Friday, October 22, 2010

Meet Milo



     I recently rediscovered a video that I saw a while back. I forgot about it until hearing the many discussions in class about the advances of technology and the crazy things companies are creating. Kinect for Xbox 360, code name “Project Natal”, is a new system in video game entertainment that uses body, facial and voice recognition. The main selling point of this system is that no controllers are needed. The user’s hands are the controllers. Natal points out that there are no constraints as there are when using hand-held remotes, and therefore we are allowed to be more intuitive and less conscious that we are playing a game.
     Project Natal is currently in the process of finalizing a game in which users can “meet Milo”. Milo is a young boy, a character that Natal has created. Milo can interact with the user. He can distinguish specific facial expressions and inflections in the user’s voice. Supposedly, Milo can understand you. He is “fascinated about your life”. He remembers who you are and your past experiences together. According to Natal, users are “sculpting a human being”. Every Milo is different. Milo is created through the decisions we make while using the game.
     While this new game seems very captivating and entertaining, it also found it to be a bit disturbing. It is obvious that they are selling us a new experience. Users are able to establish a connection with this “boy”. Natal explains to us that we are now being noticed. Books and televisions cannot acknowledge out existence, but Milo can. As shown in the TED video, at one point in the game Milo is very upset after an argument with his parents and moving into a new house. It is our duty to comfort Milo. Users can then earn points for reassuring him that everything will be okay. I cannot decide if this is a constructive or poor aspect of the game. While it can teach younger people to be compassionate and that you can “win” for showing your concern and kindness for others, are they then going to want a reward when helping out someone in real life? It seems that this game can instill good morals into children and help them learn some communication skills, but I do believe that this game may have some consequences once it becomes available to everyone.
     It is quite obvious that this game is very intriguing, yet bizarre. What does this teach the generation who will be using this product? Has society forgotten (or will forget) how to make real friends using face to face communication? Children may lose the ability to talk in person with all of these new technologies allowing us to communicate over these various mediums. They may also feel no need to make new friends when Milo is secure and will always be there at their house waiting for them when they get home from school. But what consequences will this game have on children when the console suddenly breaks and they are left without their friend?
     Clearly, this product is still in its early stages as Xbox has not yet released it and there has not been much publicized buzz about it. I am looking forward to see how society will react to this product, and whether it will be accepted into the homes of young children or even adults.


("Milo" was also recently featured in a TED Blog.)
TED Blog - Meet Milo

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