head tracking

Latest

  • Microsoft's new lens tracks your face, steers 3D images to your eyes (video)

    by 
    Sean Hollister
    Sean Hollister
    06.14.2010

    Glasses-free 3D has taken several forms, but most have a critical flaw -- viewers have to stand in predefined locations to get the effect. That just won't do, so Microsoft's prototyped a new approach, and it's one of the wildest we've seen. Taking a cue from Project N... we mean Kinect, cameras track the face while a special wedge-shaped lens traps bouncing light, and after the beams have reached a "critical angle," it exits towards the viewers eyes, aimed by programmable LEDs at the bottom of the screen. Since the system can beam a pair of simultaneous images to two different places, the obvious use is stereoscopic 3D, but researchers found they could also send different images to different viewers, as a sort of privacy screen. If that sounds far fetched, you're not alone -- but you'll find a video proof-of-concept at the more coverage link.

  • Winscape virtual window features Wiimote headtracking, absolutely made of win

    by 
    Sean Hollister
    Sean Hollister
    04.15.2010

    We have not modified the above picture in any way -- Scout's Honor. That's a real baby, wearing a real IR necklace that interacts with a real Wiimote. What's not real, of course, is the view of San Francisco's Golden Gate Bridge. That is generated by Ryan Hoagland's DIY virtual window, a brilliant pastiche of interior design, RED ONE footage and Johnny Chung Lee-style headtracking, all directed to your eyes by a Mac Pro feeding a pair of plasma screens. As the viewer moves around, dual 1080p images move the opposite direction, providing the convincing illusion of looking out a real pane of glass at the incredibly detailed scenery beyond. Exciting? Then you'll be giggling like Jr. when you hear it's for sale. After spending a year figuring out how to mount, drive and cool the whole shebang, Hoagland would like you to have one too; he plans to have basic kits ready by July for under $3000. Watch baby-powered plasma in motion after the break, as well as a sweet time-lapse video of the build process. [Thanks, Andy, ArjanD]

  • DIY VR rig makes neck pain an un-virtual reality

    by 
    Donald Melanson
    Donald Melanson
    04.07.2010

    Sure, there's plenty of practical VR options available these days (DIY and otherwise), but there's also something to be said for rigs that stick to virtual reality's cumbersome, unwieldy roots. Sharing that sentiment is DIYer Gavan Woolery, who combined an Acer GD235HZ 3D monitor, a pair of shutter glasses, and a TrackIR 5 head-tracking system to build this rig that manages to make the helmet from Videodrome look comfortable. Of course, Woolery is completely up front that the rig is "not in any way designed to be practical," but it does seem to work remarkably well, and it's reasonably inexpensive to build yourself if you're so inclined -- at least compared to other dedicated VR rigs. Head on past the break to check it out in action, and hit up the source link below for the complete details.

  • Nintendo 3DS handheld announced, more news at E3

    by 
    Mike Schramm
    Mike Schramm
    03.23.2010

    digg_url = 'http://digg.com/nintendo/Nintendo_s_next_handheld_has_3D_without_the_glasses'; A press release on Nintendo's Japanese website appears to confirm the company's next handheld console, temporarily named the "Nintendo 3DS," and said to include hardware and software that will enable "3D effects" without the need for special glasses. The console is stated to be backwards compatible with DS and DSi games and is expected to go on sale (in Japan, presumably) "during the fiscal year ending March 2011" -- so within the next year. The press release has no pictures or other information, and save for the fact that it appears as a file on Nintendo's website, there's no other official word about the new hardware. There are a few dots to connect, however: 3D gaming is on the rise, and a few other companies have also experimented with head tracking as a way to implement 3D effects. Nintendo's own Satoru Iwata hasn't been impressed with 3D gaming in the past, but his issue is with the glasses, not the technology. "I have doubts whether people will be wearing glasses to play games at home," he said recently. We've also heard that the next handheld would have a "movement sensor" of some kind, so if Nintendo really has designed a head-tracking 3D solution, then maybe the console is ready to go. The press release, which you can read after the break in full, says we'll see more at E3, so stay tuned. [Thanks to everyone who sent this in!] Source -- Nintendo (PDF)

