Frontier Media, The Age 1994

Are Games an Extension of Man?

By David Cox, 1994.

Take a look at the coin-op arcades these days. They feature amazing 3D simulation games based around, planes, cars, and dancing fighting figures. Three - dimensional graphical building blocks called polygons make up almost every element within the scene. Sega's "Virtua Racer" for example, allows linked multiple "drivers" to individually change their perspective from inside the car to above the race track.. The computer calculates your view of the world as you interact with it in real time. It is concievable that eventually such "Virtua" technology could be used to enable live interactive participation in real world events.

Compare e-mail to a fax: Ascii always retains its digital form up to moment a laser printer fixes the words onto paper. Until this time, ascii can be infinitely reproduced, saved, uploaded, downloaded sent as email. It is a universally accepted data standard of written text for use by computers. In contrast, a fax is merely a scanned picture, to be printed out the other end of the phone line. The integrity of the digital values making up the original text information is lost in the translation into a picture representation. Fine for human eyes, not much use to processors. Faxed numbers are destined to be thus frozen on paper, but typed numbers sent over wires as ascii can be immediately employed for use in calculations and generally made to continue to perform within the digital domain. In addition, ascii text requires considerably less bandwidth than a fax, as it is the data to present an electronic representation of the typed symbol which is piped down the tube, not the entirety of information necessary to literally redraw, on paper, a picture of it.

Nicholas Negroponte's regular WIRED magazine column recently described television as a kind of 25 picture per second fax. What if the means were available to provide the coverage of an actual grand final not as merely live moving picture and sound, but as real time data, able to be represented in a range of ways? Perhaps Virtua Grand Final, where digitised football, players and audience could be viewed on a terminal as polygonal computer generated models? An on-line real-time data feed could be used to construct visualisations, where any point of view could be taken - the ball, the umpire, a non existent ever moving helicopter. The game could even be experienced from underneath the oval. Overall "knowledge" about the game for the fan would be increased a thousandfold. Furthermore, the consumer would also become a producer of the experience, tailoring it for his/her particular needs as the basis for virtual participation.

The game developer Activision in the US employs a method using 3 video cameras to generate 3D polygon models based on the motion of live actors. The cameras capture the motion of reflective tape placed strategically on areas of the actor's limbs and torso. This information is then used to tell 3D computer models (known as "mesh objects") how to the mimic the original motion in the XY and Z axes for game applications. As we are well aware, information for use by computers is not limited to the visual. Satellites and electron microscopes use a range of methods to divine, then reconstruct what is known about phenomena. Computers provided the computational grunt to reveal patterns in dynamic systems, where order and disorder were discovered to be mutual partners.

Chaos theory emerged, its impact sending shock waves throughout the established academic establishment worldwide for literally shedding new light on reality. Clouds, traffic, economies and population suddenly were seen to demonstrate patterns.Fractals, computer graphics made up of self similar shapes paralelling those in the natural world (plants, mountains, clouds) stem from Chaos theory, and it comes as no surprise have a fundamental role in games, from methods to realistically render the surfaces of the aforementioned polygons, to enabling the efficient compression of moving pictures as data.

Given all this, why is it proponents for a so called "information super highway" for Australia fail to imagine the role of networked digital media beyond tepid recreations of already existing linear forms, like "video on demand". A century ago, its inventors intended the telephone to be used as a one-way cable radio service, until the population itself saw its potential for communication. The time required to digitise the video collections of existing libraries is probably not worth the effort. By the time the fibre is in place, and the "repurposing" complete, Australia's population will scoff at the arrogance of those who decades before had considered the client server, one to many paradigm all it deserved. "Video on demand" is an expensive, obvious red herring. We should use our existing limited bandwidth and resources to create genuinely innovative, inherently digital, interactive media, instead of idiotic online shopping malls, pay t.v. and other insults to the next generation!

By David Cox originally published in "The Age"

This article is copyright of David Cox and Mind Shadow Media, and may be reproduced as long as this copyright notice remain intact.

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