

Using Your Head As A Joystick 109
Ant sent in linkage to an article about Cybernet Systems and their new Use Your Head gaming peripheral that tracks head movements and uses them as input for games. Works using a USB Cam, and obviously its not gonna be running under Linux any time soon, but this is pretty sweet. When
they have the version that can detect me cursing and use that to signal a retreat, I'll be happy ;)
New game using this peripheral... (Score:2)
You can see screenshots and download an alpha demo HERE [ridiculopathy.com]. Good luck.
Daley Thompson's Decathlon (Score:1)
Oh well, Daley Thompson's Decathlon [lemon64.com]
Remember that game?
Get ready for som serious headshaking/banging.
--------
This thing is awesome! (Score:3)
Go ahead, try doing 12 dragon punches in rapid succession.
--------
Re:Call me Mr Skeptical, but... (Score:1)
Sorry 'bout that link. Dynamic site, so this is the best I can do...
Extend your Desktop (Score:2)
Think about it for a second. If you had a VR helmet or some equivalent (visors, etc), and this, you would be able to have full immersion in the graphical environment.
Now, yes it would certainly make for a kick-ass game of quake. But what I want this for is to be able to extend my desktop from one screen to a full 360 wraparound. Maybe even an virtual globe centering on me.
Wouldn't that be great for programming? My personal experience has been that the more information you can have readily available, the better you do (How many of us have bought 21" monitors, just so we can fit more windows on the screen). I can just picture having my main development environment in front of me, a second window for code I'm re-using to my left, my web browser at about 45 degrees up, etc. Only problem I see is getting the mouse to work well under those circumstances, since it would have much farther to travel, relatively speaking.
Anyway, once someone writes the drivers to make my computer do what I just described, I'm getting one of these for home and probably another for work
Re:Re your sig, mouse in Windows2000 etc [OT] (Score:1)
the 15th amendment: Thou shalt not feed the Trolls.(this line here in case I'm accidentally doing so:-()
Did anyone actually Read the linked article? (Score:2)
less keystrokes are always good.
Sounds familiar ... (Score:1)
-Forager
Re:USE MY HEAD AS NEWS (Score:1)
-----------------------------------------------
NOTE:
NOTE: traits are also associated with FOs during the process of refinement. Some traits are assigned during formatting, while others are already present after refinement.
-----------------------------------------------
The semantics of each type of formatting object that generates areas are given in terms of which areas it generates and their place in the area-tree hierarchy. This may be further modified by interactions between the various types of formatting objects. The properties of the formatting object determine what areas are generated and how the formatting object's content is distributed among them. (For example, a word that is not to be hyphenated may not have its glyphs distributed into areas on two separate line-areas.)
-----------------------------------------------
The traits of an area are either:
-----------------------------------------------
1. "directly-derived" -- The values of directly-derived traits are the computed value of a property of the same or a corresponding name on the generating formatting object, or
-----------------------------------------------
2. "indirectly-derived" -- The values of indirectly-derived traits are the result of a computation involving the computed values of one or more properties on the generating formatting object, other traits on this area or other interacting areas (ancestors, parent, siblings, and/or children) and/or one or more values constructed by the formatter. The calculation formula may depend on the type of the formatting object.
-----------------------------------------------
This description assumes that refined values have been computed for all properties of formatting objects in the result tree, i.e., all relative and corresponding values have been computed and the inheritable values have been propagated as described in [5 Property Refinement / Resolution]. This allows the process of inheritance to be described once and avoids a need to repeat information on computing values in this description.
-----------------------------------------------
4.2 Rectangular Areas
4.2.1 Area Types
There are two types of areas: block-areas and inline-areas. These differ according to how they are typically stacked by the formatter. An area can have block-area children or inline-area children as determined by the generating formatting object, but a given area's children must all be of one type. Although block-areas and inline-areas are typically stacked, some areas can be explicitly positioned.
-----------------------------------------------
A line-area is a special kind of block-area whose children are all inline-areas. A glyph-area is a special kind of inline-area which has no child areas, and has a single glyph image as its content.
-----------------------------------------------
Typical examples of areas are: a paragraph rendered by using an fo:block formatting object, which generates block-areas, and a character rendered by using an fo:character formatting object, which generates an inline-area (in fact, a glyph-area).
-----------------------------------------------
4.2.2 Common Traits
Associated with any area are two directions, which are derived from the generating formatting object's writing-mode and reference-orientation properties: the block-progression-direction is the direction for stacking block-area descendants of the area, and the inline-progression-direction is the direction for stacking inline-area descendants of the area. Another trait, the shift-direction, is present on inline-areas and refers to the direction in which baseline shifts are applied. Also the glyph-orientation defines the orientation of glyph-images in the rendered result.