  • Metal Gear Arcade mixes 3D glasses with head-tracking for this season's hottest new look

    by 
    Paul Miller
    Paul Miller
    02.21.2010

    Despite a few harrying run-ins with some large white tents at Manhattan's Fashion Week-hosting Bryant Park, we can honestly say we have no idea what's "in" this year for arcade gaming headgear. Still, even with Konami's lack of zebra print or a sly celebrity endorsement, we've got to hand it to them for this fashionable new "Metal Gear Arcade" number. The arcade game is based on Metal Gear Online, but the head gear adds 3D and head-tracking to the experience. There's also a physical gun controller, and the sit down arcade cabinets pump out your gunplay in huge 5.1 sound. This new arcade incarnation of the game will be playable at the AUO Expo in Japan this week, but we have no idea how long it will be until we can look this badass from the comfort of our own couch. Hit up the source link for a riveting video in Japanese that details this exclusive, outside-the-house experience.

  • Apple applies for head tracking patent, Johnny Chung Lee says 'you're welcome'

    by 
    Vlad Savov
    Vlad Savov
    12.17.2009

    Pablo Picasso is quoted as saying, "good artists copy and great artists steal." Good thing the quoter was Steve Jobs then, because the latest Apple patent application to go public looks very much like something Johnny Chung Lee pieced together with a Wiimote way back in 2007. Filed for in June 2008, the new patent is for a system tracking the location of the user's head and responding to his movements in a fashion that should generate a realistic three-dimensional viewing experience sans those pesky glasses. We've got video of Johnny's setup after the break, and as he himself describes it, the idea behind a "desktop VR" is to unbound imagery from the screen surface and to make your monitor or TV act like a window unto whatever is being displayed. That means Apple will need a new branding scheme should this application turn into a real product -- iWindow just might be the least likely product name in the history of consumer electronics.

  • A peek (and head tilt) into the future: head-tracking in FPS games

    by 
    Christopher Grant
    Christopher Grant
    07.01.2009

    Move over Johnny Lee. Now that you've gone corporate, there's a new student researcher in town ready to take up your mantle. What mantle is that, you ask? The "show us cool tech that can be used in video games via YouTube" mantle, of course. Introducing Torben Sko, a PhD candidate at Australian National University. He's currently "studying the idea of augmenting traditional forms of computer game interaction using unconventional, but commercially viable approaches." Translation: head- and face-tracking in video games using a traditional webcam. The video after the break shows off several very impressive demonstrations of this technology using none other than Half-Life 2's Source engine: 1) VR Desktop is a "replication of the [technique] made popular by Johnny Lee"; 2) Zoom in by moving your head closer to the screen; 3) Peering allows you to look around the corners by tilting your head; 4) Camera rotation/spinning allows you to look around, "more like a Handycam"; 5) Ironsighting "allows the player to aim down the barrel of their weapon by tilting their head to the side." If you're anything like us, you're already imagining this functionality in games using both the Xbox Project Natal camera and the PlayStation Eye. Afraid that new camera-based interfaces herald the death of traditional gameplay? ("I don't want to play Halo Reach by jumping up and down!") Fear not! This video is whispering in your ear, Core Gamer, and saying, "Don't be afraid. Everything is going to be alright." [Via PushingPlay]

  • Beyerdynamic brings trio of "5.1" headphones to America

    by 
    Darren Murph
    Darren Murph
    01.03.2009

    Beyerdynamic's "head tracking" Headzone Home (pictured) system has been available across the pond for quite some time, but the outfit has just announced that it, along with the Headzone Home HT and Headzone Game, are now headed stateside. The headzone tech promises a "virtual 5.1 experience," which links together the processor, headphone and Head tracking receiver, and while we don't doubt that this rig would sound pretty darn good, we're a bit scared by the omission of US price tag. You know, given that the Home setup ran well over $3,000 when it launched overseas.

  • Face and head tracking for Second Life avatars

    by 
    Tateru Nino
    Tateru Nino
    12.01.2008

    For those of you who are keen on hands-free avatar expressiveness in the virtual environment of Second Life comes a surprise third-party viewer from vr-wear.com. This beta viewer for Windows or Mac OSX uses a camera to track your head and expressions, and convey that to your avatar. At present, it is all a little rudimentary, and there isn't any back-end support for sending much in the way of ad-hoc avatar motion through the Second Life servers, so the system is limited to what can be supported. At present, that appears to be lip-sync, nodding and head-shaking, surprise and smiling, and head-tilting to the left or right.

