Graphically Speaking Editor: Miguel Encarnação Games, Virtual Reality, and the Pursuit of Happiness Marientina Gotsis, University of Southern California I haven’t felt intellectually attracted to computing research for some time, but as of recently, I feel hopeful about the future of our field and humanity at large. Newer-generation games are finally exposing the masses to virtual reality (VR) concepts. This month, I attended the 2009 Games for Health (GFH) Conference in Boston, I was upgraded to first class on my return flight, and I saw a rainbow at the end of the runway before taking off. It all seems too good to be true, and perhaps so do “health games.” Technology focus has shifted dramatically toward health in the past two years. Is it all a “bubble,” or are we posing the right questions this time around? The ancient Greeks believed that a healthy mind exists in a healthy body. In the past few decades, scientists have focused most of their attention on developing technologies that sharpen only our minds or relieve our minds and bodies of certain duties. So, we’ve physically atrophied. We’ve become smarter but incredibly unhealthy. Health games seem to offer one solution to this problem. The concept of combining fun, technologyenabled interventions for motivation is probably as old as the stick and the carrot. Entertainmentbased health interventions have a huge potential to transform healthcare. Already, researchers have been tasked with evaluating this emerging field (for example, visit www.healthgamesresearch.org or see “Playing for Real: Video Games and Stories for Health-Related Behavior Change”1). For many people, the concept of health games is like a rainbow at the end of a long, rainy day, with a pot of gold potentially waiting at the end. But will this fantasy come true? Healthcare and Innovation If your career depends on the hunt for innovation, you must be extremely skeptical to determine whether a grand idea is just an empty bubble glistening in midair. We know that healthcare beyond big pharmaceuticals is long overdue for major investment, so health-related computing is well on its way to becoming the next big thing. 14 September/October 2009 I’ve observed, followed, and contributed my fair share toward innovation and bubbles. I’ve happily observed many novelties become fads, then industries, and then bankruptcies, only to be revitalized by emerging fields. In my short life, I’ve already witnessed the birth of desktop publishing, VR, robotics, the Web, the open source movement, games, sensor networks, and other new concepts, products, and movements with intertwined fates. Each time innovation occurs, many brave, smart, and/or greedy souls have used it to seek the next phase of healthcare applications. Our society often penalizes those who choose an unconventional way to practice what they’re trained to do, whether they’re artists, doctors, engineers, or other professionals. In the field of innovation, those who do well are most certainly outsiders. The GFH Conference consisted mostly of outsiders, and I felt at home. The rooms were full of people who sought a spark and demonstrated both fear and passion. It was joyful to see so many trained professionals cross their knowledge boundaries and look for answers. However, as with all new fields, I also observed the ubiquitous bunch of folks looking for the pot of gold. Unfortunately, the first spaghetti strand thrown on the wall almost never sticks. If it did, my father would have been a millionaire. Only a few years ago, he worked on an online counseling service—what we would now dub a “Health 2.0”2 application—for a company with stock options. That company didn’t succeed because the concept was ahead of its time. But in 2009, real humans can receive counseling in virtual worlds such as Second Life,3 and real therapists can practice on virtual humans (see Figure 1).4 However, even today, it’s hard to figure out who will pay for these innovations, and the health-games concept is in dire need of a business model. Health and Happiness According to Epicurean philosophy, happiness is the absence of suffering. Much of Epicureanism has Published by the IEEE Computer Society 0272-1716/09/$26.00 © 2009 IEEE been distorted by notions of hedonism, but Epicurus’s teachings are the closest to modern humanism as we know it. Science and technology should help humans become happier. Because disease is what most often compromises our happiness, we’ve always sought and found ways to use scientific and technological advances to improve human health. In the past, we tried to improve our health by segregating ourselves from nature. This plan has backfired because humans are inescapably embedded in nature. Technology has sheltered us from the storm, and science has healed some of our ills, but in doing so we seem to have contributed to nature’s demise, which in turn has affected our health and happiness. Health games offer no solutions to healing nature, but they certainly seem to help many people reduce their suffering. Such innovations are worth paying attention to. Most people love games: playground games, tabletop games, card games, text-based games, console games, PC games, and mobile games. Play is a fundamental mode of expression, fulfills the human need to connect with the “other,” and, may I dare say, can even be fun. Serious play is also great exercise for the mind and spirit. My late grandfather lived to be 97 and died with a smile on his face. His epiphany in life came when he was an obese, middle-aged man who had broken his leg and was spending a long