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September 21, 2005
5 Questions - Kyle Machulis, Nonpolynomial Labs
Today's 5 Questions:
Who are you, what's your background and what do you do?
My name is Kyle Machulis. I'm the founder of Nonpolynomial Labs, a research and consulting firm dedicated to helping UI and game developers create immersive environments using alternative control methods.
This is really a bunch of buzzwords meaning "I like driving cars with my kitchen sink and firing guns with light switches".
I run a network of blogs and websites called the NP Network (http://www.nonpolynomial.com/network.php), of which Slashdong.com is a part.
What was the inspiration behind slashdong.com?
Slashdong comes from an idea I had of "viral education". It's similar to the way viral advertising works, i.e. the end goal of the site is not obviously communicated through the facade.
I work in educational robotics, and found that a large portion of the people interested in engineering education were either less than 20 years old, or older than 35. There was a gap in the 18-35 demographic, which makes sense. Between those ages, people are usually interested in establishing a career, building a life for themselves, and generally doing things which require a lot of time and concentration. Picking up something like an engineering book isn't really the lightest of reading, nor do many people find it relaxing or fun. So, instead of trying to aim people toward creating battle bots or RC cars or whatever else most hobby engineering books teach these days that will only interest a certain group of people, I decided to go with something everyone knows, sex.
Sex is an interesting topic in engineering education. Thanks to the need for continuation of the species, humans are engrained with some knowledge of sex when they are born. It's taboo in some cultures, normal in others, but when you get down to it, *everyone* involves themselves in the same action in order to reproduce. So, instead of having a project with an end goal that needs to be explained, you have a positive output of better sex (or at least, some physically sexual actuation). The physics and mechanics are all just part of nature, so there's not a ton of theory to explain before the project will make sense.
Sex also provides a very humorous platform to work with. Instead of dry, theory-equation-code type tutorials, Slashdong is written in a very informal, tounge-in-cheek style. People learn better when they're entertained, and the combination of sex and humor has made for some of the most well-known literature and film of our time, so why not use that to teach?
Lately, we've been working on the idea of engineering projects as sexual education. There are a lot of rather fringe sexual practices (i.e. fetishes) out there that people aren't aware of because they aren't well known. Once people build our basic projects, we present them with new projects involving things such as BDSM and electrostimulation. It allows them to turn the knowledge they've gained in engineering basic sex toys toward learning about new forms of sexual gratification.
It's one big, crazy circle of learning.
Your SeXbox is a first in the industry. First off, for those unfamiliar with it, can you describe it and secondly, why? Feel free to include links for use with the story.
Sex, simulated or otherwise, is obviously one of the most immersive environments you can put yourself in. The brain chemistry related to sexual activity allows a game developer to harness the player's biological reactions to heighten game interactivity at almost zero cost of development.
The SeXBox was the first project I built to combine the education ideas that I stated above with the immersive environment research I do for NP Labs. Video games have come a long, long way in the last decade in terms of technical achievements and gameplay depth. Visual and auditory feedback have gone from huge blobs of color and chip tunes to 1080p resolutions with 7.1 surround sound. However, for haptic feedback, we're still stuck with a controller that vibrates in your hands. There's certainly a decent amount creative work you can do (one of my favorites still being the heartbeat felt when you hold the hand of the girl in Ico), but it's silly to stop there, when you have the rest of the body to use. That's why I created the SeXBox.
The SeXBox consists of an XBox controller with 2 3/32" audio jacks installed in the back. The 3/32" audio plug just happens to be the standard for most modular sex toys these days. If you buy a toy with a vibrating egg attachment, you'll most likely find this plug. The jacks are soldered directly to the pads of the force feedback motors, so when the force feedback signal is passed to the motors, it goes directly to the toy instead, creating vibrations that can be used anywhere on the player's body.
In the tutorials for building the SeXBox controller, people can learn about how motors, electricity, and basic voltage regulation works. After they learn the theory, they can then go on to build their own projects that use the Force Feedback signals. For instance, a player could hook up the force feedback signals to lights in the room while playing a survival horror game, making the lights flicker on and off whenever they are hit. There's a ton of little, interesting projects that can be bred from harnessing feedback signals for environmental stimulus, all it takes is the basic knowledge of how to put it together.
Lastly, the SeXBox provides a very, very cheap way to engage in remote sexual relations. Teledildonics (computer controlled remote sex) is still a fairly new industry, but commerical services charge $100+ for a toy, after which users are still tied in with monthly fees to use the services to run that toy. Our goal is to give users not only a way to have discrete, secure, cheap (the sexbox can be built for <$50) relations, but to also provide a platform they can develop for their own needs and interests.
Links to the SeXBox Tutorials are here and here.
You've been recently active in Second Life. Can you talk about the sexual spaces that are emerging in MMORPGs?
Second Life, and MMOs in general, offer people the chance to almost literally be and do "whatever, whenever, however". Traveling through the Second Life world, you can (and most likely will) run into every single fetish you can think of, and some you've probably never even heard of. A lot of the time, the people that are into these fetishes are also very willing and happy to chat about what they do and why they do it.
This brings up the major reason why MMOs foster sexual environments: Safety. It's difficult to safely experiment with a fetish in real life due to possible social reprocussions. People can be seeing going to clubs, overheard talking, so on and so forth. The internet remedied part of this by providing people with discussion forums and widely available pornography. However, virtual worlds allow people to come one step closer to actually engaging in these situations, while still being able to hit the "off" button easily. "Alt+F4" is the ultimate safe word (at least, in Windows :) ).
Not to mention, cost and discretion. In a virtual world, you don't have to spend $5k in gear just to realize that pony play doesn't do it for you. Pay some in game money for a box that can't be traced to your credit card and doesn't show up in your mailbox. Five minutes and a few polygons later, if you're sick of it, you haven't lost or risked anything, and if you like it... you haven't lost or risked anything. :).
You have said that any game can be made into a sexual thing if you try hard enough. Can you give me some examples?
It's the same idea as slash fiction (fan-written stories involving fictional characters in sometimes romantic or sexual situations), just more interactive for the end user. You've got something that *you* control running around on the screen, so it feels like there's a little piece of you that's interacting with the virtual world. Combine that with a fetish, and you've got yourself emergent porn.
One of the examples of this comes from a joke we made in one of the early SeXBox tutorials. We recommended using the game Burnout 2 in Crash Mode (a minigame where you crash your car into an intersection to see how much damage you can possibly cause) in order to test the SeXBox.
This was a homage to the JG Ballard novel (and later David Cronenberg film) "Crash", about a couple who gets off while watching/causing car crashes. We used this example in jest, but the idea works in a very
real way.
My favorite real example has to be the Voraphile video game list. This is a list of every video game where you can be eaten, can eat something, or can watch something be eaten. It's ridiculously complete, and still being updated to this day.
It's really a testament to the lengths people will go to in order to find what they like, and share it with others.
Posted by BrendaBrathwaite at September 21, 2005 08:55 AM | Discuss this post on our forums
Comments
Oooh very nice to see this, nice questions Brenda and great mots du jour, Kyle aka qDot! I saw you cited on Fleshbot too for the Nintendo Revolution thang, w00t!
Posted by: Torley at September 21, 2005 09:34 PM
Nice, thorough interview. qDot ftw!
Posted by: kale at September 23, 2005 09:54 AM