  • Top 5: Activities that Need Waggle

    by 
    Kaes Delgrego
    Kaes Delgrego
    08.04.2008

    var digg_url = 'http://digg.com/nintendo/Top_5_Activities_that_Need_Waggle'; Hardcore gamers sure do hate tacked-on waggle. Indeed, no one likes to flail their arms around like they're trying to signal aircraft when a simple button press will do. And the guys on the other sides seem to be under the impression that the Wii is nothing but a PS2 that replaces thumb pressing with wrist flicking. So when a new title or an iteration of an existing franchise gets announced for the Wii, the non-believers tend to thumb their snooty noses and prattle amongst themselves with ingenious statements like "Dead Rising on the Wii? More like Waggle Rising. YEAH! HIGH FIVE, BRAH!" All right, maybe they're not quite as neanderthalic, but the sentiment remains: the use of waggle is often met with skepticism from the core. To ignore the importance of waggle would be to forget what makes the Wii so awesome. Sure, some games have no real need for motion-based controls, but let us not forget the joy and immersion experienced by the non-gamer who first picked up a Wiimote and found themselves instantly engaged in a lively tennis match. To downplay motion controls would be to forget what made the Wii so successful in the first place. Without it, the Wii would be just a beefed-up GameCube. (THERE, I said it!) Just for a moment, let us forget about why Super Mario RPG has yet to be released on the North American Virtual Console and go back to the flood of imagination we felt when the Wiimote was first unveiled. Here are the activities we wish were made into games on the Wii. NEXT >> #ninbutton { border-style: solid; border-color: #000; border-width: 2px; background-color: #BBB; color: #000; text-decoration: none; width: 100px; text-align: center; padding: 2px 2px 2px 2px; margin: 2px 2px 2px 2px; } .buttontext { color: #000; text-decoration: none; font: bold 14pt Helvetica; } #ninbutton:hover { text-decoration: none; color: #BBB; background-color: #000; } The Top 5 is a weekly feature that provides us with a forum to share our opinions on various aspects of the video game culture, and provides you with a forum to tell us how wrong we are. To further voice your opinions, submit a vote in the Wii Fanboy Poll, and take part in the daily discussions of Wii Warm Up.

  • Top 5: Nintendo on YouTube

    by 
    Kaes Delgrego
    Kaes Delgrego
    07.28.2008

    When describing people like us, the media tends to churn out some pretty hideous labels. One of the more sickening terms is "the YouTube Generation." As though our entire existence revolves around Miss Teen South Carolina and Rickrolling. Though the generalization is annoying, one does have to concede that the video-hosting website has a fairly large effect on our society. Coupled with the fact that many people carry phones with the ability to record video, the public is now a walking telescreen whose surveillance potential would make Big Brother blush. Particularly in the heat of a presidential election, Senators Obama and McCain have to keep on constant alert for that all-powerful snafu. One slip of the tongue and they may find themselves having their own macaca moment. Privacy issues aside, YouTube is a great place to take the pulse of a culture. Just type in a subject, and instantly you're provided with news stories, film and television references, artistic responses, editorial presentations, and individual observations. Given the gaming community's incredibly strong presence online, YouTube is packed with videos of/for/about gamers. As to be expected, there are hundreds of thousands of videos inspired by or based on Nintendo's history. Indeed, a simple search for the word "Nintendo" yields about a half a million results. Aside from the usual dead horse-beating of people acting out "Mario in the real world!" (OH WOW LOOK HE WENT DOWN A PIPE JUST LIKE MARIO DOES), there's a wealth of quality Nintendo-related videos that all should experience. Here is our top five. 5. Zelda Rap - There are embarrassing memories that, despite all best efforts to forget, will replay in one's mind until the brain isn't supplied with oxygen anymore. Eventually, however, the awful moments can desensitize the public such that the original matter loses its acidity. It's similar to a hot fudge sundae-induced brain freeze. At first, it's shocking and awful. But then you start to grow used to it, and before long you're dying for one due to its association with ice cream heaven. This basic principle applies to Nintendo's 1986 "Zelda Rap" commercial. As a couple of kids are sitting on a couch, the nerdier of the two asks, "Did you see the latest Nintendo newsletter?" (I've always loved how commercials choose to ignore the way people actually talk) While one might expect an immediate wincing reaction to the crispy freestyle that follows, the more common response is similar to a post-Jim Norton joke: "wow, he really went there ... like, all the way there without looking back." A week after viewing, you may find yourself reciting your own NES-influenced rhymes.

