Sunday, 24 May 2009

Conclusion

At the beginning of my blog it was necessary to define what exactly it was that I wanted to look at, since the word Immersion is such an encompassing word when referring to digital games, I needed to be able to communicate the specifics of my investigation. After looking at Frans Mayra's fundamental components of immersion, it was apparent to me that technologies effect upon immersion would be rooted within sensory immersion more so than challenge based or imaginative immersion. I didn’t want to delve too deep into aspects of immersion as I wanted to keep the blog focused more on the relationship between technology and immersion rather than what makes a game immersive, even though it was at first necessary to identify in a basic way what makes games immersive in order to see where technology comes into the equation.

Even though I had managed to break down immersion into more relevant terminology, there was still a need to break it down further and learn what I could about "sensory immersion". I found a breakdown of sensory immersion, and managed to learn that there were considered to be levels of immersion within sensory immersion which determined how effective a virtual environment can be on its user by taking into the way that artificial environment stimulates the user. I felt this was heading somewhere that I wanted to go with my investigation, and that it could be used to further understand the concepts of virtual reality. Once a virtual 3D environment has been made, how does technology effect how the user absorbs them self within that environment? I thought that technology was the platform for the stimuli needed to interact within a virtual reality. Since technology provides us the sensory information needed in order to interact with software and games, it’s obvious that the stimuli of an artificial environment is communicated to us through screens and headphones, through our eyes and ears. So far touch, taste and smell aren’t associated with games the same sight and sound are therefore currently immersion relies heavily on audio/visual technology.

Since in my opinion, virtual reality is the definition of a immersive experience, I wanted to look at what virtual reality is, how we see it, and how we are developing technology towards that point where we achieve the kind of virtual reality only realised within fiction. At first I looked at the development into immersive displays, an important element of virtual reality is to give the player a feeling of presence within the game, the iCube and JTAC virtual trainer dome give a level of illusion which is far beyond that of LCD or plasma screen. At this point I began to wonder where my preconceptions of virtual reality technology came from, and looked at the science fiction I had seen, which I felt had given me those ideas of VR. I feel that fiction can sometimes be a prediction of what will be realised in the future, since a lot of the gadgets that are everyday objects to me, were inconceivable when my father was my age. Looking at science-fictions such as The Matrix and Star Trek I began to see similarities between the holodeck and the iCube. I’m still uncertain as to whether fiction does predict future technology, or whether developers strive to realise fictional gadgets from their childhood, but it seems to take a creative mind to develop an idea that maybe someone who knew more about that subject would see the difficulties in achieving that idea. At the beginning of my blog it was necessary to define what exactly it was that I wanted to look at, since the word Immersion is such an encompassing word when referring to digital games, I needed to be able to communicate the specifics of my investigation. After looking at Frans Mayra's fundamental components of immersion, it was apparent to me that technologies effect upon immersion would be rooted within sensory immersion more so than challenge based or imaginative immersion. I didn’t want to delve too deep into aspects of immersion as I wanted to keep the blog focused more on the relationship between technology and immersion rather than what makes a game immersive, even though it was at first necessary to identify in a basic way what makes games immersive in order to see where technology comes into the equation.

Even though I had managed to break down immersion into more relevant terminology, there was still a need to break it down further and learn what I could about "sensory immersion". I found a breakdown of sensory immersion, and managed to learn that there were considered to be levels of immersion within sensory immersion which determined how effective a virtual environment can be on its user by taking into the way that artificial environment stimulates the user. I felt this was heading somewhere that I wanted to go with my investigation, and that it could be used to further understand the concepts of virtual reality. Once a virtual 3D environment has been made, how does technology effect how the user absorbs them self within that environment? I thought that technology was the platform for the stimuli needed to interact within a virtual reality. Since technology provides us the sensory information needed in order to interact with software and games, it’s obvious that the stimuli of an artificial environment is communicated to us through screens and headphones, through our eyes and ears. So far touch, taste and smell aren’t associated with games the same sight and sound are therefore currently immersion relies heavily on audio/visual technology.

Since in my opinion, virtual reality is the definition of a immersive experience, I wanted to look at what virtual reality is, how we see it, and how we are developing technology towards that point where we achieve the kind of virtual reality only realised within fiction. At first I looked at the development into immersive displays, an important element of virtual reality is to give the player a feeling of presence within the game, the iCube and JTAC virtual trainer dome give a level of illusion which is far beyond that of lsd or plasma screen. At this point I began to wonder where my preconceptions of virtual reality technology came from, and looked at the science fiction I had seen, which I felt had given me those ideas of VR. I feel that fiction can sometimes be a prediction of what will be realised in the future, since a lot of the gadgets that are everyday objects to me, were inconceivable when my father was my age. Looking at science-fictions such as The Matrix and Star Trek I began to see similarities between the holodeck and the iCube. I’m still uncertain as to whether fiction does predict future technology, or whether developers strive to realise fictional gadgets from their childhood, but it seems to take a creative mind to develop an idea that maybe someone who knew more about that subject would see the difficulties in achieving that idea.

