Author Archive
Local technology drives mobile medical sim
Monday, March 14, 2011, 11:50 am No Comments | Post a CommentAs he piloted his Army Apache toward his landing zone, Jerry Heneghan knew he was in trouble.
Without warning, one of his helicopter’s twin engines began belching flame into the night sky, threatening to set the entire aircraft ablaze. Without thinking, he acted in the pitch black of the cockpit, flipping switches by feel and following procedures as he’d done hundreds of times before. There was no hesitation, no surge of adrenaline.
At least until he landed.
“It was only afterwards when I got the aircraft on the ground that I was like, ‘Oh my God, what just happened? I could have turned extra crispy up there,’” Heneghan said.
His survival had nothing to do with good fortune. Before ever stepping foot in a $20 million cockpit, he underwent an intensive training regimen that spanned a gamut of learning techniques from low-tech cockpit posters to full-motion flight simulators housed in gymnasium-sized facilities.
“I know that being in a simulator for thousands of hours over a 15-year career saved my life,” he said. “The time that I should have been most panicked, I was very calm.”
Heneghan, now the managing director of Raleigh-based game developer Virtual Heroes, is out to bring that simulated training approach to doctors, nurses and even combat medics. And he wants to put this training in their pockets. By building on local gaming technology and medical expertise, Virtual Heroes’ upcoming HumanSim aims to allow medical professionals at all levels to hone their skills almost anywhere — whether it’s on the iPad or the PC. Read more…
Triangle gaming hits the airwaves
Friday, February 25, 2011, 1:15 pm 2 Comments | Post a Comment
I had a great opportunity a few weeks ago to discuss gaming in the Triangle with Chris Perrien on WXDU, Duke University’s noncommercial radio station (Chris also runs Blue Pane Studio, which created this blog).
His show on Feb. 13, aptly named Science in the Triangle, was the first in a series of interviews he’ll be doing on science and technology in Research Triangle Park.
This has been an exciting field to cover over the last year or so, and I’ve definitely learned a lot about why the Triangle area is the gaming’s industry’s No. 2 spot for production. More than 40 companies and 1,000 employees calling the area home.
Check out the interview in three parts here:
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You can also subscribe to WXDU’s podcasts on iTunes.
I mentioned a few resources for people looking to get into the local game industry, including the Triangle Game Initiative. You can also find more information for the upcoming East Coast Game Conference, which runs April 13-14 at the Raleigh Convention Center. For job-seekers, there’s also the International Game Developers Association, a nonprofit professional organization with a Triangle chapter.
Know of more resources for discovering gaming in the Triangle? Add your thoughts in the comments!
Epic’s Bulletstorm debuts to rave reviews
Tuesday, February 22, 2011, 1:11 pm No Comments | Post a CommentMaryn McKenna decodes the MRSA superbug
Monday, January 31, 2011, 12:49 pm 1 Comment | Post a Comment
After spending more than a decade reporting on the Centers for Disease Control and Prevention, Maryn McKenna knows plenty of ways we could all die terrible deaths, compliments of nature’s craftiest single-celled organisms. Her coverage of anthrax, polio, bird flu and MRSA eventually earned her the nickname “Scary Disease Girl.”
McKenna channeled that experience into two books, the most recent of which is Superbug: The Fatal Menace of MRSA. It chronicles the emergence of Methicillin-resistant Staphylococcus aureus in the modern world and how it became an epidemic. She also blogs for Wired Science’s Superbug.
As a journalist who specializes in the terrifying, McKenna said she’s always careful to balance the appalling details with the empowering facts to educate people about their risks and how to protect themselves.
“People like to be scared, in sort of the same way they like to go to horror movies,” McKenna told me when I caught up with her at ScienceOnline 2011 in Durham, N.C. “On the one hand, I can rely on there being a consistent audience for tales of diseases that sneak up on us and things that make your face melt, things that make you melt from the inside. On the other hand, I have the responsibility as a journalist not to make people so frightened that they will be paralyzed or they will not take steps in their own defense or mischaracterize their own risk.”