  • Wii Fanboy Interview: Johnny Lee

    by 
    Alisha Karabinus
    Alisha Karabinus
    04.30.2008

    In 2005, when the then-Revolution was unveiled, the hearts of Nintendo fans everywhere swelled with hope, but it took a Ph.D. candidate at Carnegie Mellon to begin to actually fulfill some of the crazier dreams the console first inspired. Johnny Lee's Wii remote projects have widened our perceptions of what's possible with the technology sitting in our living rooms, and even broadened our ideas of what gaming could -- and maybe should -- be. Lee is a magician, and we're not the only ones who think so; he recently blew the lids off smarter brains than ours at the TED conference with his cost-effective Wiimote whiteboard and head tracking demos.But if you ask him, Lee insists he's just this guy, you know? And we did ask; in fact, we recently sat down for a talk with the Wiimote genius, and he dished up some pretty interesting tidbits on everything from the future of head tracking to his own recent job search. Before you ask, no, he's not going to Nintendo, but he may be headed back to YouTube soon for a few more project videos. 1 2 3 4 >

  • Johnny Lee: We may see head tracking from Sony or Microsoft first

    by 
    Alisha Karabinus
    Alisha Karabinus
    04.30.2008

    NWF: Speaking of what the companies are doing and/or not doing, there was some discussion that EA was going to include your head tracking in BOOM BLOX, and then suddenly it was announced that head tracking was no longer going to be available as the discussed easter egg. We're pretty interested in what happened there, if you can discuss it at all. JL: I was a little disappointed to hear about that. I have been in touch with Louis Castle, who was involved in that decision, and it's actually a pretty complicated decision, and I don't know if I'm at liberty to explain exactly why, but I understand why they decided to take it out. Rest assured that I know EA is still interested in including it, and so are several other companies, so even if it doesn't come out next month, it will probably be integrated into games within the next year. NWF: So you do think we'll see it in this generation? JL: I think so. If Nintendo doesn't do it, I'm fairly sure that Sony and Microsoft may be interested in doing something similar. It's simply ... the kind of visual experience that head tracking provides is simply an evolutionary step in display technology and interactive displays, and it would be foolish not to embrace that progress in technology. It's not so much a feature, it's just a technological step forward, similar to 3D TV, that will eventually come. Nintendo may or may not decide that this is an okay idea, but even if they don't, it will come in some other form from some other provider. [NWF note: Sony, in fact, has a head tracking demo of their own] NWF: You know, that's interesting, because there's a lot of discussion any time we see another of your projects. Nintendo fans just blow up with excitement, because what you're doing with the Wii remote is so much more interesting than what a lot of actual Wii games have done with the motion controls. Why do you think that is? JL: Well, I don't have any rules to conform to. In truth, when choosing to make something for a game console, a developer has to sign a lot of agreements and play within a very well-defined space that determines what they can and cannot do. I have been talking to some Wii game developers and they've said that ... if a game requires too much motion or requires ... they had some word for it, but essentially, if it requires too much movement on the player's part, Nintendo asks them to pull it. There are all these internal guidelines they have to conform to that prevent them from doing anything too -- I hate using the term "outside the box," but this is a box that has been defined by Nintendo and they literally can't step out of it. The video game industry is also extremely market data driven, which is unfortunate. The investment levels keep going up and up, and the certainty of return keeps going down, and as a result, marketing has more control over development. And if marketing says something isn't going to sell, or if marketing has no data on it, so if something is too radical or if it's a new IP with a new story or new characters, and it's untested, marketing tags it as high risk. If there are safer, but more boring [laughs], the decision tends to be to make the more boring title, which is unfortunate. That's actually why I decided not to work at any game companies specifically, like Electronic Arts or Ubisoft, because my ideas would have likely been squashed quickly by marketing. NWF: Do you think those same marketing people, or maybe anyone at these companies, is really paying attention to the reaction your projects are getting? Obviously somebody is listening, because they're contacting you, but do you think the reaction is enough to change some of those things you were just talking about? JL: I think so, or at least, that's my impression. The wonderful thing about my videos is that they're widely available, and they've given marketing departments some data that they can work with. It's put something out into the world for very low cost -- because all I did was make a video in my house, so I didn't have to invest much money -- but marketing can now look at the numbers associated with the video, like the number of views, or they can send out a survey or poll games about these particular features, and then marketing can make an assessment about the risk of the feature. So, I think the main contribution these videos have had, at least to the gaming industry, is that they've given marketing some data that indicates this is a worthwhile feature. Getting it integrated into near-term titles is a little difficult, though, because it takes a few years to build a game. If they're going to retrofit an existing title with these features, it adds risk to the title. If they're going to build a new title around this feature, it's not going to hit the shelves for at least two years or so, or a year if they do a really simple title. It's sort of interesting ... I've gotten exposed to the business of video games recently. It's unfortunate that the business of the video game industry almost seems designed to squash innovation, or at least discourage it, because it's risky. NWF: Well, that explains a lot of our Wii games! JL: The Wii also has another complicated issue. Actually, I would say there are two. One is that the input control system is so radically different from the other two consoles that the only way to make a good game is to start from the ground up for the Wii. If you port an existing game, it's usually not going to be very good, because the control schemes don't map over very well. Cross-console game publishing has become a popular business model, simply because it's a more attractive return on investment for game developers. So, for the Wii, they have to take on the risk of making a game just for the Wii instead of doing that. Another problem ... accelerometer data is actually very hard to work with, so most of the games have very simple shake recognition, sort of an analog shaking recognition, sort of like the Rayman games, where you make the person run faster by pumping faster. But really complicated gesture recognition is actually very hard to do. Some dancing games, for example, are very difficult to make trigger reliably, because you want to make sure you're getting positive movement. You want to correctly register movement, but you don't want to be too generous or too critical. If you're too generous, the game is too easy, it's not compelling, you can cheat at it .... If you're too critical, the game doesn't trigger properly and then you get frustration on the part of game players. NWF: I'd also assume shaking speed and method is harder to translate in a game manual than something like "press A for action X." JL: Right. And game developers just don't know how to use it yet, because it's pretty new. It's pretty radical, and it has a lot of its own technical issues, not only in coming up with interesting game content, but also in dealing with the control scheme. It may take another year or two before game developers are used to working with an accelerometer. They had a decade to get used to the joypad. The technology in the Wii remote is still new to developers and they aren't necessarily using it in the best way yet, so there are a couple reasons why Wii games have at times been less than stellar, and maybe haven't lived up to the hopes and dreams of Wii owners. < 1 2 3 4 >

  • NMS08: Head-tracking disappears from EA's Boom Blox

    by 
    Alisha Karabinus
    Alisha Karabinus
    04.15.2008

    Remember how awesome it was when we found out that BOOM BLOX was going to incorporate Johnny Chung Lee's incredible head-tracking 3D demo? There was dancing in the streets (and an extra helping of crow for the staff here). Well, put away the maracas and forget the confetti: EA has cut the Easter egg from the title. Guess that means the device we rigged from a beer helmet, swim goggles, and an old bag of Cheetos is now completely useless, and we're denied the chance to try out the most amazing development for the Wii that we've seen -- and in a game that would have been perfect for it, too. What happened? EA is mum on the whys and wherefores, stating only that the Easter egg was never confirmed for inclusion.%Gallery-15446%

  • Head-tracking feature pulled from Boom Blox

    by 
    Zack Stern
    Zack Stern
    04.15.2008

    var digg_url = 'http://digg.com/nintendo/Head_tracking_feature_pulled_from_Boom_Blox'; At the Nintendo Media Summit, Boom Blox senior producer Amir Rahimi confirmed that the final version of the game will lack the head-tracking mode. We understand that it was always an Easter egg, requiring gamers to set up Wii Remotes as cameras, and hacking together their own IR LED glasses. But you didn't have to go to TED to see the promise, and we're disappointed to see it removed.EA wouldn't go on-record to say exactly why the mode was cut, only just confirming it again through public-relations channels. An email statement noted, "Head-tracking was something we considered including as an Easter egg in BOOM BLOX however, we did not end up including it in the final version of the game. ..."Perhaps EA feared that we'd hack together a candelabra helmet as an IR emitter. They should have; we totally would.

