By Timothy
C. Mack
The
trouble with virtual reality (VR) is that science fiction and other
popular media have so raised expectations that people are always
disappointed, because they all think that fully functional VR is
already here. But what VR is really good at is storytelling,
simulator games, and training of all sorts.
This
is to distinguished virtual from augmented reality (AR), which is
also in development. However, nobody has unrealistic expectations
about AR, which strongly challenges present assumptions that it will
be very disruptive. There continues to be a dichotomy between
physically visiting a place or event and virtually doing so. There
are so many physical aspects to actual presence—smell, taste,
touch—that only very limited opportunities to simulate them are now
possible (such as haptic gloves). One of the most appealing aspects
of real presence is serendipity: the unexpected event or outcome.
Deep
human impulses are released in gaming. Many experienced players even
provoke their opponents to play more emotionally and thus make
mistakes. While fun can be transformational—physically,
emotionally, and cognitively—there is seldom complete transfer of
skills in gaming or simulations. A good example is a firefighter
simulation in a burning building, which does not adequately prepare
one for the heat, choking gases, and real danger. And so outcomes and
success levels are different for each person.
VR simulations for training still may not prepare firefighters for the real thing. Credit: Skeeze/Pixabay |
One
of the challenges in VR game design is determing what assumptions the
designer can make about players' prior knowledge. Also, in the United
States, there is less independent game playing; rather, gaming is
usually on multiplayer online settings with a single screen for each
player.
Online
gaming (streaming) is becoming more of a spectator sport, but live
spectator sports will endure—even broadcast spectator sports that
offer no audience controls. Holographic technology is improving
rapidly, however, moving toward completely immersive experiences. And
this holographic view is unsually unique to each viewer, depending on
where they are standing in the available viewing space, enabling
multiple players/viewers to share different viewpoints and values.
Will
new technologies allow for virtual visits to national parks and
experiences of events that allow for greater levels of participation
and observation detail? Interactive playing rather than participating
in live games and events could lead to changes in attitude and even
in thinking about a subject. Many games are actually on a continuum
between gaming and reality.
Gaming
in the workplace is growing, but it is not always digital. Games such
as Escape
Route
(Locked Room Puzzles) now popular in employee development are often
more exercises for observation, analysis, and team building. It
consists of half a dozen people in a physically confined space, given
clues for escape with the goal of developing a successful team
approach to solve the problem. But one outcome can be a “trough of
despair” where people stop responding to the game structure and
innovative behavior declines. Because no one game works for everyone,
it raises the questions of why people play any specific game at all.
This requires understanding your community of players.
It
is clear that games can communicate complex ideas to their players in
ways that seem intuitive. Games can communicate meaning. New York
University's Game Center and University of Southern California's
Annenberg Innovation Lab are working in this arena. One important
thing that games offer to their players is engagement. In order for
this engagement to develop, the game must invite iteration—repetition
builds engagement over time. But it is very difficult to anticipate
how all players will respond to any specific game, and not everyone
seeks empowerment. That lack of control can be the novel and
intriguing experience. And role playing can provide all sorts of new
experiences
At
Google, researchers are working on natural language solutions,
leading to new machine learning frameworks, including deep learning
projects such as Tensorflow. The whole deep learning area is moving
ahead quite quickly, as computing power advances. Besides Google,
Facebook and Microsoft are committing large resources, and a number
of smaller companies are also involved.
Machine-learning
tools drive advances in robotic movement controls and energy
management, which are two of the most difficult challenges at
present. Virtual models developed to build robotic systems often were
poorly conceived or even wrong—they did not work in practice. There
was not enough real-world input into building those systems, and the
outputs were often full of digital noise. For example, task-training
data is often too scarce to inform task design.
Another
real challenge is crafting strategies for interpreting emotional
interaction—and reading opponents in game playing. This research is
being led by Google Deep Mind (renamed after Deep Mind Technologies
in UK was acquired by Google). Graphic processing units are often
more effective than CPUs to communicate problem solving strategies,
and the majority of present AI work relates to assisting humans
rather than beating humans at games. This is not artificial but
augmented intelligence.
Many
are concerned about black box intelligence with full agency and
independence—so some are designing and bulding attention-tracking
tools allowing us to see what was incorporated in an AI decision.
This will help us better understand the decision steps involved and
replicate them—and help us understand mistakes, as well.
It
is nearly impossible to look out 20 years in AI research because
change is happening so fast. Even 10 years out is too far ahead to be
accurate. But one thing that will happen is that the Internet of
Things will continue to improve its understanding of users through
enabled devices, as well as their desires and patterns of behavior.
And deep-learning tools will inform research in areas such as
biology, medicine, and energy development.
Timothy C. Mack is managing principal of AAI Foresight.
Image
credit: Skeeze/Pixabay
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