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New advances in imaging technology have enabled many computer games and modeling programs to combine the use of increasingly realistic depictions of environments. In a talk sponsored by the Cornell Theory Center (CTC) on Monday evening, Patrik Svensson, director of HUMlab at Umea University in Sweden, argued that in certain activities, more abstract and less realistic images are more effective in engaging and teaching the user. The research that Svensson conducted so far resonates with the work that is being done at the Theory Center. “I know that the work we have been doing has been skidding up against each other [these] past six years,” said Margaret Corbit, manager of outreach and public relations at the CTC. Svensson described HUMlab, where much of his research is conducted, as a “humanities I.T. environment.” This “unique technological and creative space” is a facility where individuals from various disciplines, ranging from humanities to engineering, can meet together and work on research and educational projects dealing with computer game studies, visualization and virtual environments. In his work analyzing virtual environments, Svensson found that “it is not always the best thing to recreate perfect worlds [and] images.” However, he noted that creating incredibly realistic worlds has been the trend, especially in the computer gaming industry. “Gamers” who have played the latest popular computer games, such as Chronicles of Riddick and America’s Army Game, are often drawn to the “enhanced facial features [and] realistic shadows” present in these modern programs. They respond to “graphics [meant] to drench [their] senses.” He compared these latest games to several older ones, such as The Hobbit, which was released in 1982. These older games incorporated the use of much more abstract images which were used to symbolize the protagonists in the virtual scenarios. They also incorporated a much greater use of text. Much of the crude images and two dimensional representations were the result of very little memory and processing powers of older computers. However, Svensson noted that the use of text and simpler graphics caused users to think more creatively, and therefore, were actually more successful in engaging them. Svensson noticed that in educational settings, many teachers desired game-like environments when using software demonstrations in lessons. Anything less was “not good enough,” and problems arose when the graphics were not completely realistic. The solution, Svensson said, lay in “not trying to get there.” In several studies that Svensson conducted, a “lower level of realism [was found to be] functionally and esthetically advantageous.” One such study conducted in 1999 was designed as an educational project where students of English created virtual worlds instead of writing a final thesis paper. Students incorporated the use of text, as well as computer graphics to create game like environments that visitors could walk through. Students were given basic training, after which they were free to design the project on their own. The images in these projects were found to be mid-level between incredibly realistic “high fidelity iconic representations” and abstract symbols. Both the students and those who visited the virtual city found the project to be “fun and motivating”, especially because of the collaboration of text and less realistic images. Medical studies on human phobias, conducted at the V.R. Medical Centers in San Diego, have shown that medium level graphics also work better in getting human subjects to overcome their fear of spiders. One theory on why this works is that more abstract-looking spiders look real enough, yet the patient can realize that they are not actually real. With that established, researchers can further help those with phobias to overcome their aversion. Svensson also mentioned the use of the Traveler platform, a computer program in which multiple users are assigned cartoon-like avatars which they use to represent themselves in virtual chat rooms, and interact with everyone else by using their voice. This platform has been extremely effective in distance learning programs, especially when students are learning a foreign language. This abstract interaction can be more effective than videoconferencing, because the group interactions in the virtual classrooms incorporate a sharing of space between the avatars. “In high-tech videoconferencing,” Svensson explained, users “talk, but don’t share space,” something that is naturally done in classrooms. Not all in the audience were convinced by Svensson’s arguments, however. Joydeep Chatterjee ’06 felt that “[Svensson’s] arguments were too sociological and psychological and did not examine how [game] systems were designed” and described the talk as “techno-poetry.” Yet the gaming industry has realized some of the advantages of less realistic images, and Svensson notes that there is a commercial arena for reissued Retro and experimental games that use some degree of abstract images and textual incorporation. “Abstractions bring benefits,” Svensson concluded.Archived article by Samira ChandwaniSun Staff Writer
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Despite sub-freezing temperatures in Ithaca, the time has come to clear the snow off Schoellkopf Field as the No. 9 Cornell lacrosse team faces No. 10 Notre Dame (1-0) tomorrow at 1 p.m. After three exhibitions, including a contest with perennial powerhouse Johns Hopkins, the Red is itching to finally play for keeps. “The first game is always exciting, but to have the season opener also be the home opener against a ranked opponent makes it even more exciting,” said senior co-captain Kyle Georgalas. “Everyone is getting very excited to get out there.” Waiting for the Red at Schoellkopf will be the Fighting Irish, a team led by a defensive unit that held No. 21 Penn State scoreless in the last 25:17 of a 14-6 victory last Sunday. The defensive effort was anchored by goaltender Stewart Crosland, who stopped 17 shots, and preseason third-team All-America selection D.J. Driscoll, who led the team with six ground balls. On the offensive end, three Notre Dame attackers recorded hat tricks — Matt Karweck, who also recorded an assist, Jim Morrison, and Pat Walsh, who leads the team with six points. With his first point — an assist to Karweck with just 17 seconds remaining in the first half — Walsh became the second fastest player in Irish history to reach 100 career points. But, despite a solid all-around performance by Notre Dame, the Red remains focused on what it needs to do to earn a win. “All we worry about is what we control,” Georgalas said. One thing the Red could not control is the graduation of last year’s leading scorer, Andrew Collins ’04. Looking to take his place will be four players that all scored at least 29 points a season ago — junior Joe Boulukos, and seniors Kevin Nee, Justin Redd, and co-captain Sean Greenhalgh. Despite not starting a single game last season, Boulukos and Redd made their presences felt, finishing third on the team in goals scored and second in assists, respectively. Both Nee and Greenhalgh started all 14 games the Red played last season, leading the team to a 9-5 record, incuding six wins in eight games at Schoellkopf. Nee was second on the team in goals (26) and second in shooting percentage (.426), while Greenhalgh led the Red in goals scored from his attacker position, with 28. Defensively, the Red is backstopped by its two returning senior starters — Georgalas and Casey Stevenson. Georgalas, an honorable mention All-Ivy selection last season, notched 27 ground balls during the 2004 campaign while Stevenson tallied 18. In goal, the Red will depend on sophomore Matt McMonagle to record key saves throughout the season. Last season, the netminder made nine starts and had 11 appearances, recording an 8-3 record and posting a .580 save percentage. The Red has all the components in place, but according to Georgalas, the team will have to gel on the field to be successful. “The key for us — which will be consistent over the course of the year — will just be to play together,” he said.Archived article by Chris MascaroSun Assistant Sports Editor