opticalsensor

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  • Sphero's Specdrums rings bring beatmaking to your fingertips

    by 
    Richard Lawler
    Richard Lawler
    01.10.2019

    Just a few months after Sphero acquired Specdrums as a part of its shift away from robotics, the funky crowdfunded rings are center stage at its CES booth and getting ready to ship. I gave them a try, and despite a noticeable lack of musical talent I was quickly able to tap something out that vaguely resembled a loop that could play on LoFi Beats To Chill/Study To. The rings are embedded with Bluetooth transmitters as well as optical sensors, which tie a particular color to whatever sound you might like. The accom software -- running on an iPad during our demo -- comes with tons of preloaded sound samples and of course lets you add your own, then works behind the scenes to keep everything synced up. As shown by a much more talented musician, they can no more magic when assigned a wider assortment of sounds, and paired to colors of things around you in the real world. With enough skill, you could create music and play around with sounds anywhere inspiration strikes, not just on their multicolored mat. The rings will start shipping next week, and are already on sale at a price of $65 for one and $99 for a pair.

  • Shogun Bros. updates Chameleon X-1 mouse / gamepad, tosses it up for pre-order

    by 
    Amar Toor
    Amar Toor
    09.19.2011

    Perfection is an undeniably lofty goal, but that's exactly what Shogun Bros. is striving for, with a freshly announced update to its Chameleon X-1 gaming mouse. Available in three different colors, the company's "Perfect Version" of its gamepad / mouse boasts an enhanced rubberized coating for better grip, a new layout for remote control operation and, perhaps best of all, extended battery life. Other than that, it's essentially the same device we saw way back in December, with a 5-stage adjustable 1600dpi optical sensor, a full slate of 16 buttons and force feedback support. Shogun Bros. won't be releasing this perfected peripheral until October 1st, but you can pre-order one now at Amazon, for $60. Hit up the source link to make the purchase, or slice past the break for a very succinct press release.

  • Megaframe Imager takes its one million frames-per-second capabilities to the medical world

    by 
    Darren Murph
    Darren Murph
    11.28.2010

    The iconic Megaframe Imager has been kicking for a good while now, but gurus have been scratching their heads in an effort to figure out how to best take advantage of a sensor that can capture one million frames per second. A European consortium made up of the NPL, ST Microelectronics, the University of Edinburgh, and TU Delft have something in mind, and not surprisingly, it's in the medical realm. Researchers are currently looking to use this here device in "cellular / sub-cellular imaging; neural imaging; biochemical sensors; DNA / protein microarray scanning; automotive collision studies; and high-sensitivity astronomical observations," and for the first time, tests are proving that it could be a vital tool in the future of biosensing. Tangled in technobabble? Here's the long and short of it: a crew has demonstrated "detection of viral DNA binding events using fluorescence lifetime imaging at the very low target concentrations relevant in biosensing applications with acquisition times of less than 30 seconds," something that should be useful in disease screening, mutation and forensic analysis. So much for escaping the jargon, huh?

  • MIT gestural computing makes multitouch look old hat

    by 
    Vlad Savov
    Vlad Savov
    12.11.2009

    Ah, the MIT Media Lab, home to Big Bird's illegitimate progeny, augmented reality projects aplenty, and now three-dimensional gestural computing. The new bi-directional display being demoed by the Cambridge-based boffins performs both multitouch functions that we're familiar with and hand movement recognition in the space in front of the screen -- which we're also familiar with, but mostly from the movies. The gestural motion tracking is done via embedded optical sensors behind the display, which are allowed to see what you're doing by the LCD alternating rapidly (invisible to the human eye, but probably not to human pedantry) between what it's displaying to the viewer and a pattern for the camera array. This differs from projects like Natal, which have the camera offset from the display and therefore cannot work at short distances, but if you want even more detail, you'll find it in the informative video after the break. [Thanks, Rohit]

  • 'Wii' stumped: the mystery of the optical sensor

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    06.14.2006

    Over at the San Jose Mercury News, Dean Takahashi poses an interesting question: "what does the [Wii's] optical sensor do?" The more appropriate question would be: why is the optical senor necessary?As Takahashi notes, the Wiimote's motion-sensing chip detects x-, y- and z-axis movements, along with acceleration, and then transmits the data to the console in real time via Bluetooth. Takahashi wonders why this data isn't enough to determine where the pointer is positioned on screen.We know that there is a correlation between the optical sensor and the Wiimote's pointer because games that don't utilize pointing functionality aren't limited by the sensor's range. But couldn't Nintendo have developed the technology to exclude the optical sensor altogether?