As I began to move on from Virtual Reality, I looked at other forms of stimuli which could help immersion into digital environments, so far audio-visual technology was a straight progression but what about other technology that could give gamers even more sensory information? The holodeck had a complex system of gravity manipulation and holomatter concerning how users could interact within that, and the 3rd space bullet vest proved to be a lower but still high tech kinetic simulator, suggesting to the player that they had been shot when played along with a FPS. While smell and taste are still our of grasp at the moment, kinetic sensory technology could be a definite item for exploration and could prove to be an important factor to sensory immersion in the future. Once I had looked at all the outcomes for how games can communicate to the player, I moved onto looking at how the player could communicate back with the game.

There has been a lot of interesting interfaces for games including light guns, motion sensors and dance mats; I wanted to see if interfaces like these could be used for increased interactivity with digital games. At first I thought that controllers like the Guitar Hero guitar could be excellent interfaces for games because they mimic real things in a similar way to the Wiimote. But then as I looked further into the more I realised that the games behind these controllers were no more than arcade games without realistic environments or stable narratives, the immersive factors of those games relied solely on the quick paced challenge based immersion. They had taken the focus and players presence away from the digital games onto real space rather than artificial space within the game.

Finally the article on the progression of games aesthetics in relationship to the level of technology that was available when those games was made, was ideal for being able to sum up what I had found. The article identified a solid link between games and technology and also discussed how the progression of digital games up to this point was directly related to the development of technology. Since I had already associated audio-visuals within games with sensory immersion, it could easily be seen that technology had an effect on sensory immersion as it developed over the last 20 years. The article also contained a section which asked how the progression of technology would continue to effect games in the future. While being uncertain, both games and technology will continue to develop in some way in the future. Once photo-realism is achieved within games, there is still room to develop other areas of interaction between players and digital environments, which seems to be the missing element of the development of the fictional idea I had earlier on Virtual Reality. While there is technology in development which resembles the audio-visual components of virtual reality, there is little on the advanced AI needed to communicate with games in a natural linguistic manner as seen in the holodeck on Star Trek. Ultimately no matter how we try to predict the further development of games and technology, it is undoubtable that they are related and that technology has the power to affect the gamer’s experience, lending itself as a platform for immersion by continuing to feed us that stimuli which gives us an escape from the real world.


For bibliography, see bottom of web page.

Wednesday, 20 May 2009

Progression of Games Relating to the Level of Technology

I came across an article on Gamestudies.org discussing the relationship between the developement of video games and the standard of technology at the time. This relates to what iv been looking at in terms of audio/visual elements of sensory immersion. As computer processing speed has improved the quality of our 3D digital enviroments has also increased and so in relation, the aesthetics of digital games is linked to the level of technology when it was made. The article seeks to define this relationship between digital games and technology over fears that there "is a real danger that the technical limitations of earlier and current games might be overlooked by some scholars who study games".

The article identifies a constant trend which has been apparent so far in the areas iv looked at, the most obvious and continuous ways that technology effects immersion is throught the aesthetics of games. Increased aesthetics and dimensional detail within games lends its self to realism of the virtual enviroment, the more our eyes beleive what they see the easier it is to become immersed in that enviroment. But as technology advances its not just the realism of a game that can be advanced, designers are given a larger palette with which to create theyre digital enviroments.

In closer relevance to my topic, the article discusses "How Far Can Audio-Visuals Develop?" important since it relates to my early dsicussion of predicting advances in technology relating to games. It states that there is no certainty about where technology will continue to improve at its current rate or if its limits are drawing near. While it is likely that with computers continuing to process faster that there is "unlikely to be a limit to the improvements in richness, depth, smoothness and fidelity of audio-visually rendered images anytime soon." a cap on the progression of audio-visual rendering could occur once games acheived photo-realism, and which Jenkins beleives attempts to increase graphics and aesthetics in games will reach theyre final stage.

So in terms of technology effecting the sensory immersion of games, it can be said that improvements to the audio-visual aspect of digital games will continue untill it reaches a point at which games will be able to be photo-realistic and at such a point the developing immersiove factors of those virtual enviroments will halt, at least as far as on-screen visuals go. The article does state that although computers have become alot faster over the last 20 years, they havent become a great deal smarter. While models that resemble real humans may be acheived, they can mimic social interaction but cant actively partake in it, suggesting that once photo-realism is acheived, the attention for developement may shift to AI.

