Multimedia At Work: Entertainment Technology Center
Donald Marinelli, Randy Pausch, and
Janeen LaForce, Carnegie Mellon University
There's no doubt that
the world of digital entertainment is here to stay. In addition, ongoing
advances in computer technology will continue to expand not only the graphics
pallette of the medium but also the realm of imaginative, virtual experiences
being offered to consumers. At Carnegie Mellon University's
Entertainment Technology Center, we focus on creating new entertainment
technologies, venues, and experiences that take advantage of developments
in technical fields like computer science, while seeking ways to include
the traditional dynamics of fine arts such as drama, storytelling, film,
and theater.
As educators of entertainment technology, we're continually asked to define
our discipline. Our mission statement is to provide "leadership in education
and research that combines technology and fine arts to create new processes,
tools, and vision for storytelling and entertainment."
Mixing arts and sciences
In 1998 we set the wheels in motion to create
the Entertainment Technology Center (ETC) at CMU, which has top-ranked technology
and fine arts programs on the same campus. You're probably aware of the
reputation of CMU's School of Computer Science but you may not be aware
that CMU was also the first university to grant an undergraduate degree
in drama (1914).
We created the ETC as a direct initiative from the university president.
A two-year program of study, the ETC culminates in the Master of Entertainment
Technology (MET) degree, which is jointly conferred by the College of Fine
Arts and the School of Computer Science. One of the directors (Randy Pausch)
is a professor of computer science, human-computer interaction, and design.
The other (Don Marinelli) is a professor of drama and arts management.
The curriculum centers on interdisciplinary group project work but also
draws on courses from the breadth of the university's schedule (see
"Building Virtual Worlds"). The ETC doesn't intend to turn artists
into engineers, or vice versa. Rather, the program seeks to create new professionals
with an understanding of how to use technology to entertain and inspire.
While some students will achieve mastery in both areas, the program intends
for typical students to enter with knowledge or experience in one specific
area and spend their two years at CMU learning the vocabulary, values, and
working patterns of the other discipline. We're based on the principle of
having technologists and fine artists work together on projects that produce
artifacts intended to entertain, inform, inspire, or otherwise affect an
audience/guest/player/participant. In short, the program will produce graduates
with unique, cross-disciplinary skills in technology and fine arts. These
students can, and have, been paired with industry partners on specific sponsored
projects.
The ETC works with a variety of industry partners to transform how people
use and interact with technology. In addition to pushing the envelope of
what's traditionally considered entertainment, we also apply the principles
of entertainment, via new technological capabilities, into broad areas-from
developing customer loyalty and branding in the digital era to training
geographically dispersed workers.
Students in the ETC take courses ranging from computer programming to designing
virtual worlds to improvisational acting, but the emphasis is on project
courses. Each project course places students in interdisciplinary teams
that must produce working artifacts; in the tradition of CMU, this emphasis
is on making real things that work. The project courses progress by slowly
increasing the duration of the projects, which start at two weeks and ultimately
last for an entire semester. A key aspect of the program is to ensure that
the students have an opportunity to work with a large, diverse set of collaborators
with different skill sets. To this end, the project groups are constantly
reshuffled during the course of the students' four semesters with the ETC.
Student projects
Although the program has only just finished its pilot year, our students
have already produced the following projects.
Content production
During the first semester of the program, the
ETC was invited to work with a San Francisco Bay Area location-based entertainment
company to create content for a
virtual-world, intergalactic travel experience that the company had
under development. Our students created a series of news shows for the fictitious
Inter-Planetary News Network. From concept to design, they modeled the cybernews
desk and other locations, wrote the news stories, and produced several complete
newscast segments. The theory was to make the news stories and other content
accessible to users through a series of video touch screens throughout the
facility.
Training "game" for network administrators
Being prepared to deal with network security is an increasing problem. Many
administrators are ill equipped to handle network attacks, and training
can be dry and boring. Since many of these administrators are avid game
players, the CyberSecurity Center, a division of the Carnegie Mellon Research
Institute, recruited the ETC to design a compelling, game-like training
tool. In the first phase of this project, the ETC assisted with concept
and content development and eventually began proof-of-concept prototyping.
