Posts Tagged ‘Playstation’

RealD 3D is so last year. Now, if you’re old enough to remember the Dark Ages of 3D cinema, when you had to wear those funny red and green “glasses” and exert an effort of will to lose yourself in a movie, then you may scoff at this. Until yesterday, I myself would have called you crazy for suggesting such a thing. After all, just two years ago, I sat in a darkened theater dumbstruck as the landscapes of Pandora leaped off the screen. Whatever your opinion of the film, there’s no denying Cameron’s technical achievement in bringing Avatar vividly and viscerally to life. Visually, it was captivating.

Since then, I’ve been stunned by the gorgeous, lush, and flawless 3D images presented by perhaps dozens of movies—and I stand by my initial statement. In fact, I’ll do you one better: What we’ll see from films within the next five to 10 years will make today’s 3D look like Hollywood’s primitive, color-shifted attempts of the early 20th-century. The future of film is Holodeck-real. And it’s just around the corner.

In an effort to promote its Playstation Store, Sony just released three short films that will change the cinema experience forever. Under contract with Sony, the UK-based Studio Output and Marshmallow Laser Feast attempted the impossible: projection-mapping an entire room in real-time, over a single take—no post-production, digital editing or addition of cool CGI effects after the fact.

For those of you unfamiliar with projection mapping, it’s essentially a technique that displays animated, 3D images on a fixed surface (usually a wall or building). It’s a recent technology, but it’s being used more and more frequently in advertising and marketing circles. You can see some examples of standard projection mapping here.

Though projection mapping is relatively new, the real innovation behind the Sony videos is how they were done. Traditional projection mapping’s downfall is a matter of perspective: the effect is visible only from a single, fixed point. Creating a 3D, immersive movie with the audience at the center that also changes angles and viewpoints was, therefore, impossible. Sony’s production team cleared this hurdle by combining existing technology from two distinct realms of entertainment: movies and videogames. The team connected a standard Steadicam camera mount to several Playstation Move motion controllers, and synced them up with EyeToy motion-capture cameras (used for Sony’s PS3 console). The results are… well, see for yourself. And as you’re watching, bear in mind that these are, according to everyone on the production team, entirely real-time and completely free from post-production editing or enhancement (scroll down to the end to see the videos).

We’re still a few years away from the practical, large-scale application of this, but it’s now demonstrably possible. Sony’s opened the window on a new movie experience, and it’s only a matter of time before others follow.

Personally, I’m holding out for the battle of Hoth.

You can read a bit more about the videos here.

The United States population is growing, and I don’t mean our numbers. There’s no delicate way to say this, but too many of us are fat—really fat. Obesity in this country is an epidemic: about a third of all adults and 17 percent of children—three times the rate of 20 years ago—are obese, and not a single state in the union has met the Healthy People 2010 goal to lower obesity rates below 15 percent. Obesity increases the risk of heart disease, type 2 diabetes, cancer… the list goes on. And the economic cost is staggering: obesity hammers us with a $200 billion medical bill, and it’s only getting worse. But most distressing of all, you know all those happy, carefree kids you see everyday? They’ll probably die before you do. That’s right, for the first time in US history, today’s generation of  kids probably won’t outlive their parents.

Okay, now that you’re paying attention, here’s the good news: The power to end obesity is in our hands. All we have to do is eat better and get more exercise—and there’s a great tool out there that can help. Anyone? Anyone?

You guessed it: videogames. Specifically, exergaming.

Active videogames have been around since 1982, but didn’t really take off until the introduction of Dance Dance Revolution in the early 2000s. The game’s surprising popularity tore the exergaming market wide open, and gave birth to the Nintendo Wii, Xbox 360 Kinect, and Playstation Move—all variations on a theme, and with the laudable goal of getting average Americans off their asses and moving.

And boy do we move. Kung Fu, boxing, cycling, tennis, bowling, dancing, track and field—the list of options is virtually endless, and more and better games come to market every year.

“Okay,” you ask, with perhaps a hint of cynicism, “but do they really work?”

According to researchers at Brigham Young University and the University of Massachusetts, they do. They found that kids who played exergames for 10 minutes got a workout as good as or significantly better than a 10-minute walk at three-miles-per hour on a treadmill. In the March 7 issue of Archives of Pediatrics and Adolescent Medicine, Bruce Bailey, PhD (Brigham Young) and Kyle McInnis, ScD (U. Mass), wrote that

Exergaming has the potential to increase physical activity and have a favorable influence on energy balance, and may be a viable alternative to traditional fitness activities.”

And guess which is more fun. In fact, the researchers noted that entertainment appeal is exactly what makes the games so effective: Kids enjoy them, and are more likely to stick with the program—and reap the benefits—as a result. Now before you accuse me of hailing videogames as a panacea for US health issues, no one believes that exergaming can, or should, replace regular physical activity. As McInnis and Bailey noted,

Although exergaming is most likely not the solution to the epidemic of reduced physical activity in children, it appears to be a potentially innovative strategy that can be used to reduce sedentary time, increase adherence to exercise programs, and promote enjoyment of physical activity.”

