Human Nature: Science, Technology, and Life.



  • War as a Game


    We've talked a lot in this blog about what happens when war, through remote-controlled drones, becomes more like a video game. But what happens when a video game becomes more like war?

    Six Days in Fallujah, an interactive product being developed by Atomic Games, raises that question. Jamin Brophy-Warren explained the project in last week's Wall Street Journal:

    The company sees it as a new kind of documentary. "For us, games are not just toys. If you look at how music, television and films have made sense of the complex issues of their times, it makes sense to do that with videogames," Mr. Tamte [Atomic's president] says. ... "Six Days," which uses actual events as its backdrop, is billed as having far deeper roots in reality and will be the first major game released about the ongoing war in Iraq. "We replicate a specific and accurate timeline—we mean six days literally," says Mr. Tamte. ... Atomic is working with more than three dozen soldiers who were in Fallujah, consulting thousands of photographs (some of which were mailed on memory cards from Camp Fallujah), and looking at classified satellite imagery to ensure that the game's appearance is faithful to the actual location.

    The project's developers call it a "game-amentary." It sounds educational. But then a different kind of reality—commercial interest—intrudes on the documentary spin:

    "Six Days" lacks one notable aspect of documentary: commentary. ... [T]hose involved in the new game said they didn't want to push a particular viewpoint and certainly weren't taking a stance on the morality of the invasion. "We're not trying to make social commentary. We're not pro-war. We're not trying to make people feel uncomfortable. We just want to bring a compelling entertainment experience," says Anthony Crouts, vice-president of marketing for Konami, the game's publisher. "At the end of the day, it's just a game."

    Unless you think the battle of Fallujah was entertaining in real life, you can't make a video product about it that's both documentary and "just a game." Maybe someday, somebody will produce an interactive replica of the Iraq war. This doesn't sound like it.

  • Offed With Your Head


    The Human Nature article on Slate's cover today is about a military drone-piloting system that looks like a video game but kills real people. You control it with joysticks and buttons. The company that developed it, Raytheon, sees it as a logical progression for recruits who come into the military knowing how to play games like Doom and Halo.

    The question is: Will the transition be too smooth? Will these young pilots, reclining comfortably in their "virtual cockpits" in Nevada as their drones fly over Iraq, feel as though they're playing a game?

    Now imagine taking this merger of games and killing one step further. Imagine controlling the drone directly with your mind. Imagine firing the missile just by thinking it.

    Imagination is a dangerous thing. It can already fire weapons in video games. Here's the report from this weekend's Sunday Telegraph:

    British scientists are turning the vision into reality with a device that allows objects to be manipulated with brain waves. The prototype ... can already be used to play simple computer games. By imagining a movement, the wearer of the hat-shaped device can tell the computer to move an object around a screen or a robot around a room. ...
    The development came as the video games maker Nintendo disclosed that it wanted to build on the success of the motion-sensitive technology used in the best-selling console, the Wii, by developing games that can be controlled by thought.
    To pick up the signal from the brain, the scientists use a cap fitted with electrodes that detect changes in the electrical activity produced by the neurons. When a person wearing the cap imagines a particular action, such as moving a hand, it produces a distinct pattern of signals that a computer learns to recognise.

    While Nintendo works on deploying this technology, two other companies are already there, according to the New York Times:

    Put on the headset, made by Emotiv Systems in San Francisco, and when a giant boulder blocks the path in a game you are playing, you can levitate itnot by something as crude as a keystroke, but just by concentrating on raising it, said Tan Le, Emotiv's president. The headset captures electrical signals when you concentrate; then the computer processes these signals and pairs a screen action with them ... Emotiv plans to have its noninvasive, wireless EPOC headset ($299) on sale in time for Christmas, Ms. Le said. ... So far, [Emotiv's R&D manager] said, all 200 testers of the headset had indeed been able to move on-screen objects mentally.
    Another headset, the Neural Impulse Actuator ($169), just released by the OCZ Technology Group in Sunnyvale, Calif., has three sensors in a headband that pick up electrical activity primarily from muscles and convert it into commands ... Players of shooting games, for instance, may use eye movement to trigger a shot, shaving milliseconds off of their response time and sparing their hands.

    Scientific American has more on how the Emotiv headset reads your mind.

    So now we're looking at two mergers: mind-controlled action with video games, and video games with killing. Firing weapons with your mind used to be imaginary. Now, like so many imagined things, it's becoming real.

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