We hope that this ongoing project will result in an interactive game that
simulates hackers breaking into networks.
Virtual reality rat maze
To what extent can a "God's eye view" and a set of controls let external
viewers alter the choices players make in an immersive environment? ETC
students set out to discover the answer. External "directors" sitting at
desktop machines that display an overhead view of a maze attempt to lure
the VR participant/explorer by cuing real-time audio and visual changes
to the environment. They also perform distortions such as warping the environment
(Figure 1) to make certain rooms appear closer, larger, more brightly
lit, and so on. Our students found a director could change the story on-the-fly
in an immersive simulation and dynamically draw the participant's focus.

Figure 1. An example of how an external director
can change the
VR maze environment in an attempt to control the players' actions.
Would you be lured in the direction of the bulging door?
Audience control of dinosaur time machines
One of the earliest partnerships the ETC developed was with the Carnegie
Museum of Natural History, located adjacent to campus. The museum contains
a partial-dome SkySkan theater, which uses five digital projectors on a
210-degrees wide by 30-degrees tall wraparound screen that envelops an audience
of about 60 people with full-motion imagery and surround sound.
While the theater was not built with real-time interactivity in mind, ETC
students immediately set out to create just that. What they came up with-in
only six weeks-was an interactive experience geared for school-age children.
The premise was simple but effective: the audience would be transported
to a prehistoric landscape in a flying time machine and, by controlling
the direction of the machine, they could complete their mission of taking
snapshots of various dinosaurs they encountered.
Because our students
were working with the museum, their challenge was to create an experience
that was not only entertaining, but also educational. In the spirit of scientific
accuracy, they formed the flying time machine in the image of a large Pterodactyl
(technically, a Quetzalcoatlus). As the narrator of the piece explained
to the audience, the dinosaurs they were about to encounter would not be
frightened by a time machine that looked like one of their own.
The experience was fully interactive; the audience controlled the direction
of the machine through its flight as a cohesive unit. Rather than using
indirect, artificial controls (such as buttons in the armrest), this experience
used direct, full-body motion. ETC students created a real-time, computer-vision
system that tracked the audience-by leaning to the left or right in their
seats, the audience collectively controlled the flight path of the virtual
time machine through a prehistoric canyon. (Imagine in Star Wars an X-wing
fight flying through the Death Star trench, except that 65 people are piloting
it.) While flying through the landscape, the guests were surrounded by full-motion
imagery. They took pictures of the various dinosaurs they encountered, and
discovered interesting
dinosaur facts from a real-time, synthetically generated narrator.
ETC students built the entire system using consumer-level commodity hardware
and software. For the vision machine, they used a SAG electronics 700-MHz
Pentium III and an Imagenation PXC200 video capture card. To build the rendering
machine, they started with a Dell 866-MHz Pentium III with one Diamond Multimedia
Viper 770 accelerated graphics port (AGP) card (for the control monitor)
and added five 3dfx Voodoo3 peripheral component interconnect (PCI) graphics
cards to run the five screens. Students connected the two machines by Ethernet.
Additionally, they used an in-house 3D rapid-prototyping tool, called Alice,
to create the prehistoric environment.
When beginning this project, our students set out to discover whether the
audience would behave as a collective. They discovered that their audience
(several troops of Junior Girl Scouts) displayed excellent cohesion in decision
making-the creative mix of storytelling and technology carefully woven by
a small group of graduate students encouraged an audience of strangers to
interact with each other almost immediately. This experience was a success.
However, the jury is still out on how well this technology will work long
term. This semester, our students continue to develop and research audience-controlled
interactive experiences for an immersive theater in a museum environment.
The CUBE: An
inside-out CAVE
A surrounding, immersive environment can be provided in two primary ways:
a head-mounted display (HMD) or the Cave Automatic Virtual Environment (CAVE).