time in the hospital. Too scared to leave his fate to modern medicine again, he found his health through exercise. His happiness stemmed from defying his two archenemies: doctors and lawyers (he was one himself). He enjoyed hiking in the mountains surrounding Athens. His only source of news was his FM radio, but he demonstrated the expectation that technology could bring us closer to nature. Conventional research has moved past wearing headphones while hiking to interfacing with Nintendo Wiis and other computer-based technology. The hottest topic in computer games right now is exergames. This cleverly annoying term simply refers to games that make you sweat. We might not be able to cure cancer yet, but we know that exercise can help us achieve optimal health and fight against time and our genetic predispositions. The Wii was a good start for motivating people to get off the couch (see Figure 2 for an example). Unfortunately, hardcore sensor aficionados are probably still on the couch. The Wii isn’t good enough for VR fans because we can cheat the sensor too easily, but for millions of consumers who bought the Wii and are hopping around in their living rooms, it’s the first step toward liberation. For those people, the Wii is as close to VR as Figure 1. Virtual Justina from the Virtual Patient Project at the University of Southern California’s Institute for Creative Technologies. This virtual patient helps provide feedback on a trainee’s psychiatric interviewing skills. (Source: Patrick Kenny; used with permission.) Figure 2. Extreme Wii Boxing at the Zemeckis Media Lab, a 14-screen projection room at the USC School of Cinematic Arts, Interactive Media Division. The spectacle created by playing with the Wii compensates for a low-fidelity sensor. (Source: Mike Brazil; used with permission.) they’ve ever gotten. Sadly, the Wii and the aforementioned exergames are as close as VR has ever gotten to reaching the greater public. I don’t think we’ll dethrone the qwerty keyboard anytime soon and replace it with body-based interfaces, but we can certainly replace our seated leisure activities with something that burns more calories and gives our bodies a workout. I don’t think my grandfather would give up the hills for an Expresso Fitness bike (http://expresso.com/ products_services) or EA Sports Active (www. easportsactive.com), but not everyone lives in Greece. IEEE Computer Graphics and Applications 15 Graphically Speaking Figure 3. Dancers from the Anatomical Dance Theater Company at the University of Illinois at Chicago’s Electronic Visualization Laboratory explore the Inside_Out project. This project used a tetherless optical tracking system to create a mixed-reality improvisation stage. The Promise of VR In my quest for happiness, I pursued computer graphics (CG) and VR, but something was always missing. I sat in one-too-many paper presentations about fire and smoke particle systems, cloth and hair simulations, industrial demos, virtual walkthroughs of temples and museums, and avatars in networked worlds. Of course, we marvel at CGgenerated animation’s results (even if the plot really sucks), and we nearly choke with excitement if the technique demonstrated can be rendered in “real time.” However, we’ve all probably fallen asleep at least once during a presentation about how to improve an algorithm that renders translucence. This promise of real-time realism sold VR output systems for nearly two decades. Yet if you ask those who experienced VR worlds what their most memorable emotional experience was, they might tell you it was a nonrealistically rendered world— something fantastic, extraordinary, and makebelieve. Or maybe it was something they had never seen before, such as a far-away galaxy or a mythical world with curious creatures. It might appear that I just dismissed CG and VR for their focus on realism, and in fact, I did. Not because the cause wasn’t honorable, but because in our quest for realism, we somehow forgot that there’s not only the rest of our body available for interaction but also the rest of our imagination. I’ll leave the details to neuroscience, but a fully engaged brain engages the entire body in a physical response. Arousal is scientifically measurable, but one obvious way to determine whether someone is emotionally engaged involves simple observation. Just look for smiles, frowns, raised eyebrows, or tears, or listen for laughter. We might not always be in touch with our emotions or be able to describe or interpret what we feel, but our body language tells the truth, as does our sweat. I found myself rebelling against VR during my last year in graduate school. The resolution of some of my frustration ironically came about because of a combination of injuries aggravated 16 September/October 2009 through computer use. Writing code without breaks in the middle of the night most certainly called for an intervention. I took dance classes to rehabilitate my posture and attempted to create a full-body VR experience for my thesis (see Figure 3).5 The idea was ambitious but earnest. The project miraculously worked, but the bigger victory lay in the inevitable breaks between writing code and testing my application, which required a lot of moving around. When I graduated and no longer had access to high-fidelity VR technologies, I abandoned the field for several years. Many VR fans went back to the drawing board for similar reasons. I helped a new department in interactive media get off the ground at the University of Southern California while the digital-games field was taking off. At the time, digital