October 2008 Newsletter

October 2, 2008
Researchers at CITRIS have teamed up to develop a video game that can screen young children for fragile X  syndrome, the most common form of inherited mental impairment.
Artist Sharon Daniel helps give disenfranchised groups, such as women prisoners and shantytown dwellers, access to technology to document their experiences.
Dear Friends of CITRIS,

CITRIS’s projects extend far beyond just the “technology push” elements of our mission. This issue of the newsletter shows how we reach into the lives of those outside our immediate community, often people who face harrowing social conditions. For example, many of the young children in our inner cities suffer from conditions that go undetected because of problems or neglect at home and overcrowding and poor resources at school.  Sometimes these students do not show up on the administrative or clinical radar until late in their childhoods, when their predicaments are much harder to address and may already have led them into ever-worsening cycles of trouble.

We clearly understand that technology, in and of itself, cannot solve this kind of social problem.  However, in the first story below, featuring the work of Greg Niemeyer and Kimiko Ryokai at Berkeley, and Randi Hagerman at Davis, we see there is an opportunity to use the fun, affordability, and popularity of video games to help. Their specially designed games screen high-risk pre-school students for neurological problems that, once identified, can be addressed while the children are still most responsive to corrective treatment. Some of those same compelling games can also be used to strengthen the cognitive deficits they reveal. In this case, the underlying problem is fragile X syndrome, a condition that, if left undiagnosed and treated, can lead to a lifetime of suffering both for the patient and his or her family. In the demonstrations we have seen at CITRIS, these culturally-sensitive games are instructive, fun for the participants, and without a trace of condescension or patrimony. The work speaks for itself, and we are very proud of it.

Our second story focuses on the work of UC Santa Cruz artist Sharon Daniel. She too reaches out to a set of socially neglected groups that are usually hidden beyond our academic horizon. In this case, it is young shantytown occupants in the slums of Buenos Aires and women in the California State Prison system. For those of us who enjoy the freedoms and privileges of an academic community like ours, it may seem difficult to identify at an emotional level with prisoners of any kind, let alone predominantly poor, minority women prisoners who are separated from their families and communities. Daniel’s work punches a hole in that emotional barrier. By granting us such a humanitarian view into the daily struggles and life-threatening challenges that face so many, this work also humbles and activates us.

Daniel’s work in Argentina, while focusing on different people with different concerns, is equally illuminating. The artistic self-expression of this Buenos Aires community is inspiring, vibrant, and creative, despite the overwhelming economic challenges it faces. I think I speak on behalf of all of  CITRIS when I thank our Institute for enabling and encouraging work that brings us so close to the artistic expression of other communities.

I hope that you enjoy both articles. We appreciate your support. Keep up the good work.

Professor Paul K. Wright
Acting Director, Center for Information Technology Research in the Interest of Society

CITRIS Awards, Honors, & News

Nokia Distinguished Lectures
CITRIS is honored to co-sponsor the Nokia Distinguished Lecture Series on Cyber-Physical Systems (CPS). Cyber-physical systems (CPS) are computing systems that interact with physical processes. The tight integration between the computation and the physical system is what differentiates CPS from other forms of computing, making CPS a kind of embedded system.
http://www.citris-uc.org/news/nokias_distinguished_lecture_series

TIER Workshop: Oct. 17-18
Please join us for a two-day workshop on Technology Infrastructure for Emerging Regions on the UC Berkeley campus. This event will spotlight research dedicated to understanding the role of and developing innovative information and communications technologies for developing regions.
http://www.citris-uc.org/TIER

CITRIS Distinguished Speaker: "The Brain-like Vision"
On October 9 at 4:00 PM, Edgar Koerner, the President of the Honda Research Institute Europe GmbH, will speak about his research into brain architecture and applying that knowledge for autonomous interaction of Honda's humanoid robot, ASIMO.
http://www.citris-uc.org/events/brain-vision

Solar Taxi visits CITRIS
Swiss adventurer Louis Palmer is taking a small blue environmentally-friendly taxi around the world and visited CITRIS this summer. Photos and a video of the lecture are available online.
 http://www.citris-uc.org/solartaxi

The Black Cloud: Using Games to Understand Air Quality
A game by Prof. Greg Niemeyer aims to draw connections between human behavior and local air pollution in an innovative learning environment.
http://www.citris-uc.org/news/black_cloud_using_games_understand_air_quality

