Thursday, 12 June 2008

It's nut* butter and jelly time! *As in "brain"

I'm not a neuroscientist. You can guess this already, by the way I spell nyorosiyance.

I'm a game designer who is full of misconceptions about how these fancy mind interfaces work. And yet I have the gall to have opinions on them, assuming my misconceptions turn out to be premonitions. How dare I?

There's a couple of different kinds of "mind control" devices being talked about, recently, so I'll differentiate. On the one hand, you've got Sony's patented "beam images directly into your brain" technology, which I pray is an April Fool's Day Joke, incase Michael Crichton smells a whiff of some new society-upheaving technology, again, and then willfully misinterprets it again, and makes lots and lots of money. Again.

It's the simpler brain-wave readers which I'd like to talk about. Have a look:





These (I believe) monitor and interpret a user's (alpha/beta/motor?) brain waves in clever ways, converting the sketchy, fluctuating frequencies into commands for the computer. The computer acts on the command, often showing its result to the user. A basic interactive feedback loop is established. That's important for later. Remember that bit what I just sed.

Here's the un-educated bit: concentrate. Working on Goo, I got to brush up against sound analysis a little. Tommy got Fourier analysis going, which basically allows you to look at the volume of the sound being played in real time. The track is made up of loads of numbers, which represent what position the cone on a speaker wants to be at. Chuck enough alternating numbers at the speakers at high frequency, and you get vibration, and then sound. You know this already. I know you do. I'm just recapping to explain where my likely misinterpretation of the mechanics of brain-readers comes from.

I imagine that in the same way that I tried and failed to get real-time beat detection working, the waves put out by the brain are equally filled with noise, and never going to come out as raw, discernible computer commands. They have to be processed, and while a lot of smarter people than I have done a much better job at it, stuff like that is still no-where near perfect (in real-time, at least). Try loading up the XBox 360 dashboard, running the audio visualizer, and see how many of your tracks make pleasingly synchronous imagery? I love Jeff Minter and all, but I'm guessing that it's certainly not 100%.

Getting beats out of a signal, then, is not easy. What is easy is the raw properties of the wave - the volume, and the pitch. We also (almost) tried some experiments in Goo where you would shout as loud as you could into a microphone to get more force into an attack. We saved ourselves some burst blood vessels by calling it what it was: a bad fucking idea. It would have worked, though, because volume is easy to grab from a sound signal. So is pitch, as this wonderful array of pitch controlled controls shows.

So here is the big deal that I think most people are going to point out at first: are these mind-control devices going to have us using our brains to do something as arbitrary and unrelated to the mind-controlled avatar, as screaming in falsetto? When I try to calibrate a verb to a brain wave, is it going to pick up on false positives? When I use my technology-aided telekinesis to raise objects aloft, am I powering it with contemplation over the human condition? When I try to lower the object again, am I imagining the taste of a peanut butter sandwhich?

In fact, the mind monitors shown in the movies above aren't watching anything even as close to specific as tastes, visions, or even abstract concepts. They're watching whether you're relaxed, concentrating, or activating motor controls in the body (though I don't believe they can make specific movements out through the noise). So in order to "use" these things, you're having to manually choose what verb to map your "relaxation", "concentration" and "general movement" to, and then try really hard to trigger those kinds of alpha, beta, and motor(?) waves.

Designers know that good "mapping" is ideal. Natural mapping is when the action you take on a system logically and intuitively matches what happens to/in the system (i.e. "pull a trigger to fire" makes a lot of sense in a video game. The physical action and the in-game metaphor of a gun with a trigger match up nicely). What the mind interfaces currently give us is a way to monitor "being sedate", and "concentrating". It's a bit hard to think of good ways to map that to game play, since meditation and concentration are typically side effects of playing many games, rather than requirements for interfacing with them.


    Consider:
    *WARNING* BIG BOSS TWO THOUSAND APPROACH *WARNING*

    Oh crap it's huge! It has guns in its guns! Bullets are taking up the screen like... Bon Jovie fans around a... CRAP! I don't have TIME for clever metaphors... how do I set off the smart bomb again?