Watch an edited version of my interview with her above.
Epic’s Bulletstorm demo hits Xbox Live, PSN
Wednesday, January 26, 2011, 12:23 pm No Comments | Post a CommentCary-based Epic Games released its free Bulletstorm demo for Xbox Live and the PlayStation Network Tuesday, about a month before it hits store shelves.
The sci-fi action-shooter — a collaboration between Epic, People Can Fly and Electronic Arts — follows space pirate Grayson Hunt as he blasts his way through a paradise planet filled with destruction. Central to the gameplay are bonus points for “killing with skill” — finding creative ways to dispatch your enemies using combinations of outlandish weapons, the deadly environment and an energy whip.
Did I mention it was rated “M” for mature?
The demo is only about seven minutes long (six if you make the target time), but it’s packed with enough bullets and body parts to satiate most fans of first-person shooters.
I think the full game will too. At least for a little while. Read more…
Activate3D wants to make your virtual movement more real
Friday, January 21, 2011, 1:11 pm No Comments | Post a CommentThe lights in the conference room before him are dimly lit, but Dan Amerson is still scanning faces in the crowd as he paces excitedly, silhouetted by the glow of the projector screen behind him. He’s explaining to the audience, matter-of-factly, about the critical elements missing from the motion gaming industry today.
For more than three decades, video games offered players an effective method of digitizing their actions and translating them to on-screen motion. With dials, buttons and joysticks, gamers could manipulate their virtual worlds without much effort. It was tactile. Simple. And particularly with next-generation consoles, it granted the ability to make and break contact with objects in the game with a twist, mash or thrust.
But what took off with the Nintendo Wii in 2006 and continued this holiday season with the Xbox Kinect and Playstation Move was a desire for a more active form of interaction — motion.
That’s both a problem and an opportunity for programmers like Amerson, vice president of engineering for middleware developer Activate3D. As it turns out, computers are downright terrible at figuring out what you’re trying to do when you don’t have buttons.
But Amerson’s plan is to equip games to recognize that subtlety, using what his company calls intention recognition and synthesis.
“A lot of motion games out there can take your motion and they can put it on-screen, but what they can’t do is let you grab onto that object in the world and let you do something meaningful,” Amerson told the crowd at RTP Headquarters in Durham, N.C., Dec. 8.
If his company is successful in bringing its technology to market, Amerson believes it will change the way people engage virtual environments.
“The Playstation 3 and the Xbox 360 have not changed since they came out, yet everyone wants to have a bigger, better, badder game. So how do we do that? Well, we have to write better code, we have to make our artists smarter, give them better tools, come up with new tricks,” Amerson said.
HISTORY OF FAILURE
Motion controlled games aren’t particularly new. Long before the Wii had consumers lining up outside stores in the cold, Mattel’s Power Glove for the Nintendo Entertainment System tracked course hand gestures in 1989. Despite grossing $88 million, it underwhelmed consumers.
Sega released its Activator peripheral in 1993, telling players in an elaborate four-minute instructional video how they were “pioneers on the interactive frontier.” The video also warned against placing the octagonal device, which worked when users broke an infrared beam, under overhead light sources or “metallic or mirrored ceilings.” It never caught on.
But as gaming systems became more powerful, peripherals manufacturers started getting the formula right. As a precursor to the more modern movement-based controllers, the Logitech EyeToy, released for the Sony PlayStation 2 before the holidays in 2003, attempted to capture motion by placing the player’s image on-screen using a camera. It sold 400,000 units in North America alone by the end of the year.
“People seem to have forgotten that there were games controlled solely by camera back on the PlayStation 2,” Amerson said. “As the technology moves forward, we’re going to get increasingly more accurate, better fidelity, interesting new combinations of the technology. We’ve now got the ability to use not just course motion, but actually some very precise motion.”
And that’s where devices like the Move and Kinect can succeed where others have failed, according to Michael Young, an associate professor of computer science at N.C. State who taught Amerson as an undergraduate (full disclosure: I’m employed by N.C. State as a journalism adviser).