Making the Water Move: Techno-Historic Limits in the Game Aesthetics of Myst and Doom by Andrew Hutchison

Sunday, 17 May 2009

Items of Interactivity

Continuing on the subject of sensory informative gadgets other than audio/visual technology, I want to take a look at a few developements into advanced interfaces for games. Namely controllers which have ascended from the realms of joysticks and d-pads. And also further explore the idea that increased sensory input in games could begin to subtract attention from the games virtual enviroment and therefore begin to lose immersion, comparing the idea with Brenda Laurel's concept of "games as performance".

Recently there has been a trend in consoles to take advantage of wireless technology, mostly Nintendos Wii with its motion sensored wiimote and PS3's sixaxis controller which acheives similar results. The result of these controlls is that players are now able to interact with digital games by using motions we relate to what is happening within the game, in order to swing a sword you swing your arms as if swinging the sword itself. I know that this technology is not particularly new, but now that it has been brought into the mainstream it could lead to further developement of unconventional user interfaces.

As part of looking into advanced interactivity within games I looked at the game Guitar Hero 3: Legends of Rock. Similar in play style to arcade dance machines, guitar hero has become popular combining popular music with use of a guitar shaped controller. Recently another game similar to Guitar Hero has been released titled Rock Band, which has controllers in the form of guitar, bass, drums and a microphone. These controls create a unique form of interaction with games that hasnt really been explored before. Since the use these instrumental interfaces mimics the use of they're real counterparts, i thought that they would make for an immersive play experience. The problem with these games is that they are basically arcade games and almost lack the properties of a digital enviroment, something i feel is vital to immersion, although you can see a band perform on screen on a stage, having the guitar in your hands removes any involvement with those characters for the player. In games liek Guitar Hero it is as the game occurs in real space rather than a artifical digital space, with the players presence staying with the player. This kind of gameplay can be considered games as performance and under the caption of party games, tend to be more focused around playing with a live audience of freinds rather than a set of artifical personalities.

Thursday, 14 May 2009

Other sensory immersive gadgets.

Another insight into what gadgets are being developed for an increased gaming experience.
Although the audio/visual component of immersion arguably effects the levels of sensory immersion in the gamers experience the most, there are other developments into giving gamers sensory input devices that would increase the interaction with games. Another look at some interesting gadgets and how they effect the game experience.

TN Games's 3rd Space FPS Vest



The 3rd space vest is an item aimed at lovers of 1st person shooters. Styled after military body armor, the vest contains pockets of air which simulate bullet hits when played with FPS games. The simulation is not painfull and is said to resemble a hard poke. So far the vests are a little expensive and only have support on 7 games, but hardcore FPS fans are already willing to shell out for them. In terms of gameplay I am certain that the vest must take a fair bit of getting used to, maybe a fair bit distracting. But i can see that it would increase the willingness to not get shot ingame. As for a sensory input device, in theory its another set of information given to the player that previously hasnt been explored, after getting over the initial distraction of the vest, this new sensory information could possibly increase the players immersion into the enviroment and atmosphere of a FPS type game.

A video demonstrating the vest in use:

Wednesday, 13 May 2009

A further look into VR.

There’s an element of futuristic romanticism involved when discussing virtual reality. The term is commonly associated with headset displays and data suits, while in my own mind I associate the term with using technology as a platform to cognitively take presence within a game, an idea that has been influenced by fiction. Virtual Reality is any technology which allows the user to interact with a simulated environment, which can reflect the real world or simulate an original space. I like to hold the fictional views in books I've read and movies I've watched as a prediction of what might one day come to fruition. The level of immersion related to a fully developed virtual reality system would only be surpassed by physically residing in the simulated environment. Sometimes it seems as though fiction can sometimes predict technologies before they are conceived, perhaps there is an element of inventors trying to accomplish feats from fiction, or maybe it takes a creative mind to conceptualise the currently irrational. I'm going to take a short detour from the path of my investigation to look at how veiws on VR were shaped by works of fiction.

While looking into definitions for Virtual Reality I came across Michael Heim's "The Metaphysics of Virtual Reality" in which he labels different concepts surrounding Virtual /reality including, simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. A preveiw of the book can be viewed here.


Star Trek: The Holodeck

The holodeck was one of the first examples of Michael Heims "full-body immersion" I encountered when I was younger. An intelligent simulation projects holographic images into the room, which the users can interact with in a natural manner, using speech and touch as an interface with the simulation.


.hack//: The FMD interface

The FMD (face mounted display) is similar to the VR headsets we are used to seeing in current developement. ".hack//" is a multimedia franchise based around a fictional MMORPG which is so immersive that progressions in the story lead to players being indueced into comas. The anime suggests that the FMD immerses the players far more than a basic headset. One of the storys in .hack follows a girl who whilst playing realised she is no longer sitting at a terminal but is rather in the game itself. This sytem of VR doesnt give the full-body immersion that I relate to the holodeck but does give the players a level of telepresence within the game.