The CAVE is a cubic room typically about ten feet on a side where rear-projectors
display images on three, four, five, or six of the surfaces. The ETC Computer-driven
Upper Body Environment (CUBE) takes a new approach. Imagine the top half
of a phone booth hanging in space (Figure 2). Viewers duck under
and into this device, which provides imagery on all sides. Like a CAVE,
the user need not wear or be touched by anything, but like an HMD, it requires
very little floor space. Unlike either, the CUBE gives a set of surrounding
viewers a unique show of the participant's activity. After constructing
the CUBE, the team presented Swamp Romp, a virtual reality world created
by one of the team's members in a previous semester's Building Virtual Reality
course. The world lets guests play the part of a frog, jumping from lily
pad to lily pad in search of flies. The team chose Swamp Romp as the demonstration
world because the circular lily pad path encourages guests to turn 360 degrees
and view all four screens. Specific human-centered observations from the
project include:

Figure 2. A model of the CUBE, developed by ETC
students in an
attempt to create an immersive environment similar to a CAVE in
that no equipment must be worn, but like an HMD, takes up very
little floor space.
Potential uses for the CUBE include telepresence, vehicle simulation, immersive
display authoring environments, and general exploration of 3D virtual reality
worlds. To learn how to build a CUBE, see "CUBE Equipment:
Make Your Own at Home."
The students in our pilot class have just completed their first year of
research, study, and professional development-resulting in the artifacts,
concepts, and projects just described. As we admit a new class and await
the graduation of our pilot class in the spring of 2001, we find the ETC
not only riding the wave of a new media revolution, but also creating waves
of its own. Join us often by logging on to our
Web site.
Readers may contact the authors at the Entertainment Technology Center,
Carnegie Mellon University, Doherty Hall 4301, 5000 Forbes Ave., Pittsburgh,
PA 15213, e-mail Marinelli at thedon@cmu.edu,
Pausch at pausch@cs.cmu.edu, and
LaForce at jlaforce@cs.cmu.edu.
The ETC offers a number of unique courses,
including Building Virtual Worlds. This course puts students into four-person
teams, where each team consists of students from four different majors and/or
skill sets. The teams use a combination of commercial and locally developed
software (available at http://www.alice.org)
to produce a fully functional, HMD-based virtual reality world in less than
two weeks (Figure A). At the end of each two-week period, the teams
are shuffled, to maximize working with as many different people as possible,
and the process repeats. By the end of the semester, each student will be
part of five teams, making five completely different VR worlds. At the end
of the semester, the class holds a campus-wide exhibition to show their
work, attended by a standing-room only crowd of more than 500 people. Many
of the worlds are available on the ETC
Web site.
Figure A. One of the worlds
created in the Building Virtual Worlds
class was a simulation of a Disney ride. The students created a
world in which the ride stopped running unless the participants
sang "It's a Small World."
CUBE Equipment: Make Your Own at Home
Our students set out to create the CUBE using creativity and forethought.
In fact, no advanced building skills were required-just the ability to use
a drill!
Here's the hardware you need to get started:
SAG Electronics 700-MHz Intel Pentium III
384 Mbytes RAM
Intel SE440BX-2 motherboard
Diamond Viper 770 Ultra graphics card
4 EIKI Powerhouse One LC-X1 projectors
To make the screens and frame, you'll need:
100 feet of 3/8-inch thick rope
Transparent packing tape
Eight sheets of 1/8-inch Plexiglas (32 X 28 inches)
Two-sheet Plexiglas (29 X 28 inches)
Two 4- X 4-foot cuts of 1/2-inch thick plywood
Four 4-foot cuts of 1- X 2-inch lumber
Twelve 4-foot cuts of 1- X 3-inch lumber
One box of 1-inch screws
Two cabinet handles
Eight sheets of denril paper (32 X 28 inches)
Two sheets of denril paper (29 X 28 inches)
Four 5/16- X 36-inch threaded rods
Four 5/16-inch eye bolts
Four 5/16-inch bolt couplers
Sixteen 5/16- X 1.5-inch washers
Sixteen 5/16-inch wing nuts
