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Madster

Control innovation. It's here. (contains link)

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There was a thread about controller innovation once here. Many things were discussed, and some were really far-fetched. It seems now that the most far-fetched things could actually be plausible with a little innovation on a recent innovation. I'm talking about the addition of an infra-red per-pixel distance measuring thingie to the EyeToy. a PS2 may use 20% of its CPU to do this, but our PCs can do the job perfectly =D Sounds so good that your brain will bleed. Grab some towels and click this baby: http://www.gamespy.com/articles/584/584744p1.html?fromint=1 uh and get back here and comment damnit! Me myself i'm drooling about the skeletal bits edit: italics were changed, in the excitement i mangled my english =) edit 2: Still don't know how to make links. [Edited by - Madster on February 9, 2005 11:58:26 PM]

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Very interesting indeed. I wonder in what ways these new control schemes could allow better man-machine interaction, but I'm sure they will.

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The per pixel movement was interesting but I am not sure how you would run around a virtual world. Unless you are on a tread mill, running and turning would be difficult. Even worse, you would always need to look at the screen, so peeking around the corner may be more difficult/less intuitive as they make it seem. If this was combined with vr glasses and an open gymfloor, it could be interesting.

The PSP lens was an interesting idea.

I doubt that PC will be able to handle the processor load any better, but maybe someone will start making chips/boards built around these applications.

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Experimentation with these kinds of things on PC's is easy to do with tools like ARToolKit.
I wrote a small paper about using ARToolKit for applications as the author of the article mentioned in his last paragraph. Many other examples can be easily found if you use google with keywords such as "augmented reality", "augmented gaming" etc.

[Edited by - Seraphim on May 12, 2007 3:28:56 PM]

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Video of a demo of current 'augmented reality' ('AR') technology here. (Note: Windows Media required.)

I don't know about you, but _I'm_ impressed. I fully expect to see that stuff on TV in fairly short order, but it is also suggestive of some interesting game concepts.

Regards,

--
Sean Timarco Baggaley


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Quote:
Original post by stimarco

Video of a demo of current 'augmented reality' ('AR') technology here. (Note: Windows Media required.)

I don't know about you, but _I'm_ impressed. I fully expect to see that stuff on TV in fairly short order, but it is also suggestive of some interesting game concepts.

Regards,

--
Sean Timarco Baggaley


There is a problem with your link. I tried to fix it to no avail(above). Part of the problem could be my corporate firewall.

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Anyone who's interested in the head-tracking mentioned on the first page of that article might like to know that such a system is already available for the PC. Check it out here.

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That's cool. I remember reading an article in Edge a few months ago about how people hadn't really innovated with the EyeToy... naturally, I took that as a challenge ^_^ and came up with a game design... perhaps stuff like this will make it easier to identify the grab-type motions that my design requires. Which would be cool.

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That's mind-blowingly cool. I wonder how hard it would be to synchronize the per-pixel system with an old-fashioned 3D "Muppetvision" display. If you could calibrate them properly, the Minority Report system would be a snap. You get some retro-reflective gloves and some 3D glasses, and you're in business.

More relevant to us, perhaps, would be the economical and simple "home-grown mo-cap" that would become available to hobbyist game designers. No more endless tweaking in Meshwork or Milkshape to get the character to grab an item from the ground; no more jerky punch animations; no more hours of research to figure out how to get an arm to reach like and arm and not like a bucket truck.

I'm really excited about this technology.

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