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Sometimes, A Banana Is Just A House
Home :: Family :: Kids & Teens
By: Margaret Johnson Email Article
Word Count: 778 Digg it | Del.icio.us it | Google it | StumbleUpon it

  

When we started writing this article it turned into a dry, biographical piece: "Developers Thomas Steinke and Duncan knew they faced a challenge…" blah blah blah.That can’t do Sabi Games’ Living Ink technology justice. Instead, let’s put it this way: If SkyNet becomes self-aware, blame Living Ink. ‘Cause I’ve never seen a computer come this close to the kind of contextual thinking normally reserved for us hairless apes.  Living Ink drives Sabi Games’ first drawing-meets-reading game, ItzaBitza. In it, children follow instructions written on the screen. They draw shapes, like this:



Then the game asks questions like "Where’s the door?", and you answer.  That’s all well and good, but what happens if, instead of a house, you draw a banana?  "Can you draw a house" OK, we’re not artists – all the better from our perspective - but it’s vaguely banana-shaped.



"Where’s the door?" we draw our best imitation of a door, which ain’t much:



And the game immediately turns our door into a door, and our windows into windows, complete with hinges:



Waitaminute. How the heck did the game know we meant to make a house out of a fruit? And a floppy fruit, at that?  That’s the magic of Living Ink. The development team at Sabi Games has cooked up a game engine that actually interprets what you draw in context. So, if the game asks for a house, and you draw a shoe, the game assumes it’s a shoe-shaped house.  Many have spent hours trying to fool the game by making the squirrel hole in the wrong part of a tree, or make the wrong part of my drawing turn into the sun.  The game even interpreted our sad, sad drawing of a tree, putting apples in the right place:



No joy. Living Ink matched every form of artistic insanity we could come up with.  Other games are pretty clever. Crayon Physics is an amazing game, and we’ve put in our share of time making stuff fall, roll, bump and bounce in its unique 2D universe. But it doesn’t actually know that a car is a car. It just knows that the box you drew is on top of two round things, and therefore rolls.

Living Ink goes one better, by actually understanding that a tree drawn with our total lack of artistic ability is nevertheless a tree, and not a toothpick that sneezed too hard!

Ian watched his daughter (six years old) playing ItzaBitza. She’s a good reader but gets bored quickly and often drifts off into some alternate universe reserved for six-year-old girls and their imaginary dogs (named Truffles, in this case). This game keeps her engaged and learning in ways Ian’s never seen before. The game asks for a house. Maybe she draws a house. Maybe she draws a big round thing instead. Then it asks for a door, and she draws a door, which may or may not be door-shaped. But both my daughter and the game ‘get it’ – the real goal is to understand what’s being asked of you, not to draw a house the way 99999 others have drawn it.

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Margaret Johnson is a mom of two passionate about providing REALLY fun, quality video games to kids. Her company, Sabi Inc., shipped thier first game - ItzaBitza (http://ItzaBitza.com) that delights and surprises children by using Living Ink to interpret what they draw and make it part of the game. She and her team spent three years collaborating with renown learning scientists to fuse creative thinking and problem solving into Sabi's games.

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