    Oh yeah.

    Meditate.


(Actually that could be sort of cool).

However, the human brain is an amazing thing. It's able to adapt itself to even the most hostile interfaces. We learn to put up with the foibles of crappy interfaces far more often than we complain about them (assuming, as we do, that we are the idiots for using the interface incorrectly, rather than realizing when the designer is being a malevolent dick-head to his users). As we learn a new interface, we build new neural connections to be able to deal with the problem faster, next time. We keep doing this until we're well practiced, until the point that even when objective improvements are made to the bed of nails we've come to enjoy, we feel like they're snatching our hard earned expertise away.

In the same way, I imagine that no matter what thoughts the verbs in mind-controlled games are calibrated to, our brain will be able to recalibrate itself to make that neural connection a much higher frequency mental path way, which we find easier to access, and thus find control easier. Eventually, it will become almost common sense to our brains that "concentrating" is closely equivalent to "pyrokinesis".

In other words, we, as dynamically adjusting users, will have to do the grunt work of adapting to a new user interface. But then, hasn't that always been the way?

Wednesday, 11 June 2008

Don't Vote For K2 if you don't like it!

There's zero chance in a hell snowball wrapped in petrol flames that I'm winning this TIGSource thing, so I'm not going to beg for votes. However, I do insist that you give a few entries a try, and vote on it.

As far as K2's progression goes... well... I've been having to build my flexi-time back up at work recently, so I've been a bit too tired in the evenings to continue. This is because I had to go to the dentist and have a filling on my birthday, last week. Plus, I deserve a bit of down time after pulling a few late-nighters, right?

Last weekend, I got a stub program running OpenGL using the Tao framework, but I still have a lot of work ahead, porting over what I already have (need replacements for XNA's pretty fantastic Vector Math libraries). It might even be worth starting it from scratch, and just copying the more choice pieces of code over from the prototype... after all, prototypes are there to be learned from, and thrown away.

I've set up a TIGSource thread for it. First post is just a look back in time at the original K, though I'll probably be returning to a similar aesthetic (the prototype is just a multicolour mess at the moment). Yuss. I think that this K could be special.

I've also been trying to help JP with his home brew project, Purity. We had about an hour long knock-around online, but our distance, and my wifi connection hardly gave me the best latency to appreciate it properly. It's going in the right direction, and a lot of the core game play is already in. The biggest issue to fix for this kind of "naked" abstract game is clear feedback. When there's no naturally limiting real-world metaphor to work within, you're completely free to express mechanics in any way you like, and thus, your approach to feedback simply becomes "What's the most informative and intuitive way to get this idea across?", rather than "What's believable?". Gots to watch out for information overload, though.

Oh, and my new company interviewed me for their website. I always get self-conscious about photos, and this one is not exactly catching my MySpace angles.

I saw American McGee putting forward his wishes for a mind interface. I think I have a rant brewing about that. Nothing nasty, just some issues I think we'll probably see with the early attempts.

Saturday, 7 June 2008

K2 Prototype Finished

It's over. In all the confusion, I forgot to link anything. Here's the thread to get it from, again.


K2 Prototype For TIGSource Procedural Generation Compo from Aubrey Hesselgren on Vimeo.

So, this is less than 22 days work in my spare time, most of it without the benefit of internet. I learned a fair amount (including: try even harder not to re-invent the wheel). The main thing I learned is that most people cannot get XNA to run.

My first move for continuing this project is to move it over to something a little more compatible. I've started using SDL.NET and the Tao Framework. This doesn't give me platform freedom (since it's based on .NET), but I'll at least be able to let more people play it this way. I mean, even if this isn't a popularity contest, it's good to let more people play so that you have more of a chance of decent feedback.

Moving over to OpenGL isn't going to be an insurmountable task (since I'm familiar, but rusty with it - it was used for the original K), but it's going to be a fair amount of work re-building all the crutches that XNA pre-built for me... nice, clean, clear libraries for maths, vectors, importing fonts... a great sound tool in XACT (which allowed me to get all my sounds in, including random pitch offsets, game-play controlled pitch shifting, and 3D positioned sound in less than 4 hours from start to end).