UC Santa Cruz Team Developing a High-tech Dictionary for the Classroom

Dictionaries in the classroom may go the way of typewriters if researchers at the University of California, Santa Cruz, have their way.
http://www.citris-uc.org/news/uc_santa_cruz_team_developing_hightech_dictionary_classroom

CITRIS Holiday Gala, December 12

We are pleased to host our annual gala on Friday, December 12, at 4:00 PM in the lobby of Hearst Memorial Mining Building. As is our tradition, we will present a performance piece at 6:00 PM that combines art and technology in a novel way. More details will be available soon.
http://www.citris-uc.org/holiday2008

CITRIS Headquarters Dedication, Feb. 27, 2009
On Feb. 27, 2009, CITRIS will mark the official opening of its new headquarters, Sutardja-Dai Hall, with an afternoon of talks and celebration.
http://www.citris-uc.org/HQdedication

Serious Play: Using Games to Screen for Fragile X

by Gordy Slack

Professor Greg Niemeyer is leading development of fun, interactive games that could diagnose fragile X syndrome in children.
Games are not supposed to be serious; that is why they are called games. Or, at least, that is what conventional wisdom tells us. But UC Berkeley new media artist Greg Niemeyer is tweaking that convention, if not turning it on its head. Games are fun, he says, but they can also do important work.  

Games can be great teachers, at least in part, because they are not serious. When we play, we let down our defenses, open our minds, focus our attention, and let the learning-inducing neuromodulators flow. The serious/fun game paradox is one that Niemeyer and his co-investigator Kimiko Ryokai are happy to work with.  Niemeyer is an associate professor in Berkeley’s Center for New Media and Ryokai is an assistant professor with a joint appointment at Berkeley’s School of Information and the Center for New Media.

They have teamed up with a very serious person, pediatrician Randi Hagerman, medical director of the UC Davis M.I.N.D. (Medical Investigation of Neurodevelopmental Disorders) Institute, to make a fun game that will screen pre-school-age children for fragile X syndrome and provide therapeutic intervention targeted at improving visual attention in those children. Fragile X is the most common form of inherited mental impairment; its symptoms range from mild learning disabilities to severe mental retardation and autism-like behaviors. Hagerman wants to catch children with fragile X earlier in life, a tricky proposition, especially in poor urban areas like East Oakland, where visits to the doctor, and hence identification of the syndrome, are relatively rare.

Fragile X syndrome is caused by a mutation in the FMR1 gene on the X chromosome and results in difficulties in the areas of learning, coordinating visual-spatial and visual-motor information, numerical processing, and inhibitory control. While reliable DNA testing methods are available, FXS is often undiagnosed until the age of 2 or later unless family history of the disorder exists.  Administering the tests that reveal the syndrome requires professional oversight, which can be difficult to obtain in underserved communities. In East Oakland, and other low-income, underserved areas around the country, children suffering from fragile X often go undiagnosed until elementary or middle school. If identified earlier, these students would qualify for intervention services and medical help that could make a big improvement in their lives and the lives of their families, says Hagerman, an expert in diagnosing and treating the condition.

Fragile X syndrome is mainly caused by a mutation in the FMR1 gene on the X chromosome and results in the reduced ability to learn and memorize.

Today, associate professor Susan Rivera and graduate student Faraz Farzin, who are also associated with the M.I.N.D. Institute and the Department of Psychology at UC Davis, are using  infrared eye tracking technology to examine the development of these abilities in infants with and without fragile X syndrome. Their research, in collaboration with associate professor and vision scientist David Whitney, has shown that attention-based position tracking is impaired in infants with fragile X syndrome. This new finding served as the primary guide for this game-based screening tool, and these researchers are interested in potential uses for the games involving targeted interventions for children with fragile X and other neurodevelopmental disorders.

In November 2008, Niemeyer and Ryokai will introduce a fun-to-play computer game that could be distributed at low cost, into a pre-school in East Oakland's Foothill Square Shopping Center. Called Track FX, the game will be played on a large touch-screen monitor encased in a durable, smooth wooden cabinet. One early-concept prototype starts with opposing rows of dots. The player tries to keep track of those dots as they disperse and bounce around the screen.  When the dots stop, the player tries to pick out the dots that started together on one side. The final version, Niemeyer says, will be simpler and will include a cartoon character that will be captured by “occluders.” It will be fun and challenging, but also revealing, says Niemeyer.  Young children who cannot keep track of the character, or who do not make progress as they practice, should be checked for developmental delays, including fragile X syndrome.

