September 29, 2005

Sports training equipment using haptic feedback

Sports training equipment using haptic feedback

A new sports training device has been developed that uses haptic feedback for communication of movement and adjustment. Instead of using touch to signify where an athlete should move or bend, it allows coaches and trainers to remotely contact them while they are performing. This enhances the ability of trainers to communicate easily and athletes to understand what needs happen to improve performance.

via We Make Money Not Art

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September 21, 2005

The Revolution Controller and Genre Innovation

The Revolution Controller and Genre Innovation

I was ready to make a nice, long winded post on why I think Nintendo's new Revolution controller is going to changing gaming forever, bring peace to the world, end hunger, and give everyone a puppy. However, this post on Lost Garden does it a lot better than I ever could (and is a little more even handed, too).

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September 9, 2005

Hooky: Input Injection in Second Life

Second Life comes with 2 control mechanisms; keyboard and mouse. There's very little problem getting around in the world with these two methods. However, at Nonpolynomial Labs we believe that input can be as much part of the world as the client itself. Out of that idea grew Hooky, an input injector for Second Life.

Through Hooky, users can now control Second Life through any device that is compatible with DirectInput, and soon, any device that can be monitored through system hooks. Joysticks, foot pedals, and kitchen sinks are now all fair game for ways to experience and navigate through the world

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September 6, 2005

G-Link: Do you feel the way we feel?

G-Link is a device that maps the habits of a player onto their character in a game. By recording the actions and environments experienced by the player throughout the day (distance walked, amount of speaking, metrics of inhabited environments), the device maps the gathered statistics to the players avatar in the game world. If the player is inactive, then the in-game character will be physically weaker. Likewise, light levels around the player will effect their alignment in the game.

via PixelSumo

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EyeSore: Real Time 3D Projection in SL

EyeSore: Real Time 3D Projection with Second Life provides SL users with a 3D visualization of the virtual world. Using two SL accounts and a polarized projection system, users can fly through the world, seeing the spectacular, larger than (real) life builds in full 3D. In this article, we outline the vision theory behind the project, as well as showing how the system was constructed.

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