games were popular, but no serious curricula offered accredited degrees in interactive entertainment. It was great to start fresh, but I was bitter because there were no PC or console games I really cared for anymore and the students spoke a language I didn’t understand. Once again, I was an outsider. But I soon realized I was the luckiest outsider there ever was because our students started creating games and other interactive experiences that were fun. I played and enjoyed almost all the games and, most important, was surrounded by people who had hope that what they were doing was changing the world around them. Five years later, independent games (as opposed to mass-produced games from big corporations) aren’t just a fad, and the serious-games movement is making some dents in the world. Health games and sensor-based experiences have recently become the new, shiny promise of hope and change in our field. However, an affordable, untethered full-body VR experience is still the Holy Grail. Microsoft’s Natal project, which offers a controllerfree gaming experience, hints at the future, but I’m afraid that for the greater VR community, it will feel like the Wii all over again. The Pursuit of Happiness Epicurus maintained a famous garden outside Athens; he also admitted women and slaves to his school. Away from the worries of the city, the allinclusive modest pleasure of tending to nature sent a message of optimism. Many people packed in dense cities dream of nature, such as Jenova Chen, a young game designer from a packed city in China. His game company (www.thatgamecompany.com) released Flower for the Sony PlayStation 3 in January 2009 (see Figure 4). Figure 4. Flower for the Sony PS3 game console, in which the player uses the controller’s tilt sensor to navigate through a landscape. Thousands of blades of grass interact with the player in a stunning immersive visual experience that’s emotionally engaging. (Flower is a trademark of Sony Computer Entertainment America Inc. © 2008 Sony Computer Entertainment America Inc. Developed by thatgamecompany.) Playing Flower was as close to VR as I’ve gotten in the past five years. Liberated from complex controller buttons, I role-played a flower petal by using the controller’s tilt sensor to navigate a sublime landscape. It was exhilarating, and for once, I appreciated all the special real-time graphics effects that compensated for the absence of head tracking and stereoscopy, luxuries I’ve always expected from VR. Sure, I didn’t break into a pouring sweat, but my stress melted away, and I transported myself into an endless field of green grass and beautiful nature. My only major complaint of the health games movement is that it’s so focused on health that it at times misses out on obvious factors that contribute to overall health, such as happiness. Stress is as detrimental to health as excess weight, so in our quest for health games, let’s not forget life’s simple pleasures. Our happiness is connected not only to simple pleasures but also to our deeper understanding of who we are and where we came from. In dealing with health issues, we most often focus on illness and its consequences. We’re unprepared for the illness journey, and we often look at illness as a single isolated event in our lives. For some, illness has a narrative arc; that is, it might be resolved through a cure or death. For others, it’s a constant state, as in the case of chronic illness. Most everyone would agree that every event in our lives, whether it represents pleasure or illness, is part of the story of our life and the lives of others around us. If life is a journey, our health is a very complex record of stories parallel to life, and our happiness depends on it. Stories provide a context for seemingly isolated occurrences that might otherwise be meaningless. Our life stories are encoded in not only our living memories but also our genetic material. Our sense of self, place, and provenance are deeply interconnected. We’ve always used art and technology to help preserve and prolong our longevity beyond our current selves. Already, decoding our genetic history might help us understand the past and perhaps help us circumvent an unfortunate future, but how do we reconcile our past and future with our present? We exist through a complex layer of storytelling and memories of things, people, and places. If you could combine the best aspects of games, VR, and sensors, the output would be augmented reality (AR), a once clumsy, expensive technology that made people and their devices look silly but is now making a splash through cell phones. AR can reveal context-aware information in the natural and built environment, on demand, but also as intended by content authors. AR’s Holy Grail should IEEE Computer Graphics and Applications 17 Graphically Speaking Figure 5. TwittARound, an augmentedreality Twitter viewer for the iPhone. (a) Users can overlay location-based tweets in the phone viewer, which (b) lets them leave virtual notes in situ. (Source: Michael Zoellner; used with permission.) be the sharing of our stories across space and time. In AR’s quotidian form, it’s like hiding a present for someone in the park. But what if you could stumble upon a message left for you from a long-gone family member or friend, or preserve a moment in time you shared with someone at some amazing place (see Figure 5)? What if your children could visit that location and view that story or find something you left for them? This sounds like science fiction now, but a whole generation younger than I am will be able to