“The real principle challenge is to correctly map a player’s intent to how they play the game,” Young, who teachers courses in video game design, said. “The greater the connection between the choices of the player and the feedback of the game, the greater the acceptance of the choices you have.”
But to cement that connection, Amerson says the Kinect and Move will need a little help from his company’s technology.
“Taking input data, taking someone cavorting in front of a camera and putting it on-screen is of limited interest. You’ll go do it sometime in your life and it’ll be fun. You’ll have a good time,” he said. “But 15 minutes later, you’ll realize that’s all there is to it.”
REDUCING THE NOISE
Booting up a small camera at the front of the dark Durham conference room, a miniaturized image of Amerson pops up in the corner of the screen behind him. Looming larger on the screen over the 6-foot-2-inch programmer’s shoulder is a teenaged avatar sporting a long-sleeved shirt and blue jeans, looking out over a vibrant playground.

Dan Amerson, from Activate3D, demonstrates his company's Intelligent Character Motion technology at RTP Headquarters Dec. 8. | Photo by Tyler Dukes
The kid on-screen mimics Amerson’s motions until he approaches a set of virtual monkey bars. Miming a leap without ever leaving the ground, Amerson closes his hands as his on-screen persona grasps the bars and hangs free, ignoring the real Amerson’s legs rooted firmly on the conference room floor.
Actions like these aren’t easy for a program to understand, especially given the limited data from one camera.
Take grabbing things, for instance. The image of an opening and closing human hand can appear radically different depending on how it’s positioned. And absent a controller, that image is all the program has to go on.
So Activate3D’s Intelligent Character Motion software helps it make an educated guess. By processing dozens of images of open and closed hands, the system builds a mathematical model. The team then pipes in live video of their hands while the system guesses if they’re open, and humans make corrections along the way.
The software also recognizes what the player intends to do — jumping for example — without literal action. This could help games overcome an obvious constraint: there are only so many fun things you can do from inside your house.
“If I’m in front of a camera in my living room and I start walking, I quickly run into a physical limitation of gameplay when I knock over the camera or run smack into my TV,” Amerson said.
Translating real-world motion into virtual action also runs the risk of falling into the “uncanny valley,” where unnatural movement of almost-lifelike 3D animation actually grosses us out. ICM avoids that gut reaction by augmenting the player’s motion and removing irrelevant input — like the position of Amerson’s legs when his avatar is hanging in mid-air. By filtering that signal, the program allows virtual gravity to take effect, letting the legs swing and the shoulders rotate naturally.
“I can break the rules of the virtual world very easily,” Amerson said. “We want to take all this into account and augment that — make you look like you’re doing what’s happening there — and then blend all that together, make it fit the environment, fit the physics and make it believable to you.”
By staying away from the uncanny valley, Young said players will get a more immersive experience when they step into the “magic circle” of a video game.
“The relationship between the body and avatar, by default, is one to one,” Young said. “When it doesn’t happen, it pulls us out of the game.”
Although Amerson said there will always be great games that map motion literally, augmentation opens new possibilities for moving gaming forward.
“Give me a Kung Fu game. I can mimic those motions, I could pretend that I’m Jackie Chan,” he said. “But wouldn’t it be really awesome if, in my living room, I can pretend to be Jackie Chan and on TV see my avatar move with the grace and the fluidity and the expertise of Jackie Chan or Jet Li?”
And he said helping players inhabit actions that aren’t their own is what motion gaming needs to move from amusing to memorable.
“The best games give you 80 percent of the experience with 10 percent of the effort,” he said. “I think ultimately, that’s what game designers are trying to do — giving you as big and as bold an experience as possible with a low barrier of entry so it stays fun.”
Tyler Dukes is a freelance science writer and full-time journalism adviser at North Carolina State University. Follow him on Twitter as @mtdukes.
Incentives spur gaming job growth in Texas; N.C. next?
Friday, January 7, 2011, 1:17 pm No Comments | Post a CommentGears of War 3, a highly anticipated title from Cary-based Epic Games, is set to hit stores in fall 2011.| Photo courtesy of Epic Games
If North Carolina’s newly enacted tax incentives for the video game industry are anything like those in Texas, they could give the area some much-needed job growth.