The Matrix

In this movie the "matrix" is a simulated world created by sentient computers in order to keep the humans dormant while they cultivate them for electricity. The sockets implanted on the humans load they're consciousnesses into the matrix programme, this gives them presence within the simulation and a full-body immersion within it, unfortunately for the people in the film, the matrix is so real to the brain that any damage your body suffers within the matrix, the brain thinks is real and can cause you damage in the real world.


I think it’s quite interesting when you look at what futuristic technology is thought up in fantasy and science fiction. My first two examples give pretty good reflections as to how immersive solutions companies are developing more immersive interfaces for digital environments. First the holodeck resembles the iCube in that its walls carry the images and create the display while the user stands within it, and the VR headsets seen in multiple movies have been a constant development since the Nintendo VirtualBoy. Although the technology itself has not come to fruition, works of fiction can almost challenge people to realise those ideas.


References:

http://en.wikipedia.org/wiki/Virtual_reality

http://en.wikipedia.org/wiki/Holodeck#cite_note-0

http://en.wikipedia.org/wiki/.hack

Michael Heim's "The Metaphysics of Virtual Reality"

Toward the Holodeck: Integrating Graphics, Sound,
Character and Story

Interactive Storytelling in Virtual

Environments: Building the “Holodeck”- Marc CAVAZZA, Ruth AYLETT, Kerstin DAUTENHAHN, Clive FENCOTT and Fred CHARLES


Bibliography

Bibliography

Images

https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9xmyWY-XxkKIL5RJ7Da93mDP1jZZONywfldX0L48x_3JPsh8ryXpBjkG7xn9M2Y1vfv9U_JAVbfee5q3Scl2xs5-YALJhRWVRyz-k74Ai6DL2T7QleWw3ynz2wdQ7YawNoXNEXneD_9c/s400/firegureimemrsion.jpg

http://labs.ideo.com/wp-content/uploads/2009/04/cave.jpg

http://images1.wikia.nocookie.net/dothack/images/9/90/MaiTone.jpg

http://www.firebox.com/pic/p2075ex10.jpg

http://97.74.127.8/wp-content/uploads/2009/01/holodeck.jpg

http://z.hubpages.com/u/356830_f520.jpg

http://unc.renci.org/wordpress/wp-content/uploads/2009/04/molecule-viewer-003a.jpg

http://www.metavr.com/images/JTAC-Dome5sm.jpg

Websites

http://en.wikipedia.org/wiki/Virtual_reality

http://en.wikipedia.org/wiki/Holodeck#cite_note-0

http://en.wikipedia.org/wiki/.hack

http://books.google.co.uk/books?hl=en&lr=&id=EF6a-UJf-OcC&oi=fnd&pg=PA1956&dq=The+Metaphysics+of+Virtual+Reality&ots=xYtQvl7vYw&sig=r2c76E2Xe0C5Nv5PAKFk5GPDelA#PPT201,M1

Videos

http://vimeo.com/4177769?pg=embed&sec=

http://www.youtube.com/watch?v=VxREI5QLWc4&feature=player_embedded

http://www.youtube.com/watch?v=FXX2KX7jw0Q&feature=player_embedded

Papers

http://www.icdvrat.reading.ac.uk/1996/papers/1996_14.pdf

Memory processes and virtual environments:
I can’t remember what was there, but I can remember how I got there.
Implications for people with disabilities.

http://www.uta.fi/~frans.mayra/gameplay_experience.pdf

Fundamental Components of the Gameplay Experience: Analysing Immersion, by Laura Ermi and Frans Mayra

http://people.ict.usc.edu/~hill/hill-publications/Agents-2001-MRE.pdf

Toward the Holodeck: Integrating Graphics, Sound,
Character and Story

http://www-scm.tees.ac.uk/f.charles/publications/conferences/2000/vsmm2000.pdf

Interactive Storytelling in Virtual

Environments: Building the “Holodeck”

Marc CAVAZZA, Ruth AYLETT Kerstin DAUTENHAHN,

Clive FENCOTT and Fred CHARLES

http://gamestudies.org/0801/articles/hutch

Making the Water Move: Techno-Historic Limits in the Game Aesthetics of Myst and Doom by Andrew Hutchison

Books

Design Research: Methods and Perspectives – Brenda Laurel - MIT press

Hamlet on the Holodeck – The Future of Narrative in Cyperspace - Janet H Murray – MIT Press

Ludography:

Guitar Hero 3 : Legends of Rock

Call of Duty 4

Left 4 Dead