|
Tuesday's
keynote at the Serious Games Summit in Washington DC presented a
contrast to the first day's, with the animated, hyperkinetic Dr. Dave
Warner, MD, Ph.D., who is the Director of the Institute for
Interventional Informatics and an expert in sharable situation
awareness and real-time feedback on important events. The keynote
description noted that Warner is "not a serious game developer but his
work on distributed intelligence, cutting edge sensor networks, and
virtual reality makes him a shared partner in the quest to change the
landscape of learning, healthcare, defense and beyond." His intense,
fascinating and amusing talk, which touched on how to better solve
real-life humanitarian and communication problems, and had definite
relevancy to many of the problems of the serious games market, was
enjoyed greatly by all those present.
History Of Warner
Warner's
slides and talk essentially took us on a chronological joyride through
his career, which he freely admits has been overpowered and has left
him stereotyped as "the smart guy," putting him in a number of unlikely
situations. His PhD thesis, which he lightheartedly derided as having
"really obscure graphics," revolved around concepts that the body is
part of the interface of the mind, and finding ways to output and
harness this. This evolved into experiments in what Warner called
"Grok-it science" - one of the central tenets of his talk was that
people should always be practical and relate their ideas to real-life
problems, rather than abstracting too far and hoping to solve issues
from on high.
In
fact, Warner's journey into the use of computer graphics to help
analyze human output and be controlled by human input started in the
'80s when he commandeered a PDP-11 from the biology department of the
college he was studying at, and started working on fractals. As he
explained: "When we would ask questions, we could accelerate
comprehension", thus gaining insight. This "increased perceptual
density" was important when he started medical school, and indicated to
his advisor that he wanted to study chaos in the brain - to which his
advisor's response was: "Son, we try to get rid of chaos."
Nonetheless,
Warner worked on visualizing brain activity, rather than sticking with
the normal squiggly lines of brain scanning at that time, using the
computer to understand better how brain processes are working and
accelerate comprehension. These early experiment were successful to a
degree, since different pathological problems had different patterns,
and Warner moved on to similar analysis of heartbeats in 3D space,
wanting them to act as an "admission accelerant," spotting problems
early, but, Warner conceded, the medical community was not ready to
adapt to these new processes.
Therefore,
a different approach was tried, one that actually has some relevance to
the serious game community. Warner tried experimenting with a data
glove as a "quantitive human performance assessment tool," particular
in regard to tremor-prone patients who had Parkinson's Disease. The
data glove was able to algorithmically assess the patient's condition,
but unfortunately Warner, in his words, "did something really stupid,"
and demonstrated that the glove was more accurate than the doctors in
diagnosing condition severity, thus moving him on to the next stage of
his career.
Objects Floating In Space
Warner
then moved onto more health-related "serious game" content, this time
carried out in the rehab department for those recovering from serious
limb injuries or other movement limiting factors. He criticized the
general boredom of working with "stupid plastic balls" for rehab
reasons, and ended up giving patients real-time interaction with
virtual objects through a data glove, which mean manipulation could
take place even before the patient could lift real objects. He also
worked with stroke victims who can only move their fingers, getting
them to trigger commands through finger movements, at a time (10 years
ago or more) when such work was relatively groundbreaking.
The
continuation of alternative control methods was especially needed for
quadriplegics, who needed non-invasive electrodes to interact with the
outside world, and which Warner provided by acting on the electric
field of eyes moving around. But probably the most game-like solution
came with a young patient who'd had reconstructive arm surgery, and
didn't enjoy his muscle exercises. Warner plugged his muscles into a
NES controller, and he would then play Super Mario Bros. for
about two hours at a time, hastening his recovery. Unfortunately, as
Warner noted, those in rehab are a population, not a market - no two
cases are the same, so crafting individual solutions for each case ends
up becoming extremely expensive.
The Military Complex
After
all of this work in health-related solutions, Warner then moved on to
another prime "serious games"-related subject, albeit not in the
training area, but in the interpretation field. He worked with DARPA to
get the data glove control method working for military uses, such as
moving a small robot through a building to check its safety, and ended
up instrumenting soldiers with low cost pressure sensors, rather than
an unwieldy joystick which would leave that person defenseless when
attacked - this meant that the sensors were mounted in the glove, and
by gripping any arbitrary object and pressing down, control would be
possible, an interesting concept for the gaming community. In the days
when remote video transmission meant heavy, unwieldy equipment, Warner
also innovated in developing a vibration-based belt that would change
frequency and power to denote closeness to a wall, meaning that
soldiers could navigate the robot remotely without a video feed.