-----------------------------------------------
The Boolean trait is-reference-area determines whether or not an area establishes a coordinate system for specifying indents. An area for which this trait is true is called a reference-area. Only a reference-area may have a block-progression-direction which is different from that of its parent. A reference-area may be either a block-area or an inline-area.
-----------------------------------------------
The Boolean trait is-viewport-area determines whether or not an area establishes an opening through which its descendant areas can be viewed, and can be used to present clipped or scrolled material; for example, in printing applications where bleed and trim is desired. An area for which this trait is true is called a viewport-area.
-----------------------------------------------
A common construct is a viewport/reference pair. This is a block-area viewport-area V and a block-area reference-area R, where R is the sole child of V and where the start-edge and end-edge of the content-rectangle of R are parallel to the start-edge and end-edge of the content-rectangle of V.
-----------------------------------------------
Each element has the traits top-position, bottom-position, left-position, and right-position which represent the distance from the edges of its content-rectangle to the like-named edges of the nearest ancestor reference-area (or the page-viewport-area in the case of areas generated by descendants of formatting objects whose absolute-position is fixed); the left-offset and top-offset determine the amount by which a relatively-positioned area is shifted for rendering. These traits receive their values during the formatting process, or in the case of absolutely positioned areas, during refinement.
-----------------------------------------------
The block-progression-dimension and inline-progression-dimension of an area represent the extent of the content-rectangle of that area in each of the two relative dimensions.
-----------------------------------------------
Other traits include:
-----------------------------------------------
the is-first and is-last traits, which are Boolean traits indicating the order in which areas are generated and returned by a given formatting object. is-first is true for the first area (or only area) generated and returned by a formatting object, and is-last is true for the last area (or only area).
-----------------------------------------------
the amount of space outside the border-rectangle: space-before, space-after, space-start, and space-end (though some of these may be required to be zero on certain classes of area);
-----------------------------------------------
the thickness of each of the four sides of the padding: padding-before, padding-after, padding-start, and padding-end;
-----------------------------------------------
the style, thickness, and color of each of the four sides of the border: border-before, etc.; and
-----------------------------------------------
the background rendering of the area: background-color, background-image, and other background traits.
-----------------------------------------------
NOTE:
"Before", "after", "start", and "end" refer to relative directions and are defined below.
-----------------------------------------------
a set of font traits (see [7.7 Common Font Properties]) which are used to request a font that is deemed to be used within that area. The nominal-font for an area is determined by the font traits and the character descendants of the area. (see [5.5.7 Font Properties]
-----------------------------------------------
Unless otherwise specified, the traits of a formatting object are present on each of its generated areas, and with the same value. (However, see sections [4.7.2 Line-building] and [4.9.4 Border, Padding, and Background].)
-----------------------------------------------
4.2.3 Geometric Definitions
As described above, the content-rectangle is the rectangle bounding the inside of the padding and is used to describe the constraints on the positions of descendant areas. It is possible that marks from descendant glyphs or other areas may appear outside the content-rectangle.
-----------------------------------------------
Related to this is the allocation-rectangle of an area, which is used to describe the constraints on the position of the area within its parent area. For an inline-area this is either the normal-allocation-rectangle or the expanded-allocation-rectangle. The normal-allocation-rectangle extends to the content-rectangle in the block-progression-direction and to the border-rectangle in the inline-progression-direction. The expanded-allocation-rectangle extends outside the border-rectangle by an amount equal to the space-after in the block-progression-direction, an amount equal to the space-before in the opposite direction, an amount equal to the space-end in the inline-progression-direction, and an amount equal to the space-start in the opposite direction. Unless otherwise specified, the allocation-rectangle for an area is the normal-allocation-rectangle.
-----------------------------------------------
-----------------------------------------------
Allocation- and content-rectangles of an inline-area
-----------------------------------------------
For a block-area, the allocation-rectangle extends to the border-rectangle in the block-progression-direction and outside the content-rectangle in the inline-progression-direction by an amount equal to the end-indent, and in the opposite direction by an amount equal to the start-indent.
-----------------------------------------------
NOTE:
The inclusion of space outside the border-rectangle of a block-area in the inline-progression-direction does not affect placement constraints, and is intended to promote compatibility with the CSS box model.
