Psychology

How Google is Melding Our Real and Virtual Worlds with Games, Apps … and Glass

“The world around you is not what it seems,” says Ingress, the virtual game that uses the real world as its gamespace. And, perhaps, when Google’s semi-independent division Niantic Labs is finished with its mission, we humans won’t be, either.

Google’s mission is to organize the world’s information and make it universally accessible and usable. Note carefully that Google says nothing about the Internet in that statement. 

Neuroscience Explores Why Humans Feel Empathy for Robots

If, while watching WALL-E, your heart broke just a little bit when you saw the title character desperately travel across outer space in search of true love, it doesn’t mean you’re crazy. Sure, WALL-E is a robot. But its cute, anthropomorphized look and all too human desire to end its loneliness made us subconsciously forget that it is not human.

Activision Reveals Animated Human That Looks So Real, It’s Uncanny

Activision showed off the state of the art of real-time graphics on Wednesday, releasing this mind-boggling character demo. The character’s skin, facial expressions and eyes look so real, it’s uncanny. 

Oculus Rift at SXSW: Is Virtual Reality the Holy Grail of Gaming?

Cliff Bleszinski, Chris Roberts, Paul Bettner, and Palmer Luckey share their vision for the future of gaming

The SXSW Gaming Expo is preposterously loud. At one side of the room, aStarcraft tournament is reaching its climax, but on the other side, one group of guys is yelling louder. They sound like a basement full of adolescents discussing the newest Electronic Gaming Monthly cover story, or like the NINTENDO SIXTY-FOUR kid unwrapping his Christmas present.

“Is the Oculus Rift, a virtual reality 3D headset, the future of gaming?” they ask. “Or, is it something bigger — the future of life on planet Earth?”

Windows 8 — Disappointing Usability for Both Novice and Power Users

Summary: Hidden features, reduced discoverability, cognitive overhead from dual environments, and reduced power from a single-window UI and low information density. Too bad.

With the recent launch of Windows 8 and the Surface tablets, Microsoft has reversed its user interface strategy. From a traditional Gates-driven GUI style that emphasized powerful commands to the point of featuritis, Microsoft has gone soft and now smothers usability with big colorful tiles while hiding needed features.

Game Play: Where Science & Branding Merge

As the case studies accumulate, gamification continues to gain traction and garner attention. Yet despite its newfound credibility, most still watch from the sidelines. While it may not be right for every business, the stats are hard to ignore. In 2010, corporations spent $100 million on gamification, and that number is expected to rise to $2.8 billion by 2016. The fact is, when done properly, gamification can work. Brand innovators like Coke and Nike know this, and it turns out, so do scientists.

According to the research of gamification pioneer Jane McGonigal, the reason humans collectively spend 3 billion hours a week playing games is tied to the psychological effects delivered by game mechanics. The neurological flow of dopamine, triggered by these underlying mechanics, plays a powerful role in creating positive emotion. And when game mechanics are applied to marketing problems, the response is the same. No wonder gamification can elicit such extraordinary behaviors. Turns out, regardless of the context, we’re hardwired to play.

Minnesota School District Uses Telepresence to Offer Low-Demand Subjects

Image: Anoka-Hennepin school district technical support staffers interact from Andover High School with teachers at Blaine High School on the large wall monitors in a telepresence technology presentation Aug. 23, 2012. (Pioneer Press: John Doman)

Anoka-Hennepin ‘telepresence’ allows low-demand subjects to be offered

A handful of classrooms in Anoka-Hennepin high schools might appear equipped for surveillance rather than teaching to students returning from summer vacation next week.

Six giant flat-screens span the space where a podium might otherwise be, and long, semi-circular tables outfitted with built-in microphones stand in place of traditional desks. The rest of the space is empty, devoid of even a single poster on the walls.

Teaching Video Game Characters Natural Body Language

Video game characters with natural responses to human body language

Researchers at Goldsmiths, University of London have been using theater performers to design computer software capable of reading and replicating the way in which humans communicate with their bodies.

Dr Marco Gillies from the Department of Computing has made virtual characters more believable by enlisting actors to teach them body movement. The actors interact with members of the public through a screen, and their responses to specific body language are memorized as algorithms by the software.

Choosing the Virtual Reality Experience That’s Right for You

We’re still several decades away from developing completely immersive computer simulations, but it’s not too early to dream about the ways we’ll be able to use them. Today we’re exploring the tremendous potential with new gadgets like Glass, Google’s computer glasses. But that’s just the beginning.

So, in preparation, given all the different options soon to be available, what kind of virtual reality experience will you choose?

Will it be a partial soft simulation? Or perhaps you would prefer an active communal experience? Confused? No worries, we’ll go over all your options. And in the end, you may even find that you’ll want to mix and match.

Why Country Sites Are So Bad

Summary: When a multinational company produces a localized country site, usability is often lost. Local advertising agencies design good-looking sites that don’t communicate.

Something was gnawing at me as I observed our last several rounds of international usability studies. Many of the websites we tested around the world had uncommonly low quality — not unlike what we saw in the United States during the 1990s.

Reflecting on this observation, I realized that the worst sites were usually not the truly local sites designed by local businesses or government agencies. Instead, the offenders often came from huge multinational corporations that fielded country sites with horrible usability.