 

Niemeyer and Ryokai are also collaborating with Cecil Brown, celebrated author and filmmaker, who will help weave culturally relevant narratives into the game. In this case, the users are the children and the teachers who run the games their classrooms. For the first several months of the game's development, Niemeyer and Ryokai will alternate weeks with the school; “The kids will use the game for a week, then we will work on development for a week, then back to the school for a week, and so on,” says Niemeyer. This back-and-forth collaboration is called “co-design” or “participatory design.”

The game could be used a “screening tool,” not a formal “diagnostic test,” says Hagerman. Those identified as potential fragile X cases by the game would be referred for further testing.


Games like Track FX can be used not only to screen for conditions like fragile X, but also to help children suffering from such conditions to improve, says Hagerman. She and her colleagues at UC Davis are developing medications to increase activity in the parts of the brain that develop atypically in individuals with fragile X.  In combination with those medications, games that increase visual attention could help strengthen brain connections in both children and adults suffering from the syndrome.

Young brains are more plastic and responsive to such exercises than older brains, providing yet another reason to identify and begin intervention with children with fragile X as young as possible.

“Games are tools of engagement,” says Niemeyer. “They can help patients sustain activities that will help their recoveries. Kids are much more likely to stick with exercises that are fun and engaging.”

Niemeyer and Hagerman are developing another game, Balance FX, to help address the ataxia that plagues adults with FXTAS, a condition that develops in some older carriers of fragile X. The game’s interface is a one-foot-square aluminum force plate that sits on the floor, a bit like a bathroom scale. The player stands on the plate and, by tipping his or her weight in any direction can manipulate objects on the screen. The applications are contemplative, challenging, and fun, requiring a mixture of yoga-like physical control and mental attentiveness. 


Niemeyer developed Balance FX as a fun work of art, not as a diagnostic or clinical tool.  He was giving a lecture at a CITRIS event at UC Davis last year when Hagerman saw the talk and recognized its potential to help her older fragile X carriers.


Computer-based games can also help clinicians and researchers to remain connected with the progress of their patients.  As they are played, the games can track whether a patient improves, plateaus, or worsens. Then they can analyze that data and make appropriate recommendations specific to the patient’s needs.


“We can sort every single move a kid makes in the game. We can track the position of the finger at every fraction of a second. We can see how fast they moved, how many times they tried. And those are all markers of particular behaviors and could be useful to the doctor,” notes Niemeyer.


The games could also store and analyze results over epidemiologically significant areas, adds Niemeyer, allowing doctors and administrators to measure the results of programs designed to address conditions like fragile X.


The need to gather statistics from the games presents a challenge for Niemeyer and Ryokai, however. “To generate useful statistics, these games have to be regular and rule driven,” Niemeyer says. "”But to be fun they have to be unpredictable. Those are often opposing elements. We have to work hard to find the mean that works. And of course,” adds the artist, “they also have to be beautiful.”

What Art Can Do: The Transformative Work of Sharon Daniel

by Gordy Slack 

 

The question “What is art?” has inspired and vexed artists and art scholars for thousands of years. But Sharon Daniel, professor of art at UC Santa Cruz, is interested in another, more pressing question: What can art do?   

"I refuse to accept reality as it is," she says. And Daniel’s digital documentary and new media work is devoted to changing it.  Or, rather, she says, to permitting others to change it for themselves. Unlike most artists, whose work involves some sort of representation, Daniel says she is trying hard to steer clear of representation. “I do not want to attempt to speak for others, but to allow them to speak for themselves," she says.  

Professor Sharon Daniel works to give disenfranchised groups, such as women prisoners and shantytown dwellers, access to technology to document their experiences.
Daniel is working to give disenfranchised groups access to electronic tools that can promote self-representation.   Four years ago, while on a two-month residency in Buenos Aires, Daniel undertook a project called Palabras, which means “words” in Spanish. Palabras is both a digital exhibition and a toolkit designed to help disenfranchised communities create sites that will help strengthen them as communities rooted where they are, and also to communicate with the world beyond their borders. Daniel first collaborated with Crear Vale la Pena, a non-profit working with young people who live in “La Cava,” a shantytown on the outskirts of Buenos Aires. People from that community made short video clips of various aspects of their lives, which they then assembled and organized based on taxonomy that they developed themselves.   