-----------------------------------------------
-----------------------------------------------
Allocation- and content-rectangles of a block-area
-----------------------------------------------
The edges of a rectangle are designated as follows:
-----------------------------------------------
the before-edge is the edge occurring first in the block-progression-direction and perpendicular to it;
-----------------------------------------------
the after-edge is the edge opposite the before-edge;
-----------------------------------------------
the start-edge is the edge occurring first in the inline-progression-direction and perpendicular to it,
-----------------------------------------------
the end-edge is the edge opposite the start-edge.
-----------------------------------------------
The following diagram shows the correspondence between the various edge names for a mixed writing-mode example:
-----------------------------------------------
-----------------------------------------------
For purposes of this definition, the content-rectangle of an area uses the inline-progression-direction and block-progression-direction of that area; but the border-rectangle, padding-rectangle, and allocation-rectangle use the directions of its parent area. Thus the edges designated for the content-rectangle may not correspond with the same-named edges on the padding-, border-, and allocation-rectangles. This is important in the case of nested block-areas with different writing-modes.
-----------------------------------------------
Each inline-area has a alignment-point determined by the formatter, on the start-edge of its allocation-rectangle; for a glyph-area, this is a point on the start-edge of the glyph on its alignment baseline (see below). This is script-dependent and does not necessarily correspond to the (0,0) coordinate point used for the data describing the glyph shape.
-----------------------------------------------
4.2.4 Tree Ordering
In the area tree, the set of areas with a given parent is ordered. The terms initial, final, preceding, and following refer to this ordering.
-----------------------------------------------
In any ordered tree, this sibling order extends to an ordering of the entire tree in at least two ways.
-----------------------------------------------
In the pre-order traversal order of a tree, the children of each node (their order unchanged relative to one another) follow the node, but precede any following siblings of the node or of its ancestors.
-----------------------------------------------
In the post-order traversal order of a tree, the children of each node precede the node, but follow any preceding siblings of the node or of its ancestors.
-----------------------------------------------
"Preceding" and "following", when applied to non-siblings, will depend on the extension order used, which must be specified. However, in either of these given orders, the leaves of the tree (nodes without children) are unambiguously ordered.
-----------------------------------------------
4.2.5 Stacking Constraints
This section defines the notion of block-stacking constraints and inline-stacking constraints involving areas. These are defined as ordered relations, i.e., if A and B have a stacking constraint it does not necessarily mean that B and A have a stacking constraint. These definitions are recursive in nature and some cases may depend upon simpler cases of the same definition. This is not circularity but rather a consequence of recursion. The intention of the definitions is to identify areas at any level of the tree which have only space between them.
-----------------------------------------------
The area-class trait is an enumerated value which is xsl-normal for an area which is stacked with other areas in sequence. A normal area is an area for which this trait is xsl-normal. A page-level-out-of-line area is an area with area-class xsl-footnote, xsl-before-float, or xsl-fixed; placement of these areas is controlled by the fo:page-sequence ancestor of its generating formatting object. A reference-level-out-of-line area is an area with area-class xsl-side-float or xsl-absolute; placement of these areas is controlled by the formatting object generating the relevant reference-area. Areas with area-class equal to one of xsl-normal, xsl-footnote, or xsl-before-float are defined to be stackable, indicating that they are supposed to be properly stacked.
-----------------------------------------------
If P is a block-area, then there is a fence before P if P is a reference-area or if the border-before-width or padding-before-width of P are non-zero. Similarly, there is a fence after P if P is a reference-area or if the border-after-width or padding-after-width of P are non-zero.
-----------------------------------------------
If A and B are stackable areas, and S is a sequence of space-specifiers, it is defined that A and B have block-stacking constraint S if any of the following conditions holds:
-----------------------------------------------
B is a block-area which is the first normal child of A, and S is the sequence consisting of the space-before of B.
-----------------------------------------------
A is a block-area which is the last normal child of B, and S is the sequence consisting of the space-after of A.
-----------------------------------------------
A and B are both block-areas, and either
-----------------------------------------------
a. B is the next stackable sibling area of A, and S is the sequence consisting of the space-after of A and the space-before of B;
-----------------------------------------------
b. B is the first normal child of a block-area P, there is no fence before P, A and P have a block-stacking constraint S', and S consists of S' followed by the space-before of B; or
-----------------------------------------------
c. A is the last normal child of a block-area P, there is no fence after P, P and B have a block-stacking constraint S'', and S consists of the space-after of A followed by S''.
-----------------------------------------------
NOTE:
The use of "stackable" in two places in the above definition allows block-stacking constraints to apply between areas of area-class xsl-before-float or xsl-footnote.
