Wednesday, 6 June 2012

Kinect Disconnect

If Microsoft's announcements at E3 are anything to go by then they obviously see Kinect, their hands-free motion-sensing input, as a centrepiece in the Xbox ecosystem. Kinect is also being used increasingly more outside of gaming. There's plenty of interesting examples of novel interaction design centred around Kinect and it's becoming almost ubiquitous in hands-free interaction research. Still, there's one thing that Kinect lacks: tactile response. I feel that this has more of an impact in games than other uses, so that's what I'll discuss here.

Lack of tactile feedback is obvious; if I'm providing input to a game by waving my hands about, I'm not going to feel anything in response to my actions. Actually, that's not technically true. There's some really cool research happening at the University of Tokyo combining Kinect and ultrasound so that you feel like you're manipulating a mid-air object with your hands but this technology (so far) isn't really suited to games. Limitations with their current technology means that it wouldn't scale to the typical Kinect gaming scenario: a user on the opposite side of the living room from the television, moving around a large space.

To recap: Kinect is pretty cool, but it lacks tactile response. Why does this matter in gaming? Interaction in gaming benefits from a closed feedback loop between player and game. As the player provides some input (e.g. mouse click, button press, gesture), they receive some response from the game. This is a continuous loop where the feedback provided (visual, audible, tactile) communicates what effect that action had and allows the player to adjust their actions if appropriate.

I feel that tactile feedback is an important part of this feedback loop: in action games it can confirm success of an action (e.g. you "feel" a punch connect) or inform you some event (e.g. you "feel" your character take a hit). Tactile feedback can also be rewarding. A well designed game combines the aesthetics of the game, good sound design and the feedback from the controller to make a satisfying experience.

With devices such as Kinect you lose this tactile feedback. Touchscreen devices can also suffer from this problem; tablets often lack the rotational motors that mobile phones have to provide low fidelity feedback. Not only does this remove a way of communicating in-game state, but also removes some all-important precision of control. In some games precision is key. Actually being able to hold and feel an input device allows a similar tactile feedback as discussed previously, except this time it's the physical characteristics of the controller which the player feels. Being able to feel the controller and how it responds permits a greater amount of control and precision. A few months ago I wrote briefly about "feelable" touchscreens which could be one way to enrich the mobile gaming experience for touchscreens, but that's another discussion. Back to Kinect.

Kinect is an amazing piece of technology and it, and similar devices, have a great potential in interaction design. I can't help but feel that its use in gaming, however, suffers from the loss of a modality. It potentially detracts from two key aspects of games: communication of state and input precision. Where am I going with this? I'm not really sure. Should Kinect be written off for games? Absolutely not: it does have its uses in more casual games. But what is the future of Kinect in more "serious" games (a term I detest but can't think of an alternative)? Should we strive to develop haptic technologies which make Kinect viable for these games or just continue to treat it as a bit of a gimmick?

Wednesday, 9 May 2012

Looks like I'm graduating

For the past seven weeks I've been studying intensely, preparing for my end of year exams. I've sat 6 so far and have 3 remaining. After some good news last week I now know that these will be the last exams I ever sit as an undergraduate. Having been unconditionally accepted to start as a PhD student this autumn, I'm now graduating early with a bachelors degree, rather than the masters degree I always intended to aim for. It's a big step, but I'm excited about it. I enjoy research and now I'll get to do even more; there won't even be pesky lectures and coursework assignments getting in the way of it!

After my last exam a week on Friday I'll have three weeks of a holiday before I start work for summer. I'm going to make the most of it and try to relax; something I've hardly had the chance to do because of exams and working on my dissertation. It's tough (despite what Allie says...) but it always pays off in the end. In that time I'll also be writing a paper on my final year project. After an unsuccessful CHI submission, I'm really hoping that it'll get in to ITS. Getting a publication out of my project work would be a rewarding bonus to what has been an intense, but hopefully successful, project.

Monday, 2 April 2012

Amazon Hackathon

This weekend was the Amazon Hackathon in Glasgow, the first of its kind in the UK. The idea was simple: get 50 students to show up in teams, give them 20 hours to innovate and create, and provide them with $50 of AWS credit and a stack of pizzas to power their ideas. What followed was anything but simple. A 20 hour frenzy of brainstorming and prototyping to create something which we would eventually present to our peers and the "Amazonians". Some amazing ideas were demonstrated, with one team netting $1,000 in AWS credit to help kickstart their idea of a gifting-based social network.

I entered as part of Team Giraffa Cakes, a team of four from the University of Glasgow. Disappointingly, three of our team were the only 4th year students from Glasgow to enter. Our idea was to crowd-source information to help inform product comparisons. Users would be able to search for two products on Amazon and our web service would then gather relevant content from sources such as Twitter, Blogger and Youtube to help inform decisions. We implemented a system which did just that, performing sentiment analysis on the tweets and blog posts to give an overview of how people feel about those products. At a glance users would be able to tell if opinion about each product was generally negative, neutral or positive. Information from the web service was made available to both an Android app which I implemented and a website frantically thrown together in record time by James.

Our Android app, showing the product overview.

The experience was an interesting one and was lots of fun, despite the intense desire for sleep that kicked in around 4am. To stay sane as the night went on we found ourselves increasingly taking breaks just to get away from the computer. Cold pizza and instant coffee from a kettle of questionable hygiene proved to be a welcome respite and every hour or so we went outside for a short break. As appreciated as the fresh air was, it was probably the darkness which was most welcome; a break for our eyes. I think the location of the event may have contributed to the drowsiness of everyone. The lab it was held in is notoriously hot and stuffy; in retrospect our team probably would've been more comfortable downstairs in our own, gloriously air conditioned lab. Although then we'd have to walk further for cold pizza.

Overall it was a blast. We had a lot of fun, created something we were all proud of and the icing on the cake was that our fellow hackers voted us the People's Choice. It was great to see so many ideas brought to completion in a single night - it's not uncommon to see university coursework that doesn't work after several weeks of work! Thanks for all the pizza and fresh fruit, Amazon... same time next year?

Thursday, 1 March 2012

Deadlines, workshops and twisted ankles

I've not written much here lately; it's been a hectic few weeks with university coursework deadlines. Thankfully most of them have now passed and I can get back to focussing on my project. My dissertation for my honours project is due three weeks tomorrow. I'm not too worried about it, having started in September last year! I've been doing most of the writing before actually doing the work (an approach I very much prefer for research), as I always feel more confident going forward with a planned and reasoned about methodology.

January was a really good month for running, and February started really positively. Alas, for the last two weeks I've been unable to run because of a dodgy ankle. I'm avoiding running with it until it's recovered a bit more - I don't want to risk damaging it further and waiting even longer for it to heal.

A few weeks ago we ran the Glasgow CompSoc Android workshop (which I first mentioned in November last year). It was a fun experience. I've never really stood up and taught something to a group of people before, so that was quite exciting. I'd quite like to do some similar lectures/workshops next year for CompSoc.

My goals for March are to get my project out of the way, and hopefully pick up running again once my ankle recovers some more. Looking forward to wrapping up my honours project. It's been fun, and I'm sure there's a lot I'll be able to write about in a paper afterwards, but it'll be nice to take a break from everything. I love doing research, it's just a shame that lectures and deadlines have to interfere with it so much as an undergraduate!