'Cloning'
process promises parallel universe of gaming
November 10, 2000
Web posted at: 1:31 PM EST (1831 GMT)
By Daniel Sieberg
Technology Editor
CNN.com © 2000,
(CNN) -- Imagine a parallel
universe where you are the hero.
3Q Inc. hopes gamers will be able to
visualize such a scenario, one in which a
computer-generated double exists to battle monsters,
shoot enemies and evade peril.
Although the number of compatible PC
games is currently limited, 3Q launched its 3-D human
form reproduction technology Friday at a Babbage's
outlet in San Jose, California.
To have their digitized alter ego
created, a person sits inside a converted photo booth
that houses three precisely synchronized cameras. A
technique known as Digital Surface Photogrammetry (DSP)
is then engaged, which involves a random, non-laser
light pattern projected on the subject's face to capture
an image in as little as 8 milliseconds. Creators of the
technique say speed is of the essence in order to reduce
any slight movements that could negatively impact
quality.
The resolution allows for 2,000
polygons, which can be modified depending on the game
engine. The surface texture is 24-bit color, and the 3-D
file format is available in Virtual Reality Modeling
Language (VRML) and game file formats -- all rendered in
about 10 seconds. Users then have a few minutes to add
features such as scars or to change their hairstyle.
Players can then upload themselves to
their favorite computer game. The cost is $25 for the
image on a CD-ROM, which can include the specific game
engine for an additional $5 each.
So far, the 3Q cloning booth is only
located at the Babbage's Software Etc. store in San
Jose, California. Two other booths will be launched in
the coming days at Babbage's in Dallas, Texas, (on
Saturday) and Seattle, Washington (on Monday). Officials
at 3Q have said they intend to make them more widely
accessible in the near future.
But not everyone is confident that it
will sustain enough public interest.
Chris Kramer, editor in chief at PC
Daily Radar, a Web site that reviews video games, said
although the idea of becoming an avatar is fascinating,
the means to transfer the image may still be too
time-consuming and appeal to only a narrow market.
"I think it's a cool idea, but it
probably won't get off the ground," Kramer said.
"There are a million nifty high-tech ideas that
just don't catch on."
Extensive research, other
applications
According to 3Q, more than five years
of continuous research has gone into developing DSP. The
parent company of 3Q is TCTi, which is based in the
United Kingdom and supplies the technology behind
Atlanta, Georgia-based 3Q.
The same 3-D rendering system is
already in use by the medical community for a variety of
purposes, say 3Q officials, including allowing plastic
surgery patients to preview their new look and
monitoring the growth of children awaiting jaw surgery.
|
| The scanning booth
houses three precisely synchronized
cameras that use a non-laser light to
capture an image of the subject's face
in as little as 8 milliseconds |
|
|
Designers of the digital capture
procedure say future applications could enable a
person's 3-D image to collaborate with colleagues on a
virtual project, compete against friends in a computer
game, visit a virtual doctor or even shop with a family
member in a virtual mall.
Chris Lane, CEO of 3Q, suggested that
when full-body scanning is widely available, a person
could use their 3-D image to try on clothes in
cyberspace to find out if they fit. For now, only faces
can be scanned at the 3Q cloning booths.
The computers that run this technology
have reached a point where the image quality is
noticeably more realistic, said Lane.
"It's truly going to change the
approach to home entertainment."
Among the games that can now
accommodate 3Q's technology are "Quake III
Arena," "Star Trek: Voyager Elite Force"
and "Counter-Strike." Other games are also
looking to eventually incorporate the cloning images,
including "The Sims," "Duke Nukem
Forever" and "Unreal Tournament."
Lane said 3Q opted not to align with a
particular game manufacturer in order to remain
independent, choosing Babbage's as a retail partner
instead.
Privacy, interactive implications
For avid Internet gamers, the cloning
technology offers a further extension of their virtual
personas, said David Eddings, director of promotions at
Gathering of Developers Inc., a computer and video game
publisher.
"This technology will take games
such as "Quake III" and "Rune" to
the next level," Eddings said. "The biggest
impact, however, will be in Massively Multiplayer Online
Role Playing Games (MMORPG) such as the upcoming 'Shadowbane'
games. In these types of games players build unique
online identities in a persistent universe. 3Q's
technology further bridges the gap between virtual and
reality."
Lane noted that 3Q is warning people
to keep their new image private since it could be
misused if it falls into the wrong hands.
When asked whether there are concerns
about children using their own image in a violent video
game, Lane said the company would address such issues as
they arise.
He said they are pushing for ethical
and responsible use from the beginning, and while there
are no age restrictions on using the cloning booth, Lane
said 3Q would consider such a measure if it becomes
necessary.
"It's difficult to predict what
could happen, but there's always a potential for
misuse," he said. "Although you may be killed
in the game, you can come back to life with the click of
a mouse. But at this stage, it's all about having
fun."
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