I'll miss XNA. I'm sorry to leave it behind. It's just that while the installation process for the end-user remains such a clusterfuck, it's not quite worth the pain of realizing that you make up probably 20% of your own audience.

Sunday, 1 June 2008

K2 Prototype

It's one day before the TIGSource Procedural Generation contest ends.

You can get my entry from this thread.

I'll add another post for the complete version.

Wednesday, 21 May 2008

K2

Some homebrew I've been working on (for just a couple of weeks in my spare time) for the TIGSource Procedural Generation Competition. It's a sequel to K in that it will also, probably, never be released.


K2 Early Footage from Aubrey Hesselgren on Vimeo.

Wednesday, 19 March 2008

Marketing is Evil and Wrong and Here's Some:

For the past few weeks, I've been getting around ten times the hits on this blog (and on the old one). Now, fair enough, ten times nothing is still nothing. And of those people admiring the sites, only 5% will find anything useful or interesting.

This (
despicable) inflation of traffic is due to evil Bruce Everiss. Bruce is in marketing (nuff said, am I right?) and has figured out some key marketing ideas, such as "hyperlinks link people to other internet pages", and thusly came up with this list of hyperlinks to circle jerk a bunch of games industry blogging dudes who happen to be on an invite-only forum.

I have been unduly noted twice in this list, which has been copied around, contaminating the blogs like... like a virus. A sort of "viral marketing". Ha. I just equated marketing to a disease! The marketers are going to hate that shit. +1 to the good guys!

Anyway, as a pure, good human being who doesn't spread marketing evil and lies and racial hatred, I want to re-post this travesty. I resent every hit I've received as a result of this "viral" post
(haha. Eat that, marketeers!), and just say one thing to anyone who has arrived here as a result of clicking one of the links below: BAAAAAAA. YOU ARE LIKE A SHEEP AMONGST SHEEPS.


Most of the knowledge available to keen gamers about the gaming industry can be of a pretty low quality. This is because that knowledge is third or fourth hand. As a very minimum it has been “spun” by a marketing department (I have done loads of this) and then “interpreted” by a journalist. But there is a way round this, keen enthusiasts can get their knowledge directly from the horses mouth, if they read the right blogs.
Whilst there aren’t many blogs from the publishing side of the video game industry there a quite a few from the development side. And they are excellent. These are the guys who actually make the games that everyone plays, so they know what they are talking about. And when they analyse a game they do so with an authority no magazine could match. These guys are the complete opposite of the fanboy, they are intelligent, informed and incisive. There are quite a few in my blogroll but here are a random selection:For anyone with any interest in games the above blogs are just pure gold. Japanmanship, for instance is written by a game developer who works for a Japenese games company, lives in Japan and speaks Japanese. If you want to understand the game industry in Japan there is no finer source of knowledge. It amazes me when fanboys with a millionth of his knowledge and experience argue with him on forums.

Note to bloggers, journalists etc, feel free to copy and paste the above list or even the whole article to anywhere you want. [Edit: I will, if only to show what an EVIL MARKETING MAN YOU ARE]

P.S. None of the people linked even ASKED to be on this list, so click on all the links to show your support against their victimization, but don't even read what they have to say (because you wouldn't have if you avoided all the synister marketing threats to freedom in the first place).

Saturday, 15 March 2008

Ah jeez

Looks like I got a job!

I start next week, so I guess I have to wrap things up with this blog for the time being. The company itself has its own blog, so I may simply cross post anything that goes on there from here. And for once, it doesn't seem like a sales-man style blog - it feels more like the .plan files of ye olden dayes.

And I know, I know. Me saying "I'm not going to update much anymore" is a bit redundant, and my absence will not be noted.

I still feel like I have a few worthwhile posts to put out, and eventually I'll get to them, assuming I'm not too busy on prepping the thing I'm working on which I can't talk about.

Jeez, what a total non-post! Sorry. I fail at blogging.