Researchers tame violent video game to keep troops safe in Iraq
http://www.pulsejournal.com/news/content/shared/news/nation/stories/0222_TRA
INING_GAME.html

By ALEX HANDY
Cox News Service
Tuesday, February 22, 2005

MARINA DEL REY, Calif. � The popular computer game Unreal Tournament 2003
invited players to become the "ultimate techno-gladiator of the future,"
blasting foes with "a smorgasbord of ferocious, flesh-chewing weaponry."

Now, researchers are turning the game into a tool for U.S. troops in Iraq �
not to make them fiercer in combat, but to sharpen language and cultural
skills that could help them avoid a potentially deadly confrontation.

Epic Games, the North Carolina software company that created Unreal
Tournament, also distributes modification tools that lets users change the
game's world into anything from a futuristic space arena to a realm of
blimp-borne buccaneers.

But no one had ever tried to make a nonviolent modification until a team
from the Information Sciences Institute from the University of Southern
California came along.

Hannes Hogni Vilhjalmsson, an Icelander working at the institute, has spent
the past nine years studying nonverbal communication. His specialty is
recreating body language in 3D computer programs.

Vilhjalmsson is helping create a program called the Tactical Language
Training System, and one of its first products is known as Tactical Iraqi.
Funded by the Defense Advanced Research Projects Administration, the
modified game aims to train U.S. troops how to communicate effectively with
Iraqi citizens.

Instead of wielding a bio-sludge gun, Tactical Iraqi players use their
verbal skills to negotiate a virtual Baghdad populated with numerous Arabic
speakers. Missions range from entering a cafe and locating the owner to
securing medical aid for an injured comrade.

Trainees wear microphone headsets, and the game analyzes their pronunciation
and inflection. A poor accent and tone will make the locals irate and
unwilling to help out. Thanks to Vilhjalmsson, these locals also express
their feelings through body language, crossing their arms when upset or
placing a hand over their heart as an earnest greeting.

Players must take into account their own body language, as well. Upon
entering a building, for example, players must remove their hats or risk
offending the patrons.

The researchers faced some unusual problems converting Unreal Tournament
into a training tool.

"It was actually quite difficult to find information on how to eliminate all
weapons," says Vilhjalmsson.

W. Lewis Johnson, director of the institute's Center for Advanced Research
and Technology for Education, recalled that "in one of the earlier versions
we got rid of the weapons, but one of the testers discovered that if he
stomped on other characters, they would explode in blood and guts."

It took the development team almost eight months to remove all violence from
the Unreal Tournament 2003 engine. But now that they've successfully
expunged the killing, the team faces new challenges of a decidedly
non-combative nature.

"We're developing and deploying advanced tech for speech recognition and
artificial intelligence, and we need to make sure that works," said Johnson.
"We also need to make sure that this game-oriented approach is an effective
learning method."

In addition, "we are now aiming to put into place the technical support, the
delivery mechanisms, the things we need to do to support larger numbers of
customers," said Johnson. "Next month, we plan a more serious trial where
platoon-sized units will be going though it, and we will be measuring how
much they learn from doing that."

Currently, Tactical Iraqi is undergoing limited tests within the military.
If all goes well, the system could be in full deployment by the end of the
year.



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