Saturday, May 5, 2007

Review: 'Spider-Man 3' video game a blockbuster


(CNN) -- With the video game version of "Spider-Man 3" and its theatrical counterpart hitting the United States on Friday, we're not just seeing the continuation of a hugely successful movie franchise.
We're seeing the continuation of a video game franchise that's hugely successful in its own right.
"As popular as 'Spider-Man' is in the movie world, he's as popular in the video game world," says Bryan Intihar, Previews Editor for the video game magazine Electronic Gaming Monthly.
Activision's video game versions of the last two "Spider-Man" movies have grossed a staggering $462 million in the United States, according to market research firm NPD.
That's almost $100 million more than what the "Spider-Man 2" movie took in at the box office.
Usually, Intihar points out, you only see video game legends like "Grand Theft Auto" or "Halo" pulling those kinds of numbers.
The "Spider-Man" games have won commercial and critical kudos for their mostly faithful re-creations of the movies, and for a unique "open environment" that allows players to fight bad guys and swing through a dizzyingly accurate virtual recreation of Manhattan.
Activision's Neven Dravinski also credits the cooperation his "Spider-Man 3" team received from the movie's director, studio and stars (most of the film's cast, including, Tobey McGuire, do voice work for the game).
Dravinski says early in the film's production the gamemakers were able to see storyboards and initial special effects shots from some of the "Spider-Man 3" film's more memorable action sequences, including Peter Parker's nighttime aerial battle with the Green Goblin and Spider-Man's subway confrontation with Sandman. (Watch "Spider-Man 3: The Game" merge movie, video game )
Both sequences are featured in the game.
"Thankfully," Dravinski says, "we were able to see a lot of these sequences early and get a sense of what [the filmmakers] were doing."
The new "Spider-Man 3" game includes enhanced powers and new combat moves for Spidey; a bigger and more lifelike rendering of Manhattan; and storylines that diverge from the movie, including Spidey's battles against three elaborate street gangs that threaten to take over parts of New York (think "Spider-Man" meets "The Warriors").
Sure, the "Spider-Man" games can never match the popular action shooters for edge-of-your seat, pulse-pounding thrills (Spidey's gaming appeal has always been more "Wee!" than "Wow!").
But their re-creations of some well-loved movies, and of one well-loved character, may be what set them apart.
Still bleary-eyed after having unveiled the game at "Spider-Man 3" movie premieres in London, England, and Japan, Activision's Dravinski brightens at the memory of the reception the game got from fans. "At every premiere, I was the most popular guy because every kid, and every 40-year-old kid, would be like: 'Oh, my God -- Spider-Man!' "
It's that kind of international enthusiasm that makes for successful video game franchises.

Friday, May 4, 2007

Couple uses MySpace in adoption search

TAYLOR, Michigan (AP) -- A Michigan couple who spent five years trying to conceive has turned to MySpace.com in search of birth parents so they can adopt a child.
Sherry and Karl Dittmar already have a biological son and two adopted sons, but they also want a little girl.
"Dear birthmother," their MySpace posting begins. "We cannot imagine how difficult making an adoption plan for your child must be. ... Thank you for including our profile in your search for the right family to raise your baby."
The MySpace page had not drawn any offers of a baby by Wednesday morning, although the couple got a lead on a pregnant teen who was considering adoption, Sherry Dittmar told The Associated Press. She said she had received more than 1,700 messages since Monday alone.
"It's crazy," said the 31-year-old homemaker.
It was not clear if others had used the social site, popular primarily with young people, to find pregnant women considering adoption. Other Web sites specifically about adoption also post hopeful adoptive parents' profiles.
On the Web site, the Dittmars urged prospective birth parents to choose them.
"We would be thrilled to welcome a baby girl ... to our home," their posting says. "We hope you feel our family is the right family for your child."
Copyright 2007 The Associated Press. All rights reserved.This material may not be published, broadcast, rewritten, or redistributed.