-----------------------------------------------
-----------------------------------------------
Adjacent Edges with Block-stacking
-----------------------------------------------
When A and B have a block-stacking constraint, the adjacent edges of A and B are an ordered pair recursively defined as:
-----------------------------------------------
In case 1, the before-edge of the content-rectangle of A and the before-edge of the allocation-rectangle of B.
-----------------------------------------------
In case 2, the after-edge of the content-rectangle of A and the after-edge of the allocation-rectangle of B.
-----------------------------------------------
In case 3a, the after-edge of the allocation-rectangle of A and the before-edge of the allocation-rectangle of B.
-----------------------------------------------
In case 3b, the first of the adjacent edges of A and P, and the before-edge of the allocation-rectangle of B.
-----------------------------------------------
In case 3c, the after-edge of the allocation-rectangle of A and the second of the adjacent edges of P and B.
-----------------------------------------------
-----------------------------------------------
Block-stacking constraint example
-----------------------------------------------
Example. In this diagram each node represents a block-area. Assume that all padding and border widths are zero, and none of the areas are reference-areas. Then P and A have a block-stacking constraint, as do A and B, A and C, B and C, C and D, D and B, B and E, D and E, and E and crap
And in related news... (Score:1)
---
Head games (Score:5)
First, the product uses very little CPU (less than 5%) and given that it runs off of normal webcams (which typically have a framerate of less than 30fps) has little lag.
Second, the product is purely "optical" - you don't have to attach dots or sensors or anything to your head.
Third, the device isn't meant to replace the keyboard/mouse/joystick (I pounded mightily on the UseYourHead group in the beginning that gamers - specially FPS gamers - will never want to go away from their controller of choice) - but it basically gives you an unobtrusive tertiary device.
Fourth, it moves by tracking translational movement (left, right, up, down) not rotational movement of your head (twisting). It was obvious from the start that a device requiring you to take your eyes off the screen was a bad idea.
Finally, a bit more information about the tech. UseYourHead runs off of Cybernet's Gesture Technology which was developed on various Military R&D contracts and is capable of identifying complex gestures, where a "gesture" can be a series of positions by anything from your hand to your head or even your feet or something held in your hand. Think of slapping a camera on your TV and never having to search for your remote again because you can wave the channels up or down, or use simple signals to specify a channel.
UseYourHead is the first foray into commercial-land for this technology. We wanted something simple, something basic, something useful. Originally intended almost entirely for the first person shooter market, we recognized the basic motions most people make when playing those game is to weave, duck, and try to peer around corners, over ledges, ie. head tracking. Head tracking is *really* simple for the gesture tech, the hard part was getting it to work as fast as possible with the relatively slow web cams.
As a first pass, UseYourHead takes head movements and lets you map them to keystrokes. Its the simplest setup that allows UseYourHead to work well with almost all existing games. However, game developers can directly integrate support for UseYourHead (through a DirectInput wrapper) and have a more continous motion. Imagine your screen as a window into the virtual world, and as you try to peer around a corner, the game smoothly shifts to give you the correct perspective. Even more interesting, game developers can use our tech to access more complicated gestures. For instance, the game Black & White has a system for casting spells in it that requires you to make gestures with your mouse, imagine being able to use your hand directly to make those gestures (Somatic components from D&D
Oh, and while UseYourHead is meant for Windows, all the original tech runs on various versions of Unix (Cybernet puts out a Linux product called Netmax [netmax.com] as well)
Feel free to email me if you have any questions, or visit Cybernet's web site [cybernet.com] for more company info)
Ron Hay
rhay@cybernet.com
Game Designer/Developer
Cybernet Systems Corp
Re:Great, they've resurrected the Nod (Score:1)
Re:Where do I get it? (mouse alternatives?) (Score:1)
Ha, I'm currently typing with pencils to give hands a rest. My point is, anything that keeps you hands off keyboard and mouse is a gift from god (while still using a computer, and no one handed jokes please). By the way, I just got the book Its not carpel tunnel Syndrome! [barnesandnoble.com] and its a really good read. Do not go to a doctor about rsi before reading this book. For those of you with undamaged typing/mousing parts who dont take rsi seriously, START NOW
(sorry, you have to repair the link by hand, take space out)
hmmm, can't really use it at LAN parties then... (Score:1)
Actually... (Score:1)
---
Re:Re your sig, mouse in Windows2000 etc [OT] (Score:1)
"One small question, when did serial port change into hot PnP?"
