluttering up your home. Whether you sell to a private party or go through a store trade-in program, just make sure to take care of your games while they are in your possession.

Nintendo Wii U to launch with 23 games on November 18th




What games will buyers be able to pick up for the Nintendo(NTDOY) Wii U when it launches on November 18th? As promised by Nintendo, the console will see a diversified lineup of 23 launch games that’ll cater to both hardcore and casual gamers. In addition to the 23 games that will be available for purchase on launch day,Nintendo also revealed the 29 other “launch window” games that will trickle in between November 18th and March 2013. Nintendowill sell the Wii U in two bundles: a “Basic Set” that includes white console and controller with 8GB of internal storage for $299.99 and a “Deluxe Set” with a black console and 32GB of storage for $349.99. Wii U software will cost no more than $59.99. The full list of launch day and launch window games follows below.
Here’s the list of the 23 Wii U video games that will be available on November 18th:
Assassin’s Creed III
Batman: Arkham City Armored Edition
Call of Duty: Black Ops 2
Darksiders II
Disney Epic Mickey 2: The Power of Two
ESPN Sports Connection
FIFA Soccer 13
Game Party Champions
Just Dance 4
New Super Mario Bros. U
Ninja Gaiden 3: Razor’s Edge
Nintendo Land
Rabbids Land
Scribblenauts Unlimited
Sing Party
Skylanders: Giants
Sonic & All-Starts Racing Transformed
Tekken Tag Tournament 2
Transformers Prime
Warrior’s Orochi 3 Hyper
Wipeout 3
Your Shape Fitness Evolved 2013
ZombiU
And here’s the list of the 29 games that’ll arrive between November and March 2013:
007 Legends
Aliens: Colonial Marines
Ben 10 Omniverse
Cabela’s Dangerous Hunts 2013
Chasing Aurora
Cloudberry Kingdom
Family Party: 30 Great Games: Obstacle Arcade
Funky Barn
Game & Wario
Jeopardy!
Lego City Undercover
Little Inferno
Madden NFL 13
Marvel Avengers: Battle for Earth
Mass Effect 3
Mighty Switch Force HD
Nano Assault Neo
NBA 2K13
Pikmin 3
Rapala Pro Bass Fishing
Rayman Legends
Rise of the Guardians: The Video Game
Runner 2: future Legend of Rhythm Alien
Tank! Tank! Tank!
The Wonderful 101
Toki Tori 2
Trine 2: Director’s Cut
Wheel of Fortune
Wii Fit U
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