TR Editors' blog
Insights, opinions, and our editors' analysis of the latest in emerging technologies.
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Thursday, October 29, 2009
Virtual Reality Helps Smokers Quit
Volunteers who played a cigarette-crushing game had better odds of kicking the habit.
By Kristina Grifantini

A screenshot from the cigarette-crushing game
Smokers who regularly play a computer game that involves crushing virtual
cigarettes could have a better chance of kicking the habit. At least, that's
the implication of an experiment carried out by researchers at the University
of Quebec in Canada and published in the latest issue of CyberPsychology
and Behavior.
Virtual reality has been used to treat a variety of disorders
including phantom limb syndrome, arachnophobia, post-traumatic stress disorder
(PTSD) and even the pain experienced by burn victims.
In the University of Quebec study, 91 smokers played either the
cigarette-crushing game or a ball-grasping game via a motion-tracking,
head-mounted display over 3 months. In each game, players wandered around a
medieval castle and used a virtual arm (controlled by a wireless game pad) to either
find and crush floating cigarettes or grasp virtual balls. At the end of the
three months, 15% of those in the cigarette-crushing group said they had cut
down on smoking (as measured by carbon monoxide levels in an exhale test),
compared to 2% of the ball-grasping group.
Aside from better smoking abstinence, those who played the
cigarette-crushing game also reported having lower nicotine cravings.
The researchers speculate that crushing virtual cigarettes may help
smokers feel more confident about quitting. The game may have also help players
associate crushing cigarettes with the feeling of winning.
It would be interesting to know if a regular video game would have
a similar effect, or if a more immersive virtual reality experience is crucial.
Friday, October 02, 2009
A Video Game for Angry Teens
Incorporating heart-rate monitoring into gaming might help teens practice self-control.
By Emily Singer
Teenage
boys, especially those with emotional problems, aren't the most receptive group
when it comes to therapy. So Jason Kahn, a researcher at Children's Hospital
Boston, and Peter Ducharme, a clinical social worker also at Children's, have
developed a Space Invaders-like video game that they hope will help engage
their adolescent patients in therapy. "This changes the perception of
therapy because it's about playing games," said Ducharme, who presented
the research at the Future
of Health Technology
conference at MIT earlier this week.
The
game, in which players shoot down alien invaders while avoiding friendly ships,
is rigged to a heart-rate monitor worn by the player. If the player's heart
rate goes too high during the game, the game becomes more difficult to control.
In response, the player then employs relaxation techniques previously learned
in therapy within the context of the game, slowing their heart rate and calming
them down. "The idea is to create a mildly stressful situation where the
player must regulate his response," said Kahn. "Hopefully that
ability to exert control will expand to other situations."
Wednesday, April 29, 2009
Teleoperated Design Revealed for Assistant Robots
A system lets users manage a team of robots through cloud computing.
By Kristina Grifantini
| Readybot operates autonomously or through remote control.
(Courtesy of Readybot) |
Readybot, a research group that
last year released videos of a simple prototype cleaning robot, has revealed that
the robot is managed through a combination of cloud-based software and skilled
remote teleoperators.
The
company's Cloud Robotics Collaborative Control (CRCC) system monitors a semi-autonomous robot
via a broadband connection. When faced
with a particularly tricky task, such as opening a cabinet door, the robot will
send a request for a human supervisor to step in and take over. The human operator does this by selecting or
refining one of several prepared code of instructions ("scripts") or writing new ones,
according to Readybot's director, Tom Benson. The
CRCC system is designed to let a single user supervise a large team of robots.
"This
has the potential to deploy large quantities of robots much sooner, because
they're cheaper and because you aren't required to build high levels of
autonomy," Benson said. "It's much more forgiving in the sense of
allowing you to have less sophisticated systems and still do the job." Benson
says that Readybots would be best suited for applications like home assist or
manual labor.
Using a regular mouse and monitor, a user can switch between 3D
simulations of different robots (with a video feed showing the bot's
environment) and can swap between supervising and taking completely control of
a robot. Currently, the software can control a single prototype Readybot and
up to nine virtual robots.
The
company says it took inspiration from video gamers by examining how people
playing World of Warcraft, The Sims, and other games and designing the system based on those observations. Gamers who tested out Readybot's operating software were able to operate it quickly and efficiently, according to the group. People
who have played a lot of video games "can manage large amounts of remote
devices and can think in that way," says Benson. "They are capable of
managing vast amounts of multitasking."
Courtesy of Readybot
So far, Readybot can clear a kitchen table, load a dishwasher, transport objects,
paint walls, and clean and dry surfaces. The group is currently looking for
partners to build more prototypes and to expand the capabilities of CRCC.
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