Stanford大学研制出“生物技术游戏”玩家将实时引导设计活体细胞的行为
以电子行业为首,新的科技在各个领域有所突破,连带一大串的研究方向和进展诞生。我感到就像活在文艺复兴的但丁,看着那些刺激**的研究进展,刺激的我大脑**不断,差点就幸福的眼泪哗哗的。生物的改造和控制更是科学家的**。谈到这个话题筒子们基本都是一边羞羞答答的避开伦理层面,一边又血脉喷涨的兴奋的两眼放光。
人类对生物的改造和控制话题从来没有停止过,去除那些不靠铺的,乱忽悠的,这里对那些给力的研究来个汇总跟踪。让我们看看科学家彪悍起来,会有什么样的疯狂点子。套用“彪悍的人生,不需要解释”,这里我也来一句“给力的研究,不需要解释”。
注意,部分研究内容可能会引起读者不适,希望本着游戏人生的态度去看下列话题
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Stanford researcher uses living cells to create 'biotic' video games
Stanford大学研制出“生物技术游戏”玩家将实时引导设计活体细胞的行为
Stanford Report, January 12, 2011
http://news.stanford.edu/news/2011/january/biotic-video-games-011211.html
The digital revolution has triggered a wild proliferation of video games, but what of the revolution in biotechnology? Does it have the potential to spawn its own brood of games? Stanford physicist Ingmar Riedel-Kruse has begun developing "biotic games" involving paramecia and other living organisms. He hopes the games lead to advances in education and crowd-sourcing of laboratory research while helping to raise the level of public discourse on bio-related issues.
John Stafford and M.A. Malone
Using living organisms, the group created three games that mimic some classic video games.
BY LOUIS BERGERON
Video game designers are always striving to make games more lifelike, but they'll have a hard time topping what Stanford researcher Ingmar Riedel-Kruse is up to. He's introducing life itself into games.
Riedel-Kruse and his lab group have developed the first video games in which a player's actions influence the behavior of living microorganisms in real time – while the game is being played.
These "biotic games" involve a variety of basic biological processes and some simple single-celled organisms (such as paramecia) in combination with biotechnology.
The goal is for players to have fun interacting with biological processes, without dealing with the rigor of conducting a formal experiment, said Riedel-Kruse, an assistant professor of bioengineering.
"We hope that by playing games involving biology of a scale too small to see with the naked eye, people will realize how amazing these processes are and they'll get curious and want to know more," he said.
"The applications we can envision so far are on the one hand educational, for people to learn about biology, but we are also thinking perhaps we could have people running real experiments as they play these games.
L.A. Cicero Device that stores the living organisms used in the biotic games
A small camera (white object with green circuit board on top), poised above the fluid chamber in the center of the black stand, transmits images of the paramecia as they swim about in response to changes in the polarity of an electrical field applied to the fluid chamber by the game player using a laptop computer.
"That is something to figure out for the future, what are good research problems which a lay person could really be involved in and make substantial contributions. This approach is often referred to as crowd-sourcing."
Applying their lab equipment and knowledge to game development, Riedel-Kruse's group came up with eight games falling broadly into three classes, depending on whether players directly interact with biological processes on the scale of molecules, single cells or colonies of single cells.
The results of their design efforts are presented in a paper published in the 10th anniversary issue of Lab on a Chip (the first issue of 2011), published by the Royal Society of Chemistry. The paper is available online now.
Initially, Riedel-Kruse said, the researchers just wanted to see whether they could design such biotic games at all, so this first round of development produced fairly simple games.
"We tried to mimic some classic video games," he said. For example, one game in which players guide paramecia to "gobble up" little balls, a la PacMan, was christened PAC-mecium. Then there is Biotic Pinball, POND PONG and Ciliaball. The latter game is named for the tiny hairs, called cilia, that paramecia use in a flipper-like fashion to swim around – and in the game enables kicking a virtual soccer ball.
The basic design of the games involving paramecia – the single-celled organisms used in countless biology experiments from grade school classes to university research labs – consists of a small fluid chamber within which the paramecia can roam freely. A camera sends live images to a video screen, with the "game board" superimposed on the image of the paramecia. A microprocessor tracks the movements of the paramecia and keeps score.
The player attempts to control the paramecia using a controller that is much like a typical video game controller. In some games, such as PAC-mecium, the player controls the polarity of a mild electrical field applied across the fluid chamber, which influences the direction the paramecia move. In Biotic Pinball, the player injects occasional whiffs of a chemical into the fluid, causing the paramecia to swim one direction or another.
L.A. Cicero Ingmar Riedel-Kruse
Riedel-Kruse emphasized that paramecia, being single-celled organisms, lack a brain and the capacity to feel pain. "We are talking about microbiology with these games, very primitive life forms. We do not use any higher-level organisms," he said. "Since multiple test players raised the question of exactly where one should draw this line, these games could be a good tool to stimulate discussions in schools on bioethical issues."
The game on the molecular level involves a common laboratory technique called polymerase chain reaction, or PCR, an automated process that lets researchers make millions of copies of an organism's DNA in as little as two hours.
In this game, called PolymerRace, the player is linked to the output of a PCR machine that is running different reactions simultaneously. While the reactions are running, the players can bet on which reactions will be run the fastest.
"The game PolymerRace is inspired by horse races, where you have different jockeys riding different horses," Riedel-Kruse said. "There is a little bit of bio-molecular logic involved and a little bit of chance."