Thursday, May 3, 2007

Digg mobbed by its own crowd


(Business 2.0 Magazine) -- "Letting users control your site can be terrifying at first," said Kevin Rose, the cofounder of popular news-aggregator site, Digg, told Business 2.0 Magazine recently.
But yesterday, Rose learned just how terrifying it can really be. Thousands of users rose up in protest over the site's decision to ban articles and comments that contained a 16-digit code that can be used to crack anti-copying technology on HD-DVDs.
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After users bombarded the site with more articles containing the offending code, Digg decided to yield to the power of the crowd.
Digg founder Kevin Rose announced on his blog that the site had changed its stance and has re-instated the offending articles after reading thousands of comments from angry users complaining about censorship.
Can HP revolutionize the DVD?
"You've made it clear," Rose writes. "You'd rather see Digg go down fighting than bow down to a bigger company. We hear you, and effective immediately we won't delete stories or comments containing the code and will deal with whatever the consequences might be." Rose added, "If we lose, then what the hell, at least we died trying."
The trouble started when lawyers for the format's digital rights management technology sent cease and desist letters to Digg, warning the site that that making the code public violates the Digital Millenium Copyright Act.
Digg began removing articles and comments that contained the code, but then the site was met with a furious backlash, as users began flooding the site with stories containing the code.
At one point, the top ten tech stories on Digg were stories that mentioned the banned code, and the torrent of posts temporarily crashed Digg's servers.
Digg at first defended its decision to remove stories containing the code, saying it was only obeying the law. Jay Adelson, the site's CEO, wrote in a posting to users, "Whether you agree or disagree with the policies of the intellectual property holders and consortiums, in order for Digg to survive, it must abide by the law." But by the end of the day when user protests reached a fever pitch, Digg decided to reverse course.
As Digg told Business 2.0 last December when he gave readers advice about how to succeed in business: "It's about allowing users to define the site and police the site themselves."
Yesterday, following his own advice turned out to be harder than Rose might have imagined.
Tom McNichol is a senior writer at Business 2.0 Magazine. Read his blog at The Other End of the Telescope.

Wednesday, May 2, 2007

Google expands personalization with iGoogle


MOUNTAIN VIEW, California (Reuters) -- Google Inc. is stepping up efforts to allow its users to personalize how they search the Web, moving beyond the one-size-fits-all approach to search it already offers.
Officials told reporters at Google's Silicon Valley headquarters on Monday of moves to allow users to share their own writings, photos, lists and other creative efforts, as well as to give consumers personalized views of the Web through use of their geographical location and search history.
The world's top provider of Web search services is bringing together the more idiosyncratic approach to finding information on the Internet under the umbrella term "iGoogle," the new name for its enhanced personalized home page services.
"We want to personalize the traditional notion of search," Sep Kamvar, lead engineer for the personalization push, told reporters. "I am an eclectic person. But everyone is. We can't go about designing products for the average person."
Reinventing the classic Google.com home page -- with its simple, uncluttered design -- the company is introducing features that range from colorful new Web page designs to helping users publish their own creative content.
Google is borrowing or reinventing ideas that have already become popular features on many social network sites such as MySpace, Facebook, Flickr, Bebo and Photobucket, where users are encouraged to share their own creative work with friends.
To help users create personalized features on iGoogle, the company introduced "Gadget Maker," which allows any user who knows how to upload a photo and fill out a simple Web form to publish their content without knowing computer coding.
Google introduced seven templates for creating personalized "gadgets" -- publishing features -- that include tools for publishing photos, sending virtual greeting cards or creating personal profiles or lists of favorite songs or films.
"I look at personalized search and I think it is one of the biggest advances we have had in the last couple of years," Marissa Mayer, Google's vice president in charge of search and user experience, told a news briefing.
Google's personalized home page, introduced two years ago, offers users the ability to choose from thousands of regularly updating Web features on one page. Tens of millions of users have signed up so far for the personalized approach to search and they are some of Google's most active users, Mayer said.
Last week, Google introduced the ability for users to refer back to their personal Web search history over the past several years. The history feature is optional and only for users who give permission to Google to store their Web surfing activity.
Google officials were asked whether users might be shocked to see how much information Google stores on searches.
"Web history tells the user what we (Google) know about you," Mayer replied. "You actually have full insight into what we know," she said, adding that users can delete any personal information they do not want to be recorded from searches.
Google is moving cautiously to avoid the mistakes of a decade ago, when the first wave of Web portals used personalization features on their sites to help marketers target ads rather than giving the user greater control.
"At some point we will turn our attention to advertising," Mayer said, but stressed that iGoogle will remain non-commercial for the foreseeable future.
Google is also introducing a geographic aspect to search results based on the location that users select as their home location on Google Maps.
Users who accept this option will see Google search results that are tailored to their location, so a search for "pizza" will return links to nearby pizza restaurants, not just the most heavily visited pizza sites across the Web.
The company is also expanding the number of countries and languages in which it will offer personalized search services.
This week, iGoogle personalized Web search will be available in 40 countries and 26 languages, up from 22 nations and 15 languages where personalization is now offered, said Jessica Ewing, the product manager for iGoogle.
Copyright 2007 Reuters. All rights reserved.This material may not be published, broadcast, rewritten, or redistributed.