A new report from the Lone Star State attributes the addition of 1,700 jobs in the gaming industry over the last year-and-a-half in large part to tax incentives passed in 2007. North Carolina’s own tax incentive package went into effect this week with the start of the New Year.
Signed at the Cary headquarters of Epic Games in July, the law grants a 15 percent tax credit to companies on development costs greater than $50,000, capped at $7.5 million. Working with community college and universities in the state boosts the credit to 20 percent. In Texas, qualifying developers get back 5 to 6.25 percent of what they spend in the state for projects greater than $100,000.
The prospects for job growth in North Carolina’s gaming industry are good, according to N.C. State economics professor Mike Walden, author of North Carolina in the Connected Age. But he said incentives might not be the main reason.
In an e-mail interview Friday morning, Walden said the state’s vibrant tech sector, higher education community and the presence of a young, well-educated workforce make the Triangle attractive to developers.
“Even without incentives, I think the gaming industry will expand in the Triangle region of North Carolina,” Walden said in an e-mail.
Walden points out that tax credits can certainly “sweeten the deal” for gaming companies looking to relocate or expand, but he said it’s hard to assess whether the incentives are the deciding factor.
“Before the state offers incentives, they make a projection of whether the incentives will ultimately ‘pay for themselves’ by creating enough additional tax revenue from the new economic activity,” he said in an e-mail. “Of course, the question is always whether the firm would have located here even without the incentives. We never know.”
In fact, Walden said the ground is so fertile for the gaming industry here in the Triangle those incentives might not be necessary at all.
“Only my opinion, but if there’s a high chance the firms would locate here without the incentives, then ‘saving’ the incentives for firms more difficult to attract would be the better policy,” Walden said in an e-mail.
With unemployment in the Triangle now up to 7.9 percent in November, the state could certainly use almost 2,000 more jobs from the growing gaming industry.
Hopefully, not everything’s bigger in Texas.
Science Cafe spreads understanding of bacteria over beers
Friday, November 12, 2010, 5:14 pm 2 Comments | Post a CommentNote: Story cross-posted from Scientific American.
Sophia Kathariou is the kind of scientist who can turn food-borne bacteria into great dinner conversation.
The associate professor of food science and microbiology at N.C. State University in Raleigh spoke about her work Thursday night at Mitch’s Tavern, a longtime haunt for professors and students alike. The talk was one of Sigma Xi’s Science Cafés, which aim to promote science among the public.
Over local craft brews, Greek salads and gumbo, Kathariou was quick to mention the softer side of bacteria. Whether we hear about them “attacking our immune system” or “weakening our defenses,” she said the militaristic tone of communication about microbes has to change.
“Society has been trained to think about microbes and bacteria as enemies. This could not be further from the truth,” she said. “They are part of who we are and what we do.” Read more…
Epic releases trailer for mobile hack-and-slash title
Monday, November 8, 2010, 9:08 am No Comments | Post a CommentMobile gamers looking for a little more action from their handheld devices might want to spare a minute.
The trailer for Cary-based Epic Games’ Infinity Blade hit the Web last week featuring axe-wielding giants, massive castles and fast-paced swordplay. The 3-D fantasy title, which combines hack-and-slash action and RPG elements, will be available this holiday season for the iPhone, iPod Touch and iPad.
The company and its Salt Lake City-based developer ChAIR haven’t released pricing or the official release date, but if the title’s introduction at September’s Apple event is any indication, it’s likely received the golden seal of approval from Cupertino.
Gamers got their first taste of Infinity Blade with the release of Epic Citadel, a free app that served as a tech demo for the then-codenamed “Project Sword.” In mid-September, Epic Vice President Mark Rein said the 3-D walkthrough hit 1 million downloads shortly after its Sept. 1 release.
Epic is certainly throwing the gauntlet down with its first mobile gaming entry. The graphics are pretty impressive by next-generation console standards, so I’m excited to get my hands on the touchscreen and try it out.