Not trolling .. otherwise I would have posted anon, and not included "OT" in the title .. anyway, I still don't see why you should have to restart your entire OS to plug in a serial mouse. Even in the days of DOS/TSR's you could hot-plug a serial mouse and just load the driver .. I'm sure Win2K could do the same, especially since they seem to go out of their way to detect when you unplug the thing, they might as well check if you plug one in. (It is an MS plug-n-play mouse BTW .. )
I suppose the issue would be performance problems related to polling the ports, I don't know, doesn't seem to bother them to poll the network status for cable unplugged ..
Re:Lightsaber... (Score:1)
You're absolutely right. Check it out here. [uiuc.edu]
Actually, I've been looking into this type of thing as a possibility for a Master's Project at my school, and I'm wondering if some of you guys might have some good ideas of how to improve it. What I've been looking into is maybe doing a more hardware-oriented version of it--y'know, shove some gyroscopic sensors and such into it so you don't need the webcam. After all, the general concensus seems to be that a webcam would be too slow to keep up with a *real* Jedi. :)
Anybody have any cool ideas?Re:Where do I get it? (mouse alternatives?) (Score:1)
Year 2000's perils (Score:1)
Forget this lawsuit bullshit and take it easy. Kids break their legs, necks, arms, etc playing soccer in the streets.. are we going to sue Mr.Ball ?
What is this, slashlawyer.com ?
bau
Re:Prior art... (Score:1)
Everybody is saying "Priot Art" now. Sounds like a gallery msg board here.
There is a billion head tracking systems out there. We know that, cool !
P.S. No need to be anonymous when you are being honest 8)
Re:Head movement -- how about total body movement. (Score:1)
reminds me of something I tried once... (Score:1)
At an annual fair they have here, I once tried (5 bucks for like 5-10 minutes) something sorta like this.. You put on a headset, and it moved the "perspective" of your game of doom/really close doom clone as you moved your head, you walked on the spot to move forward, and you pressed the triggers in your hands to shoot.. It was quite a system, and it looks like it is starting to approach home usability finally!
Re:Hrmmm... (Score:1)
Re:Cool? (Score:1)
Re:Without goggles what's the point? (Score:1)
Not just vaguely.... (Score:1)
Main Entry: joystick
Pronunciation: -"stik
Function: noun
Etymology: perhaps from English slang joystick penis
Hell, if the dictionary thinks that's where it came from
Re:Head games (Score:1)
Contest? (Score:2)
Besides that; this will be fun too see when you're in the heat of the game and the phone starts ringing of something else is drawing your attention. Personally I don't think these products will do good at all. They sound like nice, short termed, toys which will also soon dissapear. Take for example MS's joystick (I forgot the name) which reacts to movement; is anyone actually using one of these I wonder.. In the local stores they seem to become obsolete. The same with the previous "head movement tool". You hardly see that around anymore as well.
Headaches (Score:1)
Prior art... (Score:4)
Body curser (Score:1)
When Will Real UI Tech Make It Public? (Score:2)
magnetic field systems, muscle current detection, eye movement tracking, suits and gloves and helmets with multi-position switches, spring or memory metal tension measurements, infrared distance measurements, etc. There is a plethora of systems of various price and quality, and the leaders in this industry are Polhemus and Fakespace, with a few new folks who are consolidating the remains of failed companies and producing new stuff.
The VR industry was too early, like the AI industry, and failed to deliver on all its promise - and thus failed commercially. Also like AI, a resurgence seems to be building. However, I hope this time we can separate hype from reality (and dumb ideas from useful ones).
As you may have noticed when you move around real 3D space, you don't just use one part of your body. So, controlling movement through a 3D simulation with just your head seems a bit ridiculous. Why is it more ridiculous than using your hands to control a joystick? When you use a joystick, you are using your hands for their purpose: to manipulate small physical objects. This is then converted into movement in the simulation algorithmically, and (primarily since we're used to driving motorized vehicles) we're pretty good at mentally interpreting our hand movements into planar movement (and even some 3D movement) in 3D space.
Now, if you look at the VR and telerobotics community, what use is head tracking? It is usually used in conjunction with hand (or whole body) control of motion, in order to control field of view. That is: your body or hands control movement, and you use your head to look around. Sounds familiar. That's the point.
So, if you combine decent head tracking (and the technology they use does not seem decent) with joysticks or gloves or suits, you're on your way to something (Fakespace has a nice system called the Boom which is fairly good for both moving and looking around). The problem is, can you get the response time necessary for your mind to associate the movement of your head with what your eyes are getting back from the screen.