Tuesday, May 1, 2007

Next-generation toys read brain waves


SAN JOSE, California (AP) -- A convincing twin of Darth Vader stalks the beige cubicles of a Silicon Valley office, complete with ominous black mask, cape and light saber.
But this is no chintzy Halloween costume. It's a prototype, years in the making, of a toy that incorporates brain wave-reading technology.
Behind the mask is a sensor that touches the user's forehead and reads the brain's electrical signals, then sends them to a wireless receiver inside the saber, which lights up when the user is concentrating.
The player maintains focus by channeling thoughts on any fixed mental image, or thinking specifically about keeping the light sword on. When the mind wanders, the wand goes dark.
Engineers at NeuroSky Inc. have big plans for brain wave-reading toys and video games. They say the simple Darth Vader game -- a relatively crude biofeedback device cloaked in gimmicky garb -- portends the coming of more sophisticated devices that could revolutionize the way people play.
Technology from NeuroSky and other startups could make video games more mentally stimulating and realistic. It could even enable players to control video game characters or avatars in virtual worlds with nothing but their thoughts.
Adding biofeedback to "Tiger Woods PGA Tour," for instance, could mean that only those players who muster Zen-like concentration could nail a put. In the popular first-person shooter "Grand Theft Auto," players who become nervous or frightened would have worse aim than those who remain relaxed and focused.
NeuroSky's prototype measures a person's baseline brain-wave activity, including signals that relate to concentration, relaxation and anxiety. The technology ranks performance in each category on a scale of 1 to 100, and the numbers change as a person thinks about relaxing images, focuses intently, or gets kicked, interrupted or otherwise distracted.
The technology is similar to more sensitive, expensive equipment that athletes use to achieve peak performance. Koo Hyoung Lee, a NeuroSky co-founder from South Korea, used biofeedback to improve concentration and relaxation techniques for members of his country's Olympic archery team.
"Most physical games are really mental games," said Lee, also chief technology officer at San Jose-based NeuroSky, a 12-employee company founded in 1999. "You must maintain attention at very high levels to succeed. This technology makes toys and video games more lifelike."
Boosters say toys with even the most basic brain wave-reading technology -- scheduled to debut later this year -- could boost mental focus and help kids with attention deficit hyperactivity disorder, autism and mood disorders.
But scientific research is scant. Even if the devices work as promised, some question whether people who use biofeedback devices will be able to replicate their relaxed or focused states in real life, when they're not attached to equipment in front of their television or computer.
Elkhonon Goldberg, clinical professor of neurology at New York University, said the toys might catch on in a society obsessed with optimizing performance -- but he was skeptical they'd reduce the severity of major behavioral disorders.
"These techniques are used usually in clinical contexts. The gaming companies are trying to push the envelope," said Goldberg, author of "The Wisdom Paradox: How Your Mind Can Grow Stronger As Your Brain Grows Older." "You can use computers to improve the cognitive abilities, but it's an art."
It's also unclear whether consumers, particularly American kids, want mentally taxing games.
"It's hard to tell whether playing games with biofeedback is more fun -- the company executives say that, but I don't know if I believe them," said Ben Sawyer, director of the Games for Health Project, a division of the Serious Games Initiative. The think tank focuses in part on how to make computer games more educational, not merely pastimes for kids with dexterous thumbs.
