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Vibrant Media Lab Taking World鈥檚 First Game Console, the 47-year-old Odyssey, Online

A trailblazing effort is happening in the 51精品视频 : the OdysseyNow Project.

The goal is to recreate the world鈥檚 first-ever video game console 鈥 the Magnavox Odyssey, released in 1972 鈥 and reconnect听it to its original hardware. The project will also create new games and controllers, as well as launch a comprehensive website on the console.听On April听5, the lab plans to hold an Odyssey Expo, a one-day event full of competitions and project showcases, and of course, the chance for the public to experience the Odyssey.

In addition to giving people rare access to the Odyssey鈥檚 rich gaming history, lab director听 said the project has a deeper significance.

鈥淚 think the much larger significance is to gain a tactile, concrete understanding of how our media culture has emerged, and to understand what the possibilities are,鈥 said Horton. 鈥淭hat way, we can use media for positive outcomes in the future.鈥

According to the Smithsonian鈥檚 National Museum of American History, approximately only 350,000 units were ever sold. The console helped bring the arcade experience into living rooms for the first time, allowing players to enjoy games like tennis and hockey through their television sets.

The Vibrant Media Lab鈥檚 project will allow people to play the game console online, something that, to the best of Horton鈥檚 knowledge, has never been accomplished anywhere in the world.

The OdysseyNow Project, he said,听鈥渋s about taking back a sense of autonomy and creativity in a world that seems so overwhelming and difficult on which to make an impact.鈥

a tabletop filled with wires, a TV, an Odyssey and other equipment

An innovative, interdisciplinary space

Beyond OdysseyNow, the Vibrant Media Lab is a space where retro video games and cutting-edge media collide. There鈥檚 maker equipment galore: a full electronics workstation, 3D printers, even a sewing machine. Vintage gaming systems also fill the space on the fourth floor in the Cathedral of Learning, including the rare Magnavox Odyssey, the Atari system of the early 1980s, and Sony PlayStations 1 and 2.

In November, the lab hosted an event dubbed Cathedral Arcade, to spread the word to instructors and students about its resources. The event also promoted the lab as a physical space for gamers who are looking for a community.

Horton holding a piece of the Odyssey, which sits on a desk in front of a complicated set of plans

鈥淰ideo game culture can be very isolating,鈥 said Horton. 鈥淭he act of taking those experiences that are normally single-player and having them in an open environment and bringing听them into a space with lots of people changes your understanding of the game experiences.鈥

The event brought together students of all majors, some who rarely make it to the Cathedral of Learning, like Alana Dee, a second-year electrical engineering major. 鈥淚 definitely like that this is on the English Literature floor. It gets me out of my engineering building and into the Cathedral,鈥 Dee said.

Horton started the space in January 2018 for researchers to collaborate on better understanding culture through technology. It听also plays a role in the 鈥渃ritical making鈥 focus of the听.

鈥淲e live in such a media-rich culture that we often fail to understand the extent to which media affects our ability to not only interact with each other and our environment, but to think,鈥 said Horton, who鈥檚 also an听assistant professor in the听. 鈥淲e rarely stop and ask: 鈥楬ow can I make my own game that deals with an issue I care about?鈥欌

Students from across campus, with academic backgrounds from English to ,听 to听, are working on projects in the open-source lab.

鈥淭his lab matters because it encourages and supports interdisciplinary projects,鈥 said Dee, who works in the lab as an electronic specialist. 鈥淚t鈥檚 not just STEM research and I鈥檓 not just coding behind a computer all day. I鈥檓 always doing something with my hands, which is very, very rare for a sophomore in electrical engineering.鈥

To help answer complex questions of technology and culture, researchers explore past forms of media and experiment with new ones in a cultural and social context. This includes using powerful technology like virtual reality to play with the interface between a person and their environment.

鈥淰R technology has interesting cognitive implications and also has an interesting impact when it comes to therapy and modifying one鈥檚 connection with the environment,鈥 said Horton. 鈥淪tress and anxiety are all potentially affected by experimental use of these technologies. That鈥檚 an exciting area that we are looking into.鈥