First off, the bezel on the CRT may interfere sufficiently with your field of vision that your mind loses track of the association between head tracking and "looking around" in the simulation (or game). Serious VR and telerobotic apps with lots of funding use periscopes (like on the Boom), goggles, or helmets to ensure that association by immersion into the environment.
Experienced gamers may have overcome the motion sickness from non-immersive motion sufficiently to not have this problem, but the differing nature of the head-tracking vs. joystick (or keyboard) game movement may be such that you still have a period where you have to adjust by playing A LOT and getting used to the sensation - that is, training your mind to perceive this weird world you now inhabit.
So, it may be fun to use such a hybrid system, if the technology is there. However, camera-based tracking technology has the worst tracking resolution and response time so far. Worse, this system is going to be highly succeptable to image noise - a problem Biovision and others got around by using reflectors you place on your body and associate with points of movement that the software maps each point on the body to. What their system seems to be doing is trying to handle this with motion vector extraction of the whole image received, and/or diffing the image and using quadrants or octants to translate changes into on-screen motions (unfortunately, I could not try this out to verify).
Such a methodology is (a) slow (especially since the tracking computations are being done on the machine that is already bogged-down rendering the game - VR apps are often multi-CPU) and (b) not terribly accurate... So, this system, in my analysis, is just hype. It is no new direction in gaming, rather an old one poorly rehashed.
I suggest that you stick with joysticks and keyboards until the good stuff becomes more affordable...
Lightsaber idea was better (Score:1)
Re:Quake III (Score:1)
old sportsgames. I am sure I wouldn't want to
play "Daley Thompsons Decathlon" with THAT kind
of joystick. That game probably killed more
joysticks than any other game.
Imagine - if you wanted to play Decathlon with it, you'd probably need to whip your head left and right about 30-50 times within 10-15 seconds on the 110m hurdles event alone [shudder]...
Re:Call me Mr Skeptical, but... (Score:1)
Thanks! (Score:2)
Hrmmm... (Score:1)
I'm glad that there doesn't seem to be a force-feedback version. That would hurt.
Lightsaber... (Score:1)
I don't know about everyone else, but the idea of using a lightsaber seems a lot more tempting than trying to control a game by shaking my head. George Clooney should love it, though...
Re:Where do I get it? (mouse alternatives?) (Score:1)
"You have to see this site. Let me just see your mous...Hmmmm." He then proceeds to grab your head and sprain you neck showing you some site you have already seen a million times.
No thanks. I won't trade wrist RSI for neck RSI. ;)
Re:New game using this peripheral... (Score:2)
Now it really will work! (Score:1)
This has been done before, for free (Score:1)
There was an SGI game whose name I sadly cannot recall which used the indy's onboard camera and you would make hand motions in front of it to control your character. This is just an even less sophisticated version of the same thing, and it's not free? Pshaw. Someone obviously needs to find the game I'm talking about. I did some websearching around, but couldn't find it, perhaps I was using the wrong words.
By the way, while I was searching for that, I came across this Input Devices Resources List [toronto.edu] which might be interesting to people reading this thread. Also see GestureVR [acm.org]. You might want to wade through This Page [ulaval.ca] on VR Software Toolkits, but it's painful; This person has no idea what HTML is for.
Pen Trick? (Score:1)
Re:already been done (Score:1)
Mmmmm..oh well.
eastlan
Certainly may be useful, even for playing games (Score:1)
Quake LANs (Score:1)
My Gawd (Score:1)
Until I think about the kind of whiplash you'll give yourself the first time someone really surprises you in your favorite multiplayer!
*BLAM* Wha? *CRAK* OW!
-Omar
Re:Head games-ouch! (Score:1)
-RH
Re:already been done (Score:1)
Quake III (Score:3)
Re:my thesis is head tracking (Score:1)
Ron Hay
rhay@cybernet.com
Developer/Designer
Cybernet Systems Corp
Isn't this dangerous? (Score:1)
Now, I'm no medical doctor by any means, but isn't there a risk of serious injury with something like this? I mean, people are getting RSI now just from sitting away at their keyboards typing. How on Earth are they going to cope when playing games involved whipping their heads around at breakneck speeds?
If this takes off I can almost guarantee that hospitals will see a huge influx of whiplash cases from teenagers having injured themselves attempting to "frag" other people in Quake 3 Arena. This will be swiftly followed by a tidal wave of lawsuits from angry parents, and Cybernet Systems will quickly fold and go under.
