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THE ATLANTA JOURNAL-CONSTITUTION
February 22, 2005
by Alex Handy
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
let 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 re-creating body language in 3-D 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," Vilhjalmsson said.
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 noncombative
nature.
"We're developing and deploying advanced tech for speech
recognition and artificial intelligence, and we need to
make sure that works," Johnson said. "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," Johnson
said. "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."
"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.
Copyright 2005. The
Atlanta Journal-Constitution
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