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Tag: gaming

Reading the Tea Leaves on PlayStation 4 Announcement

Sony’s announcement of the PlayStation 4 today has gotten a wide array of responses from the internet (including, amusingly, dismay at the fact that Sony never actually showed the console itself). What was interesting to me was less the console itself but what is revealed about the tech industry in the pretty big changes Sony made over the PlayStation’s previous incarnations. They give a sign of things to come as we await the “XBox 720” (or whatever they call it), Valve’s “Steambox” console, and (what I ultimately think will prevail) the next generation of mobile platform-based consoles like Green Throttle.

  • Sony switched to a more standard PC technology architecture over its old custom supercomputer-like Cell architecture. This is probably due to the increasingly ridiculous costs of putting together custom chips as well as the difficulties for developers in writing software for exotic hardware: Verge link
  • New controller that includes new interface modalities which capture some of the new types of user experiences that users have grown accustomed to from the mobile world (touch, motion) and from Microsoft’s wildly successful Kinect product via their “Eye Camera” (2 1280×800 f/2.0 cameras with 4 channel microphone array): Verge link
  • Strong emphasis during the announcement on streaming cloud gameplay: It looks like Sony is trying to make the most of its $380M acquisition of Gaikai to
    • demo service letting users try the full versions of the games immediately as opposed to after downloading a large, not always available demo
    • drive instant play for downloaded games (because you can stream the game from the cloud while it downloads in the background)
    • provide support for games for the PS3/2/1 without dedicated hardware (and maybe even non-PlayStation games on the platform?)

    Verge link

  • Focus on more social interactions via saving/streaming/uploading video of gameplay: the success of sites like Machinima hint at the types of social engagement that console gamers enjoy. So given the push in the mobile/web gaming world to “social”, it makes perfect sense for Sony to embrace this (so much so that apparently Sony will have dedicated hardware to support video compression/recording/uploading in the background) even if it means support for third party services like UStream (Verge link)
  • Second screen interactivity: The idea of the console as the be-all-end-all site of experience is now thoroughly dead. According to the announcement, the PlayStation 4 includes the ability to “stream” gameplay to handheld PlayStation Vitas (Verge link) as well as the ability to deliver special content/functionality that goes alongside content to iOS/Android phones and tablets (Verge link). A lot of parallels to Microsoft’s XBox Smart Glass announcement last year and the numerous guys trying to put together a second screen experience for TVs and set-top boxes

Regardless of if the PS4 succeeds, these are interesting changes from Sony’s usual extremely locked-down, heavily customized MO and while there are still plenty of details to be described, I think it shows just how much the rise of horizontal platforms, the boom in mobile, the maturation of the cloud as a content delivery platform, and the importance of social engagement have pervaded every element of the tech industry.

(Update: as per Pat Miller’s comments, I’ve corrected some of the previous statements I made about the PlayStation 4’s use of Gaikai technology)

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Phylo

(Cross posted to Bench Press)

A few years ago, I blogged about an ingenious crowdsourced game called Fold.It. The concept was pretty simple:

    • Use human intuition to help solve complicated three-dimensional protein folding challenges which is oftentimes as effective but significantly faster & cheaper than computational algorithms
    • Pool together lots of human volunteers
    • Turn the whole experience into a game to get more volunteers to spend more time

The result was a nifty little game which contributed findings which have made it, to date, into a number of peer-reviewed publications (see PNAS paper here and Nature Structure & Molecular Biology paper here)!

Well some researchers at McGill University in Canada want to take a page out of this playbook with a game they built called Phylo (HT: MedGadget) to help deal with another challenging issue in bioinformatics: multiple sequence alignment. In a nutshell, to better understand DNA and how it impacts life, we need to see how stretches of DNA line up with one another. Now, computers are extremely good at taking care of this problem for short stretches of DNA and for “roughly” aligning longer stretches of DNA – but its fairly difficult and costly to do it accurately for long stretches using computer algorithms.

People, however, are curiously intuitive about patterns and shapes. So, the researchers turned the multiple sequence alignment problem into a puzzle game they’ve called Phylo (see image below) where the goal is to line up multiple colored blocks. Players tackle the individual puzzles (in a browser or even on their mobile phone) and the researchers aggregate all of this into improved sequence alignments which help them better understand the underlying genetics of disease.

And how has it been doing? According to the McGill University press release:

So far, it has been working very well. Since the game was launched in November 2010, the researchers have received more than 350,000 solutions to alignment sequence problems. “Phylo has contributed to improving our understanding of the regulation of 521 genes involved in a variety of diseases. It also confirms that difficult computational problems can be embedded in a casual game that can easily be played by people without any scientific training,” Waldispuhl said. “What we’re doing here is different from classical citizen science approaches. We aren’t substituting humans for computers or asking them to compete with the machines. They are working together. It’s a synergy of humans and machines that helps to solve one of the most fundamental biological problems.

With the new games and platforms, the researchers are hoping to encourage even more gamers to join the fun and contribute to a better understanding of genetically-based diseases at the same time.

Try it out – I have to admit I’m not especially good with puzzle games, so I haven’t been doing particularly well, but the researchers have done a pretty good job with the design of the game (esp. relative to many other academic-inspired gaming programs that I’ve seen) – and who knows, you might be a key contributor to the next big drug treatment!

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