Has there ever been a more inadvisable product?
Can I sue these guys for whiplash? (Score:2)
using your head as a joystick (Score:2)
Call me Mr Skeptical, but... (Score:3)
We have some expensive VR kit, including head trackers. Guess what, they have noticable lag - this is custom hardware, and not cheap. How fast is a software program that tries to analyse the position of your head from a webcam going to be? My guess - not very.
I wonder how much CPU it needs to do it too (whilst you're playing Quake III)...
Mike.
ps) Would still be fun to get for Christmas though, I guess they are releasing at the right time.
Re: (Score:1)
The new Quake Arena BANG! BANG! BANG! (Score:3)
I'm out of ammunition and now I'm using my bare hands...
Doubtful to cause whiplash... (Score:2)
(Interesting note, I believe that Marathon did it the reverse way, instead of strafe, you turned your head left or right while your body kept forward. You still were limited to 8 directions from this point, of course.)
Anyone remember Robotron? In this game, your head facing was different than your body facing (you had two joysticks). I think that this head joystick would be applicable to games like this, only limiting your head movements to approx 135 deg in both left/right and up/down axis. Your mouse and keyboard now control your body's movements save for up/down looking, while your headpiece now controls the direction your head (and therefore your weapon) is facing. Yes, that would cause a bit of relearning, but it increases the freedom of movement of the character (you can now move, while facing north, NNE directly). As for whiplash, instead of turning your head around fast, you'd have to turn your body around fast, which is limited to the keyboard/mouse (since you can't get your head 180 degrees by itself!)
No good (Score:1)
Re your sig, mouse in Windows2000 etc [OT] (Score:1)
"Your mouse has moved. Windows NT must be restarted for this change to take effect."
You joke, but I've noticed something horribly similar enough; if I unplug my serial mouse in Windows2000, it's smart enough to detect this, and the mouse is disabled and the mouse cursor disappears. (I was unplugging to switch my modem and mouse around, the modem was configured on the other port, so I figured it would be easier to switch them around physically.)
But when plugging the mouse back in, Win2k didn't seem as smart anymore .. so restart :) And that's supposed to be a server operating system .. "attention all employees, the server will be brought down at 14:00 today, as I have to plug a mouse in" ..
Where do I get it? (mouse alternatives?) (Score:2)
I would GLADLY stick a bleepin dot to my forehead and wiggle my head around to be done with my mouse. I would at least like to try it.
I used to be a right hand mouser. RSI.
I am currently a left hand mouser. RSI.
If they don't come out with something for some other body part where I can move the pointer around without a mouse, I'll be doing surgery someday.
Oh well....
Re:Quake III (Score:1)
Re:Can't really use this at work... (Score:1)
Hmm, double-clicking with your nose...
Falling out of your chair detector (Score:1)
Years ago, a friend and I were playing "Stunts" and had built tracks to challenge each other with. In an attempt to dodge an unexpected concrete barrier in the middle of the track, I literally launched myself out of my chair. This device could be used to automatically phone the emergency room in case no one is around.
Has this happened to anyone else playing other games? (Quake, etc?)
Re:Call me Mr Skeptical, but... (Score:2)
COOL!!! (Score:1)
Steven
Re:Call me Mr Skeptical, but... (Score:1)
How exactly would this work. If I turn my head to the left to signal the webcam that I would like my character to turn left, I can no longer see my monitor.
Already been done? (Score:1)
it just seemed silly, and this product also seems equally silly. And what about those people that can't help but move their heads a full 360 degrees while playing games and even rock their upper torso around (I can't help but laugh at these people).
Oh I know, how about we glue kournikova's raquet to her head, that way she'll be able to play tennis with her head! IT would be COOL that way.
okay I'm done
Klowner
I can't spell, so sue me... no not really
That's all I need... (Score:2)
Headache generator (Score:1)
heehee... (Score:1)
Anything along these lines scares me, actually. I can just imagine when they get things that fit on your various body parts for you to use when playing games and of course for pr0n. A neat idea, but knowing Win98/ME you could end up with a nasty blue screen and the next thing you know you're cooking your Joy Department!
Not Getting it? (Score:1)
Imagine playing quake, you want to switch weapons. Instead of hitting the key you just nod your head. The rest of the game is played exactly how it would normally be played.
Great, they've resurrected the Nod (Score:4)
The Nod was a pointing device developed by Sage/Stride in the pre-ibmpc dawn of computing that worked by sticking a reflective dot to your forehead and standing a sensor on your monitor.