  • Johnny Lee's Wii-nnovations blow TED's collective mind

    by 
    Griffin McElroy
    Griffin McElroy
    04.12.2008

    We've all witnessed the incredible ways that technomancer Johnny Lee can put a Wiimote to good use, but apparently, attendees of the TED (Technology, Entertainment, Design) conference were unaware of the handheld peripheral's vast potential. You can actually hear their minds crackle, then implode as Lee shows off two of his cost-efficient tech demos -- the multi-touch whiteboard, and 3-D head tracking (which was further confirmed to be in EA/Speilburg's Boom Blox as an easter egg). Like all Johnny Lee videos, we can guarantee this to be the coolest thing you've seen today -- unless, of course, you've just watched the entire "American Ninja" quintology.

  • Wiimote head tracking meets First Person Shooter: die Marshies, die

    by 
    Thomas Ricker
    Thomas Ricker
    03.26.2008

    Remember Johnny Chung Lee's self-made VR head-tracking system cobbled together from a Wiimote and IR-equipped safety glasses? Good, because it's now one step closer to its destiny as the ultimate controller for a first person, Wii shooter. The video experience in a 3D wireframed world does look admittedly rough, but the idea is sound: step forward to move forward, to the sides to turn, and jump to (you guessed it) jump. Fortunately, with Nintendo's WiiWare service now live in Japan, maybe, just maybe someone will see the potential and commercialize this. Watch the Insight VR people hunt down the evil Marshies after the break.[Via Make and Hack A Day]

  • PS3 head tracking only needs camera

    by 
    Ross Miller
    Ross Miller
    02.27.2008

    Last week, Sony showed off head tracking software for the PlayStation 3 using just the PS Eye camera (via MTV Multiplayer). That's right, no crazy hardware configurations devised by third parties (e.g. Johnny Lee, Electronic Arts), just software that identifies your head and its movement.A representative said the head tracking software has not been announced for any titles, but we'd love to see it show up soon for pretty much any genre of game. Video embedded after the break. (Note: It doesn't work for users with Canada, Japan or U.K. IPs.) While you're at it, (re)watch Lee's video to get a better idea of the potential of head tracking software (also embedded after the break).

  • GDC08: Head tracking Easter egg included in BOOM BLOX

    by 
    Candace Savino
    Candace Savino
    02.22.2008

    Remember the ever-so-awesome Johnny Lee's experiment with head tracking? We were so wistful then, seeing what the Wii's equipment was capable of in the proper hands. Well, as it turns out, we don't have to be wistful anymore. In a continued effort to make us look bad, the creators of BOOM BLOX revealed yesterday at GDC that the game would incorporate some head tracking. Before you get too excited, executive producer Lou Castle told Joystiq that this would only be an "Easter egg inclusion." This feature won't be an integral part of the game, clearly, but it's still a big step for gaming nonetheless. We're a little worried that in order to use this feature, the player must make their own LED headset -- we think most people won't bother doing that, and thus miss out on something great. Castle said that they weren't going to promote the feature, and we're assuming that it's for this reason. Whether you take advantage of the head tracking option or not, though, it's still a laudable inclusion in our eyes.%Gallery-15446%

  • GDC08: Boom Blox to include head tracking. Seriously.

    by 
    Ross Miller
    Ross Miller
    02.21.2008

    var digg_url = 'http://digg.com/nintendo/Head_tracking_in_Steven_Spielberg_s_Boom_Blox_no_really'; At the end of the "Creating Boom Blox" session at GDC, executive producer Lou Castle revealed that you can use two Wii remotes on your TV (and some form of do-it-yourself LED headset) to control the camera in Boom Blox with your head. Seriously. Speaking briefly to Joystiq after the session, Castle explained that it was more of an easter egg inclusion and they weren't planning to actively promote the feature. We'll have more from the Boom Blox session later this week. After the break, a video of do-it-yourself head tracking.