ONE-eyed zombie with bloodied teeth
lumbers toward you through the South American mountains. Such beasts
appear everywhere you look. Each swipe of their hideous arms
reverberates through your body, or at least through your fingertips.
But the thud of their blows is really just the pulse of a 25-gram
motor releasing 150 grams of force against your palm through a
computer mouse. The beasts are the product of sophisticated
shadow-rendering algorithms exploiting a 3-D accelerator card in the
game Serious Sam: the Second Encounter.
These are among the latest ways in which video game programmers
have found new ways to cast consumers inside a virtual world.
Improvements in graphics and sound have already raised the bar.
Now, the physically immersive technology known as haptics is
beginning to deliver on the science-fiction dream of interactive
alternative realities. Innovations with roots in automotive and
medical engineering are making gamers feel a part of their games as
never before.
Haptics technology explores how peripheral computing devices can
impart force and vibrations in response to what is taking place on
the screen. The military began research in the field in the 1960's.
Later the focus shifted to bringing a more tactile computing
experience to users of medical and automotive technologies.
Now companies are racing to bring the technology to the
entertainment market. One new peripheral, Essential
Reality's wireless P5 glove, allows its wearer to move and act
within a gaming world through an optical tracking system. For
example, a player wearing the glove in the first-person shooter game
Unreal Tournament 2003 can depress a trigger with the flick of a
finger.
Other new haptics devices are in development, most in the area of
force feedback. This takes game information from the computer and
translates it into instructions for a motor or vibrator in a
peripheral device like a steering wheel or a fishing rod.
"Right now, force feedback is at the level of 8-bit graphics,"
said Dean Chang, senior director in the computing and entertainment
group of Immersion, a leading producer of haptics devices based in
San Jose, Calif. "There's plenty of room for improvement."
Improvements will arise from an understanding of neurology. The
founder of Immersion, Louis Rosenberg, researched the nuances of
perception while completing a doctorate in mechanical engineering
and robotics at Stanford University. One result is technology that
aims to convince the brain that it is feeling, say, a quarter-ounce
change in pressure from a haptic device. Haptic research has also
drawn on the work of scientists who have inserted probes into
patients' arm nerves to determine the effects of various tactile
experiences.
"Ultimately, though, you can only ask consumers if they thought
it was realistic or not,'' Mr. Chang said. "You can't put probes in
their brain and measure."
High-end medical and automotive touch technologies in particular
will likely trickle down into prototypes for the home market. The
automotive industry is exploring an Immersion product called
CyberGrasp, a glove that can be programmed to exert varying degrees
of force on the wearer's fingers. The technology is being used by
automotive engineers to give them the feel of assembling a motor
virtually.
The industry is also experimenting with so-called electronic
perception to create a new breed of input devices. Developed by
Canesta, a small company in San Jose, this technology is a low-cost
solution that allows an electronic device to create a
three-dimensional image of its surroundings and respond to changes
in real time. The "perception" process works by creating a relief
map of a computer's surrounding area using a variation of infrared
technology. The chip releases a series of imperceptible light beams
and calculates an object's shape based on the amount of time it
takes the light to bounce back.
An automobile manufacturer could use electronic perception
technology to determine the position and size of a passenger prior
to airbag deployment, a crucial factor when the passenger is a child
who might be injured by improper airbag release. And the video game
industry could use it to develop an entirely new and intuitive array
of input devices, from a virtual steering wheel to a baseball game
in which the player hurls a ball simply by moving his hands.
In the medical field, devices could use actuator motors to
simulate the subtle difference between cutting a tendon and
puncturing skin.
It may be only a matter of time and market demand before the
sensations of everyday life become part of the gaming experience.
"We can't simulate difference between cotton and satin," said Mr.
Chang, "but we're working on it."
What is the ultimate conclusion of these advances? When
technologists imagine the ultimate virtual world, they inevitably
recall a 1987 television episode of "Star Trek: The Next Generation"
called "Encounter at Farpoint." In one scene, the first captain
opens a door inside the ship that reveals, to his astonishment, a
lush garden of Eden. The captain looks around and steps dubiously
inside, only to see the door fade, leaving him in this paradise. "I
can't believe these simulations can be this real," he says with
awe.
He was at the Holodeck, which could simulate immersive
environments for relaxation and entertainment. It wasn't the first
imagining of an immersive virtual world, but it presented just the
kind of experience that feeds the imaginations of video game
engineers.
Still, it remains to be seen whether a more convincing experience
is necessarily the kind of immersion players want. Reality, after
all, is what a gamer wants to escape.