Warner
brought similar, intriguing ideas to mine detection, realizing that
those sweeping for mines were trying to hear data, and couldn't
spatially localize it with regarding to where the end of the device
was. His solution was to allow the user to make multiple sweeps, and
build a 3D image of the data that could be beamed over a head mounted
display to the minesweeper - it wouldn't necessarily show the object,
but it would show enough information to make a better decision about
what to do with it.
Distributed Intelligence
It's
been over the past few years that Warner has been working on a similar
theme, and one that has vital importance for both the world's medical
and intelligence communities, and also significant impact into the
serious game and game communities, too, and it's that of globalized,
easily communicable information flow. In other words, how do we hook in
medical and situational information so that multiple people and
agencies, not all of which may speak the same "language," can
understand what's going on? Again, this relates to better managing and
visualizing information, the core of Warner's expertise.
The
first chance Warner had to demonstrate some of his hypotheses was
Strong Angel, an Hawaii-based exercise trying to simulate refugee camp
response. Warner quipped: "If the Navy says you want to go to Hawaii,
get GPS coordinates first!", showing slides of the desolate Hawaiian
landscape that the exercise was based in, but pointed out that
coordination in cases like this are all about complicated information
collaboration. In this case, Warner and his colleagues were
experimenting with remote medical monitoring for geographically remote
physicians, not least because Army medics, often deployed to situations
like this, may be good at blunt trauma in younger people, but are not
necessarily experts in cardiology and congestive heart failure. But,
streaming video and audio out to doctors in remote control centers,
this would allow remote diagnosis, something demonstrated during the
exercise.
In
trying to convey overall information to a mass of different agencies,
it's clear that each person has a "different logistical footprint," as
Warner puts it. This means that using individual terms may confuse, and
you may need to abstract the information flow to what Warner described
as "grokkable situational awareness," and which he showed as a map with
a number of torus-shaped objects sticking out of it. Each torus
represents a particular variable such as the amount of food, illness,
or danger, and the size and color of the toruses will vary depending on
the urgency of the problem. In other words, it presents the situation
at a glance in visual terms over multiple locations, and this concept
is one that Warner has continued to work through to this day, in both
real and virtual situations.
It's
particularly in the real world that Warner has concentrated, though,
and visiting an UNHCR operation in Africa allowed him to understand and
assimilate the situation on the ground much better. Warner paused at
this point and exhorted, to all of those getting into serious games as
a genre, to "think about and observe the ground truth" before you lapse
into what he described as "cubicle-think." Thus he tends to apply much
of his learning to real-life scenarios, including work on "Shadowbowl
2003," which enacted real-time monitoring for smoke and dangerous
substances around the 2003 Superbowl, and used 'data bazookas' to beam
massive amounts of information around, allowing information to be
passed to multiple agencies who otherwise don't operate on the same
channels.
Gaming Lessons
Finally,
Warner also mentioned a couple of fascinating "serious gaming" projects
that he had consulted on recently. First, in the realm of computer
games, Sandia had asked Warner to help build a thing called a
"Quadpod," which was a four-person gaming terminal in which, after
looking at data streams while the person plays online games, Sandia
asked Warner if he could detect emergent leadership behaviors from a
simple physical response. It turns out that he could, making this an
excellent quantitative assessment method.
In
addition, for the America's Army project, Warner applied some
modifications of his torus state ideas to give overseers an idea of the
behavior and state of a player while playing America's Army,
reading in the game state parameters in real time. Again, this kind of
real-time assessment tool could be very helpful in training and
learning, making Warner an eminently relevant person to be giving this
keynote, and allowing him to end on the key concept behind many of his
esoteric methods: "Help me think, don't tell me what to think." This
neatly ended a frenetic but rewarding keynote which brought some
extremely esoteric ideas into an interesting whole, and enriched the
audience while doing so.
______________________________________________________
|