The third game uses colonies of yeast cells that players have to distinguish based on their bread-vinegar like smell – olfactory stimuli anyone can experience just by walking into a bakery.


"The idea is that while we as humans play the game, we interact with real biological processes or material," he said. His research group thinks that aspect of the games could help motivate children and even adults to learn more about biology, which is increasingly important to society.
"We would argue that modern biotechnology will influence our life at an accelerating pace, most prominently in the personal biomedical choices that we will be faced with more and more often," Riedel-Kruse said. "Therefore everyone should have sufficient knowledge about the basics of biomedicine and biotechnology. Biotic games could promote that."
Riedel-Kruse wants to maximize the educational potential of these games to enable lay people to contribute to biomedical research. The team hopes that by publishing his group's initial efforts, other researchers in the life sciences will be prompted to explore how their own research could be adapted to "biotic" video games.
Other researchers have developed biologically relevant Internet-based video games such as Fold-It, which lets players try different approaches to folding proteins, and EteRNA, developed in a collaboration between Stanford and Carnegie Mellon University, which lets players propose new molecular structures for ribonucleic acids (RNA).
Fold-It and EteRNA were developed to address specific research questions. Fold-It was strictly a simulation; and although EteRNA will actually test some proposed structures in the laboratory, the players themselves do not have direct interaction with biological processes in real time as in Riedel-Kruse's biotic games.
Part of Riedel-Kruse's continuing work will include close collaborations with Rhiju Das, an assistant professor of biochemistry at Stanford and one of the developers of EteRNA, and Daniel Schwartz, professor in the School of Education at Stanford. The three co-founded the "Bio-X.Game Center" to develop and apply biotic games to education and research.
video here
http://www.tudou.com/v/67K3RRaZTwg/v.swf
http://www.youtube.com/watch?v=Pdx7BkYSCq4
http://www.tudou.com/programs/view/67K3RRaZTwg/
我的评
实验原理
玩家是用PCR仪四个方向的电极作为控制原理,上下左右操作键盘是跑胶电泳电极改变的方向控制。这样,随着电极的改变,那些可怜的单细胞生物就随之扭啊扭啊的跑到相应的方向。实验器材与电脑连接,实时图像传送到电脑上,这样玩家做出的命令,都会通过摄像头显示到屏幕上。
实验器材
1 小摄像机,电脑,游戏机等等
2 一堆单细胞生物
3 电泳器
实验内容
1第一场比赛Biotic Pinball生物足球
控制草履虫进球到大门。这个感觉比较简单
2第二场比赛POND PONG 吃豆人
控制草履虫吃黄豆子和蓝豆子,躲开鱼。这个很有难度,因为鱼很快,虫子游的慢
3第三场比赛Ciliaball弹球游戏
使用的酵母细胞,将秋块弹起来打砖块。打到最后出来一个动物细胞。
亮点
1
即使一个玩乐,人家还是要声明:样品选用草履虫等单细胞生物,没有中枢神经系统,缺乏感觉疼痛的能力。对实验动物(如果能叫做动物的话)的保护意识强调如斯。
2
实验原理简单到几乎所有的实验室都可以做的程度。上下左右四个方向的电极改变控制运动方向。这意味着只能玩单机版,没有双人游戏。哇哈哈~~
3
第一轮开发还是相当简单的游戏,下一步计划用EteRNA技术折叠蛋白质堆积木。但是目前同步性做的并不好,让我们期待。
4
为什么推荐这个技术含量并不出彩的新闻,是因为它让我想到本月16日的另一个新闻《游戏人生》讲过什么游戏已经走入普通人的日常生活。里程表点卡就是奖励机制等等。 http://epaper.oeeee.com/C/html/2011-01/16/content_1280705.htm 这个研究基本上就是这个新闻的完美阐释。虽然从单细胞生物的扭动到高等生物的行为学诱导之间的距离几乎像银河系一样遥远,但是我忽然有牛郎织女般的灵感,所谓进化究竟是什么?是分子水平的DNA优化?还是种群行为学上的群体智慧?猿人直立行走的第一步是因何踏出的?是否冥冥中也有一个神在兴致勃勃的操作人类行为奖惩机制的游戏手柄?
其实从某种意义上说,操纵人性游戏手柄并不比草履虫复杂多少,清晰的奖赏制度,游戏可以刺激人脑分泌让人愉悦的多巴胺。它迫使玩家克服挑战获得及时的反馈,用层层的奖励和升级让人上瘾为了得到它人们不惜一切。从根本上,控制草履虫的电泳电极和诱导人类行为的多巴胺没有任何本质区别。这两者都是有着清晰目标和规则的体验。
如果说“适者生存”就是神给人类制定的Biotic Pinball生物足球进球的大门,那我们现在操作游戏的那些草履虫,是否也走进了进化长河蝴蝶效应的轮回??我们在玩乐游戏的同时,会不会无意的触动一个物种的进化**?而我们人类自身,是否也是一个好奇心旺盛的家伙操作游戏下的产物?
看到这里的筒子们,请放下手中的游戏手柄回头,你看到你背后的那一根操纵你的游戏操作线了么?
(请放松,本评论仅仅是帮助您改变思考角度之用。如果真的有一个这样的人类游戏,那纵观人类发展进化历史,操纵命运的应该也是一个有物种保护意识的家伙。:D)
最后编辑于 2011-01-22 · 浏览 2928