GAMES & VIRTUAL WORLDS SERIES

Put That There

coolio historico

Michael Filimowicz, PhD
Understanding Games
3 min readJun 2, 2023

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The Put That There video, created by researchers at the Massachusetts Institute of Technology (MIT) in 1980, holds significant historical importance in the development of interactive technologies and their impact on various fields, including video games. The video showcased a pioneering system that allowed users to interact with a computer through natural language and gestures, introducing a new paradigm for human-computer interaction.

At the time, most computer interactions were limited to command-line interfaces, which required users to type specific commands to execute tasks. The Put That There system presented a groundbreaking approach by enabling users to communicate with the computer in a more intuitive and natural manner. It introduced a multimodal interaction system, combining voice commands and gestures, allowing users to manipulate objects in a simulated environment.

This system demonstrated the potential of natural language processing and computer vision technologies for creating more immersive and interactive experiences. By using voice and gestures, users could issue commands and perform actions more effortlessly, blurring the boundaries between humans and computers. This was a significant step towards making computers more accessible and user-friendly.

While it may not be a direct precursor to eye tracking in VR headsets, it can be seen as an early exploration of intuitive user interfaces and the potential for natural interaction with virtual environments.

The light pointer used in the video was a handheld device that emitted a beam of light, allowing users to interact with a computer display by pointing at objects or locations on the screen. By moving the light pointer, users could select, manipulate, and move objects within the virtual environment.

Eye tracking, on the other hand, involves monitoring the movements and positions of the user’s eyes. It enables the system to determine where the user is looking within the virtual or augmented reality space. Eye tracking technology in VR headsets tracks the position and movement of the user’s eyes, allowing for more precise and natural interactions within the virtual environment.

However, there are some conceptual similarities between the light pointer and eye tracking in VR headsets. Both aim to provide more intuitive and natural ways of interacting with digital content. The light pointer was an early attempt to bridge the gap between the physical world and the digital world by allowing users to directly manipulate virtual objects. Similarly, eye tracking in VR headsets aims to enhance immersion and interaction by enabling users to control the virtual environment simply by looking at objects or locations.

Put That There provided early insights into how interactive technologies could enhance gameplay experiences. The system allowed users to manipulate objects in a virtual environment using gestures, providing a glimpse into the possibilities of immersive virtual reality (VR) gaming.

The video also highlighted the potential for natural language processing in video games. Although the system’s vocabulary was limited, the concept of using voice commands to control game characters or interact with virtual worlds foreshadowed the rise of voice-controlled gaming systems, which have become more prevalent in recent years.

Moreover, Put That There influenced subsequent research and development in the field of human-computer interaction. It inspired further exploration of gesture-based interfaces, touchscreens, motion controls, and other interactive technologies that have revolutionized video games and other interactive applications.

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