The toolkit that Daniel created included a very simple “disposable” digital video camera that she and her collaborators hacked to allow its reuse, very basic video editing software that allowed users to simply compile and index their videos, and a platform for presenting and archiving their evolving work. “Simplicity was key,” says Daniel. She wanted to keep the threshold for participation low and few of the young people involved had previous digital experience.   

The Palabras site has grown to include about 2000 short videos compiled from the original project in Buenos Aires, with additional footage from communities in Darfur, Sudan, San Francisco, California, and Kiel, Germany.   The Palabras software allows people to easily tag, search, and sequence their footage. Visitors to the piece can use tags to search for clips of relevant material from their own and other communities.   

“I am trying to shift the thrust of my art from something that provides content, to something that provides context,’ Daniel says. But this is not just a theoretical deconstructionist exercise for her. She is driven, she says, as much by her ethical concerns as by her esthetic or intellectual ones.   

Those ethical concerns also led Daniel to the Central California Women’s Facility (CCWF) Prison in Chowchilla, California’s Central Valley, where she created Public Secrets, a digital work that puts the stories and voices of some of the more than 4,000 women imprisoned there into context, says Daniel.   When she first passed through the gauntlet of gates, guards, and bureaucratic obstacles to visit women in the prison in 2003, she says, “the stories I heard inside challenged all my basic preconceptions of justice, freedom, and responsibility.”   

Public Secrets was a 2007 Webby Awards Official Honoree.
That’s when Daniel launched Public Secrets, an effort to “penetrate the wall of silence surrounding prisons in California,” she says. Unlike the self-made footage archived in Palabras, the voices in Public Secrets were recorded by Daniel herself. Over a period of 5 years, Daniel recorded conversations with prisoners, nearly 600 excerpts of which make up the bulk of the piece.    

 

The women discuss everything from the mundane aspects of prison life to the economics of what Daniel refers to as the “prison industrial complex.”  The women’s voices and stories open portals of experience into the psychological, theoretical, and ideological realities of the prison. All this is placed in a broader theoretical context, says Daniel.  

But as with Palabras, Daniel is trying not to bring her own agenda to the table: "I am trying not to bring my preconceptions to the project, not to determine what they talk about and what they feel about it."  Some of the stories are grizzly. One woman was incarcerated for a minor offence but her conviction converted to a near-death sentence because of the lack of medical treatment, or even dietary accommodation, for her diabetes. Other women get infections that are improperly treated or left unaddressed until they become life threatening. HIV infection goes undiagnosed and spreads quickly through the common sharing of infected needles. Women who are infected with HIV sometimes hide the fact, because they are ostracized by the community, further increasing the likelihood of infection for others. Treatment offered by the prison is minimal. “No HIV drug cocktails there,” Daniel says.   

Daniel expects, and hopes, that visitors to the project will have the kind of reaction her mother did when faced with the stories these women tell. “My mom considered the prisons a good solution to the social problems of crime and addiction,” Daniel says. “Then I started telling her some of the stories about women going inside for a relatively minor offence and coming out addicted to drugs, having been raped by guards, about the Three Strikes law, what happens to prisoners’ children when they are in there.”  “My mom underwent a kind of conversion experience,” Daniel says.  “That is what I want to have happen,” says Daniel about Public Secrets. “I want people to go to the site and because of what they hear and see there to start to doubt their own assumptions. To start to question what’s really going on.”    

The conversations with women prisoners are displayed as a constantly shifting constellation of voices organized by topic, theory, and speaker. Daniel does not use photos, but rather pieces of each woman’s conversation float across the screen as stylized text.   A visitor to the piece can take an “organic” approach using a “flow view,” where clips are connected through themes and threads and authors. There's a topical interface, too, if you want to do research on a particular topic. If a user chooses a single topic, such as “malpractice,” they get all the statements on that subject.  

The overall effect is disturbing and profound. And it is meant to be. The title, Public Secrets, comes from Daniel’s observation that there are some secrets kept from the public, and there are others, such as the nature of the prison system, that the public chooses to keep from itself. The truth seems too disturbing to be acknowledged, Daniel says. But it must be acknowledged, she continues, if it is ever going to be corrected.

And that is the whole point of her work. She wants us to “rethink the assumptions that lead to social exclusion, to reconsider who the “public” is, or can be, in public art,” she says. And then, based on what we have learned, she wants us to do better.