It didn't sell well, because people felt silly sticking a reflective dot on their forehead and wiggling their head around to move the pointer.
The common cold defeats gamers (Score:3)
Force-Feedback Option Scrapped (Score:2)
Ming for president! [ridiculopathy.com]
headstick... (Score:2)
Re:Call me Mr Skeptical, but... (Score:1)
Think moderators!
Mike.
Excuse for previous post ? (Score:1)
Is Taco making fun of us (or himself) after it's previous post ???
I'm seriously confused....
Just don't use it for sports games. (Score:2)
Can't really use this at work... (Score:1)
Also, this product could break new ground for web navigation for the handicapped.
Carpal neck syndrom (Score:1)
JP
Re:Prior art... (Score:1)
really. I don't think I read enough
Re:Contest? (Score:1)
Wireless Joystick (Score:2)
a point to ponder (Score:1)
Why not? That's not the sort of do it yourself spirit that Linux is all about. I'm pretty sure that Linus wasn't sitting in Tannenbaum's Operating Systems class muttering to himself "obviously this isn't going to run on my computer any time soon." Instead, he made it run on his computer. Some poor newbie probably said to himself (stream of concsioussness style):
Cool, I can use my head as a... oh, not for linux.
geekbox% reboot
Partition Magic
1 Windows
2 Linux
Partition? 1
Ok, well at least I can use it here. Who needs Linux anyway... Long live Bill.
Tsk tsk Taco, should have said,
"Let's get this thing on Linux!"
Just thought you needed an attitude adjustment, not meant to be flame or troll, just perhaps droll.
Not new... (Score:1)
Tracking Speed (Score:1)
I'm waiting for the NES PowerGlove to make it's way onto the PC.
Shades of the Atari 2600 Mindlink! (Score:2)
Re:Tracking Speed (Score:1)
Actually, Cybernet is helping Essential Reality [essentialreality.com] do just that. They made the original one, and we're helping them make the current incarnation which is a much more sophisticated USB device. Supposedly it comes out sometime this year, and the harried look on our Lead Engineer for the project leads me to believe they'll probably meet that deadline...
Ron Hay
rhay@cybernet.com
Game Designer/Developer
Cybernet Systems Corp.
Re:Pen Trick? (Score:1)
Seriously, I think it is where you place a pen on a fulcrum in between the two buttons creating a mini see saw that helps you hit the buttons faster...or at least prevents you from pushing down on both buttons at the same time...
No big deal. (Score:1)
Now, I'll be impressed with something like this when it is combined with a Head Mounted Stereo display. That way when you turn your head to the left you don't have to move your eyes way tot eh right to still see the fixed position computer screen... At least it's a start....
Interesting possibilities... (Score:1)
RMA ? (Score:1)
--
Re:Isn't this dangerous? (Score:1)
My collegues sometimes make fun of me if I try to dodge a missile by moving briskly aside, mouse, head, body and all. Now these movements may actually be used, so, I think it may add to the total game experience.
----------------------------------------------
Questions (Score:3)
The low frame rate problem would probably be exacerbated when you consider you would probably have to move your head a fairly large distance (at least an inch ? ) for the software to be able to reliably detect movement.
Also, it seems like a camera pointed directly at your head is only going to be able to discriminate between four directions (head up, down, left, right), and wouldn't be able to easily detect (head forward, head back), which might be important directions if you were playing a FPS.
Finally, I wonder how sophisticated the motion detection scheme is ? How would they deal with, e.g. the rotation of your head, which might look to a simple-minded scheme like side-to-side movement ?
Re:Extend your Desktop (Score:2)
Cool in theory, silly in practice (Score:2)
But yes, I will concede that this is "a-cool-thing," and might find a small niche in the gaming market. It reminds me of the arcade gimmick machines where you (and optionally a friend) stand in front of a blue screen and play Tekken by really punching, kicking, and jumping. It was almost impossible to do anything in the game correctly and quickly (ie: forget combos), but it was still damn fun.
Info... (Score:2)
How are you guys "getting around" the VPL/Lanier patents (or are you licensing them from Thompson)?
What is the price target? And will there be Linux support in some manner?
I support the EFF [eff.org] - do you?
Head movement -- how about total body movement... (Score:2)
Tracking head movement is so low-expectations when Cybernet also offers a high-speed real-time optical tracking system designed for full body motion capture. [cybernet.com]
Now, if some enterprising programmer out there can figure out how to interface this to Quake or to a PS/2. Then add some force-feedback equipment!!!
Can you GNU???
Re:Isn't this dangerous? (Score:2)