The basis of many brain wave-reading games is electroencephalography, or EEG, the measurement of the brain's electrical activity through electrodes placed on the scalp. EEG has been a mainstay of psychiatry for decades.
An EEG headset in a research hospital may have 100 or more electrodes that attach to the scalp with a conductive gel. It could cost tens of thousands of dollars.
But the price and size of EEG hardware is shrinking. NeuroSky's "dry-active" sensors don't require gel, are the size of a thumbnail, and could be put into a headset that retails for as little as $20, said NeuroSky CEO Stanley Yang.
Yang is secretive about his company's product lineup because of a nondisclosure agreement with the manufacturer. But he said an international toy manufacturer plans to unveil an inexpensive gizmo with an embedded NeuroSky biosensor at the Japan Toy Association's trade show in late June. A U.S. version is scheduled to debut at the American International Fall Toy Show in October.
"Whatever we sell, it will work on 100 percent or almost 100 percent of people out there, no matter what the condition, temperature, indoor or outdoors," Yang said. "We aim for wearable technology that everyone can put on and go without failure, as easy as the iPod."
Researchers at NeuroSky and other startups are also building prototypes of toys that use electromyography (EMG), which records twitches and other muscular movements, and electrooculography (EOG), which measures changes in the retina.
While NeuroSky's headset has one electrode, Emotiv Systems Inc. has developed a gel-free headset with 18 sensors. Besides monitoring basic changes in mood and focus, Emotiv's bulkier headset detects brain waves indicating smiles, blinks, laughter, even conscious thoughts and unconscious emotions. Players could kick or punch their video game opponent -- without a joystick or mouse.
"It fulfills the fantasy of telekinesis," said Tan Le, co-founder and president of San Francisco-based Emotiv.
The 30-person company hopes to begin selling a consumer headset next year, but executives would not speculate on price. A prototype hooks up to gaming consoles such as the Nintendo Wii, Sony PlayStation 3 and Microsoft Xbox 360.
Le, a 29-year-old Australian woman, said the company decided in 2004 to target gamers because they would generate the most revenue -- but eventually Emotive will build equipment for clinical use. The technology could enable paralyzed people to "move" in virtual realty; people with obsessive-compulsive disorders could measure their anxiety levels, then adjust medication accordingly.
The husband-and-wife team behind CyberLearning Technology LLC took the opposite approach. The San Marcos-based startup targets doctors, therapists and parents of adolescents with autism, impulse control problems and other pervasive developmental disorders.
CyberLearning is already selling the SmartBrain Technologies system for the original PlayStation, PS2 and original Xbox, and it will soon work with the PlayStation 3 and Xbox 360. The EEG- and EMG-based biofeedback system costs about $600, not including the game console or video games.
Kids who play the race car video game "Gran Turismo" with the SmartBrain system can only reach maximum speed when they're focused. If attention wanes or players become impulsive or anxious, cars slow to a chug.
CyberLearning has sold more than 1,500 systems since early 2005. The company hopes to reach adolescents already being treated for behavior disorders. But co-founder Lindsay Greco said the budding niche is unpredictable.
"Our biggest struggle is to find the target market," said Greco, who has run treatment programs for children with attention difficulties since the 1980s. "We're finding that parents are using this to improve their own recall and focus. We have executives who use it to improve their memory, even their golf."
Copyright 2007 The Associated Press. All rights reserved.This material may not be published, broadcast, rewritten, or redistributed.