track their parents’ digital location-based history long after their parents are gone. I’ve stopped pursuing VR to achieve happiness. Games have given me some hope and sparked my imagination. However, they keep me tethered, and We have to release our precious ideas into the world, hoping they’ll mutate and reappear in some other shape or form. virtual humans on my flatscreen overwhelm me because I can barely find time for my real friends. The future of my health is uncertain, so I’ll continue to seek new ways to preserve my past and augment my present through computing. I think I would be happy if someone who cared for me could invoke a rainbow through AR at the end of a rainy day. Outsiders for a Sustainable Future Happiness can be hard to find but easy to measure. For many, it has a simple binary value, but measuring success in a material world has become a 64bit operation.6 The pot of gold at the rainbow’s end is a metaphor for a wide gradient between fame and fortune. In our field, measuring scholarship alone is a moving target.7 To complicate matters, our compensation depends more on our primary appointment at a university—which might not be in a computer science department—than on our contribution to the field. Publications and patents 18 September/October 2009 certainly play a major role in promotion within ranks, and most universities have created aggressive technology transfer centers that make deals with industry before a single pixel is drawn on the screen. Will all this excitement last? I’ve always felt that you should measure success by the sustainability of innovation. Sustainability usually refers to a commitment toward improving social and environmental conditions.8 In our field, this sustainability entails enduring the frustration of seeing technologies we experimented with decades ago suddenly reach mainstream and be considered new again. Camera-tracking applications, voice recognition, gesture-based interfaces, sensors, 3D, stereoscopy, and other favorites are now finding their way into consumer pockets, backpacks, and living rooms. However, it’s no longer possible to accommodate all possible usage needs and scenarios, nor can we sit on ideas for too long in an era when anyone can release an application on the Apple App Store. In CG, our job is never done. From an educational perspective, this means that looking at past innovation in our field is now even more important. Screens get small, then large, then small again. They change shape, brightness, and surface material. Don’t even get me started on resolution. As for input, we have to factor in the qwerty keyboard, mice, pens, joysticks, game controllers, musical instruments, and moving body parts. Just when you thought a modality was going to disappear, it returns. Managing this complexity can be overwhelming, but if we adopt a model of sustainability, maybe we’ll stop being so frustrated. We have to release our precious ideas into the world, hoping they’ll mutate and reappear in some other shape or form. Maybe if something keeps coming back, it isn’t a bad cold but the ultimate proof of our success. This is why health games is an exciting research area today. It’s an opportunity to reuse what we’ve learned from decades of CG, VR, and digital-game research, merge that with knowledge with other areas, and release new ideas into the world. I urge you to become an outsider and collaborate on health topics with researchers in medicine, psychology, genetics, neuroscience, sports, architecture, geography, music, dance, and social work. Right now, the field is fresh and exciting, and your ideas will be welcomed. If you’re successful, these ideas will be quickly appropriated. If you’re lucky, these ideas will improve the quality of life for ourselves and others in the world. References 1. T. Baranowski et al., “Playing for Real: Video Games and Stories for Health-Related Behavior Change,” Am. J. Preventive Medicine, vol. 34, no. 1, 2008, pp. 74–82. 2. “Health 2.0,” The Economist, 16 Apr. 2009; www. economist.com/displayStory.cfm?story_id=13437940. 3. M.N. Kamel Boulos et al., “Web 3D for Public, Environmental and Occupational Health: Early Examples from Second Life,” Int’l J. Environmental Research and Public Health, vol. 5, no. 4, 2008, pp. 290–317. 4. T.D. Parsons et al., “A Virtual Human Agent for Assessing Bias in Novice Therapists,” Medicine Meets Virtual Reality 17—NextMed: Design for/the Well Being, IOS Press, 2009, pp. 253–258; http://booksonline. iospress.nl/Content/View.aspx?piid=11450. 5. M. Gotsis, “Inside_Out,” master’s thesis, Graduate College, Univ. of Illinois at Chicago, 2003; www.evl. uic.edu/core.php?mod=4&type=3&indi=386. 6. S.J. Dubner, “How Can We Measure Innovation? A Freakonomics Quorum,” blog, 25 Apr. 2008; http:// freakonomics.blogs.nytimes.com/2008/04/25/howcan-we-measure-innovation-a-freakonomics-quorum. 7. M.Y. Vardi, “Conferences vs. Journals in Computing Research,” Comm. ACM, vol. 52, no. 5, 2009, p. 5; http:// cacm.acm.org/magazines/2009/5/24632-conferencesvs-journals-in-computing-research/abstract. 8. L. Kaufmann et al., “Sustainable Success,” Wall Street Journal, 22 June 2009; http://online.wsj.com/article/ SB10001424052970203334304574159330047219184. html?mod=googlenews_wsj. Marientina Gotsis is the Media Lab Manager at the Interactive Media Division of the University of Southern California’s School of Cinematic Arts. Contact her at [email protected]. Contact department editor Miguel Encarnação at [email protected]. IEEE Computer Graphics and Applications 19
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