George Velarde agrees. He’s the chair of the P.E. department at Sierra Vista Junior High in Canyon Country, CA. In 2003, he added an exergaming room to the school’s fitness center, and had this to say about it:

The kids don’t even know they’re working out, but they are working out even more at moderate to vigorous levels because of exergaming.”

Dr. Adam Noah—Technical Director of Long Island University’s ADAM Center and MoCap Lab, and an avid (and quite accomplished) gamer—plays DDR regularly, and he can tell you from experience that it’s much more like working out than gaming:

So when I play at this level [the highest level], I’m reaching 15 times my resting metabolism. That’s roughly equivalent to running on a treadmill at 10, 12 mph. People don’t do that. Yet I’m enjoying playing the game.”

And running on a treadmill is, in a word, boring.

Alright, so what’s the point of all this anyway? Just this: videogames, rather than being evil devices that turn people into couch potatoes, can actually play a key role in helping us get healthier. They may never replace real-world physical exercise, but when was the last time you broke a sweat watching TV? Think about it.

The LA Times has an article on exergaming studies here

…and WedMD has one on games and weight loss here.

For more on exergames and physical education, check out this link.

You can find a collection of news articles related to exergaming here.

There’s a discussion about exergaming research here.

Check out this article about gaming and fitness…

…and this one, too.

And for those interested, this link gives a brief history of exergaming.

I’m feeling a bit dishonest about something. Well, maybe that’s too strong a word. Let’s say disingenuous. Careful readers will have noticed that I’ve been engaging in a little linguistic sleight-of-hand with respect to games and health. I’ve argued that videogames can help treat a variety of physical and mental issues, and then gone on to talk about how people are adapting existing technology and developing new games to meet a specific health need. And there’s nothing wrong with that. In fact, it’s part of what makes videogames such a powerful tool.

“But wait,” you say. “These aren’t real videogames. They’re just training tools. Regular people can’t go out and buy them. How can a standard, run-of-the-mill Xbox or Wii game—you know, a real videogame—make people better? What do they have to offer? Where’s the evidence? Wait. Have you been lying to me all this time?”

Okay, okay, take a deep breath and sit down for a second. First of all, I have mentioned some real games in earlier posts, but… okay, mea culpa. You got me. Keep reading, though, ‘cause this is for you.

Playing the Wii can help you recover from a stroke. And I don’t mean some custom-built, made-for-rehab game here. I’m talking about the standard Wii Sports that anyone can go out and buy for 30-40 dollars (less if you’re a smart shopper). How do I know? Because videogame designer and overall genius Kent Quirk—who happens to be a friend of mine—actually did it. Regular sessions playing Wii Tennis and Wii Bowling were part of his post-stroke rehab. Kent summed it up this way:

Being able to stand up for 10 minutes and play a game of Wii Tennis was a real victory for me. And I certainly wasn’t going to go out on a tennis court and play real tennis at that point. So that was motivating and helpful to me.”

Motivating and helpful. Now contrast that with standard physical therapy. PT—or pain and torture, as it’s affectionately known by many who’ve gone through it—is painful, repetitive and downright boring. The problem is, it’s also necessary. So how can you take a treatment modality that’s vital for recovery and make it, well, fun?

Make a game out of it. Dr. Gustavo Saposnik, a neurologist and director of the Stroke Outcomes Research Unit at St. Michael’s Hospital in Toronto, has been studying clinics and hospitals that do just that. Here’s what he found:

Basically, we found that patients in the Wii group achieved a better motor function, both fine and gross, manifested by improvement in speed and grip strength.”

The Wii’s not just for stroke rehab, either. It can be used to help people recover from things like broken bones, surgery, and even combat injuries. Why? Like traditional PT, the Wii uses the same principles of performing repetitive, high-intensity tasks that help repair damage. The difference is that the Wii makes it fun. Says James Osborn, who oversees rehab services at southern Illinois’ Herrin Hospital,

When people can refocus their attention from the tediousness of the physical task, oftentimes they do much better.”

At WakeMed Health’s facility in Raleigh, NC, patients from nine to 89 play Wii games to improve strength, endurance and coordination. According to Bill Perry, a retired police officer and WakeMed patient who used the Wii to help recover from a stroke,

It really helps the body to loosen up so it can do what it’s supposed to do.”

Doctors and therapists at Walter Reed Army Medical Center agree. They find that Wii therapy works very well for patients injured during combat operations in Iraq. Here’s Lt. Col. Stephanie Daugherty, Walter Reed’s chief of occupational therapy:

They think it’s for entertainment, but we know it’s for therapy.”

And what happens when you turn therapy into entertainment? Patients are more motivated to do it, they stick with it longer, and they get better faster. It remains to be seen whether active videogame systems like the Wii, Playstation Move or Xbox Kinect will ever replace traditional PT. But this much is undeniable: they sure as hell make it more fun.

To read more on how doctors use the Wii for therapy, check out this link.

For an overall summary of how the Wii is used for PT, click here.

You can see some videos of the Wii in action here.

For more info on stroke rehab and the Wii, click here

… and here.

And for an ABC news story on how senoirs use the Wii for rehab, click here.