Video Game Teaches Blind People to Navigate Buildings

Image: Rendering of physical environment represented in the AbES software; in gamer mode, the player (yellow icon) navigates through the virtual environment using auditory cues to locate hidden jewels (blue squares) and avoid being caught by chasing monsters (red icons).

Blind people can learn the spatial layout of an unfamiliar building using a novel “video game” virtual reality environment that employs only audio-based cues, thus enabling them to learn skills that may improve functional independence, say US and Chilean scientists.

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In ‘Kinect Sesame Street TV’ On Xbox, The TV Talks Back To Kids

NEW YORK (AP) — Elmo, Big Bird and the rest of the “Sesame Street” crew have always talked to kids. Now, they’ll try to have a two-way conversation with their pint-sized audience using Kinect, the motion and voice-sensing controller created by Microsoft.

“Kinect Sesame Street TV,” out Tuesday, is not exactly a video game, though it runs on the Xbox 360 video game system. There are no winners and losers, no real rules to follow and no points to score. If you don’t want to play, that’s fine. Just sit back and watch “Sesame Street,” as kids have for the past 43 years. But if you do play, Grover will count coconuts you’ve thrown, the Count will praise you for standing still and Elmo will catch a talking ball if you throw it to him.

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Ground-Breaking Xbox 720 Tech Could Turn Rooms Into 3D Environments

Microsoft patent filing reveals new depth sensor and 360-degree interactive display

Microsoft’s R&D division is working on a landmark display technology that will project a full 3D game environment across the walls of player’s bedrooms and living areas, a new patent filing shows.

A breakthrough device, known in the patent as an “environmental display”, will project 360-degree game worlds across all four walls of a room using advanced projection technology.

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Future of Video Gaming May Lie in Virtual Reality

Valve employee talks virtual reality gaming

The future of video gaming may lie in virtual reality. No, that’s not 1996 calling; its Valve Software’s Michael Abrash, a game industry legend and one of the minds behind Quake and Doom. Abrash recently sat down for an interview with Rock Paper Shotgun and shared his thoughts on the future of gaming and potential for VR technology to change how we play games.  One of the reasons the time seems right for VR to make a comeback is the Oculus Rift, a VR headset that’s got gaming luminaries like John Carmack raving and developers throwing money at it over on Kickstarter.

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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.

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Finding Out What They Think: A Rough Primer To User Research, Part 2

[The following is the second of two articles by college professor and researcher Ben Lewis-Evans on games user research methodology (see Part 1, which covered focus groups, heuristics, and questionnaires, as well as giving a grounding in the topic of user research in general. In this article, Lewis-Evans covers interviews, observational methods (including think out loud and contextual inquiry), game metrics, and biometrics.]

Interviews

Much like a questionnaire — a topic covered in the last installment — an interview is for collecting subjective data. However, the face-to-face nature of an interview means that you can be more interactive in your data collection, which if done correctly, can lead to very rich data. However, it is also obviously quite time-consuming, and it is harder to analyze and quantify the data you get at the end.

The quality of what you get out of an interview will also depend greatly on your own skill as an interviewer, so here are some tips.

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Finding Out What They Think: A Rough Primer To User Research, Part 1

[In this first article in a new series, college professor and user research Ben Lewis-Evans takes a look at different methods of game user research, offering up a handy guide to different ways you can collect useful information about your game.]

This article, and its forthcoming followup, is intended to give a rough idea to developers of several different methods that can be used in games user research.

However, many, many books have been written on research methodology and I cannot cover everything. Therefore these two articles cannot be taken as completely comprehensive.

In the first of the articles I will be covering a few general points about Games User Research and then discussing three methods, focus groups, heuristic evaluation and questionnaires in some detail.

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Buttons Were An Inspired UI Hack, But Now We’ve Got Better Options

Josh Clark on the future of touch and other types of UI.

If you’ve ever seen a child interact with an iPad, you’ve seen the power of the touch interface in action. Is this a sign of what’s to come — will we be touching and swiping screens rather tapping buttons? I reached out to Josh Clark (@globalmoxie), founder of Global Moxie and author of “Tapworthy,” to get his thoughts on the future of touch and computer interaction, and whether or not buttons face extinction.

Clark says a touch-based UI is more intuitive to the way we think and act in the world. He also says touch is just the beginning — speech, facial expression, and physical gestures are on they way, and we need to start thinking about content in these contexts.

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Corning’s Second Day of Glass

Nearly a year ago, Corning (maker of Gorilla Glass), released a video encapsulating it’s vision of the future. It’s since gotten 17 million views on YouTube, and started numerous discussions and responses.

In the video, Corning predicted large scale desktop touchscreen displays, bigger video screens, and dynamic billboards. And while much of the video is still in the future, the OLED TV’s shown by LG at this year’s CES do seem to bring the video to life.

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Are Your Users S.T.U.P.I.D?

How good design can make users effective

dunce-200It is an honest question: how smart are your users? The answer may surprise you: it doesn’t matter. They can be geniuses or morons, but if you don’t engage their intelligence, you can’t depend on their brain power.

Far more important than their IQ (which is a questionable measure in any case) is their Effective Intelligence: the fraction of their intelligence they can (or are motivated to) apply to a task.

Take, for example, a good driver. They are a worse driver when texting or when drunk. (We don’t want to think about the drunk driver who is texting.) An extreme example you say? Perhaps, but only by degree. A person who wins a game of Scrabble one evening may be late for work because they forgot to set their alarm clock. How could the same person make such a dumb mistake? Call it concentration, or focus, we use more of our brain when engaged and need support when we are distracted.

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