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Posts with tag virtual

Posey makes playing with snap-together blocks okay for adults


C'mon, be honest -- the unofficial cutoff age for playing with Legos sans kids is sometime way before puberty, but thanks to a new development from Carnegie Mellon University, we adults may soon be able to unashamedly indulge in those desires once more. Posey, hailed as a "hands-on way of interacting with computers," features a plethora of snap-together, sensor-laden parts that can communicate with PCs through ZigBee. When a user attaches a leg to a body, for instance, an on-screen representation immediately mimics the movement, providing hours of fun and some real promise for future applications. No word on whether these things are set to go commercial anytime soon, but we'd sure love to replace this aging (and seemingly busted) voodoo doll with one of these critters, pronto.

[Image courtesy of Posey Code Lab Wiki]

Virtual doormen becoming more ubiquitous

Amazingly enough, virtual doormen aren't exactly new, but it seems that they're becoming entirely more ubiquitous (and accepted) in today's society. Increasingly, more and more apartment dwellers are coming home to voices in the wall rather than a physical life form, but virtual doormen can still let tenants into their room, allow deliveries to be made and keep disgruntled in-laws out. As you'd expect, these firms rely primarily on an internet connection, a webcam and a couple of microphones, and while typical services can range from "$10,000 to $70,000 for installation and $6,000 to $30,000 in annual maintenance," that still beats the $250,000 or so it would purportedly take for a small building to be staffed with full-time, on-site doormen. The next evolutionary step? Androids answering the buzz, and subsequent hacks to gain entry into any room you please.

[Via ChipChick]

IBM's SiSi virtually translates speech to sign language


We've seen a wide array of devices designed to help the deaf communicate and experience life more fully, and IBM is hoping to make yet another advancement in the field with its SiSi (Say It Sign It) system. Developed at an IBM research center in Hursley, England, the technology works "by using speech recognition to convert a conversation into text," after which SiSi "translates the text into the gestures used in sign language and animates a customizable avatar that carries them out." Currently, the system is still labeled a prototype and only works with British sign language, but there's already plans to commercialize the invention in due time. For a better look at exactly what SiSi can do, take a peek at the video demonstration waiting after the jump.

NTT's Tangible-3D prototype gives feeling to on-screen imagery

Regardless of general consensus, it looks like 3D display technology is making a run for our wallets (and to a lesser extent, our hearts), and just days after getting wind of Philips' latest iteration, NTT is hitting back with a newfangled approach of its own. Based around an improved version of the company's original 3D display, this prototype system relies on a sophisticated array of cameras and an actuator-stuffed glove that can allow the wearer to "feel the image" that shows up on the LCD. As the object changes, the glove moves along in real-time to give the user a lifelike idea of what the on-screen matter actually feels like, but unfortunately, it doesn't allow the individual to react. Thankfully, a two-way system that will enable tactile transmissions to be channeled in both directions is in the works, but those parked in Japan can check out the current system at the Industrial Virtual Reality Expo later next week.

[Via Slashgear image courtesy of Mainichi]

Microsoft flip-flops again: now no Vista Home on Macs

We've seen our fair share of flip-flopping in the past, and Microsoft is yet again adding its name to the frowned upon list by retracting previous intentions to allow Windows Vista Home and Home Premium operating systems to run under virtualization. After reportedly stating that it would "change the EULA after listening to customer feedback on the issue," it appears that the suits in Redmond have thought better of said decision. Now, the firm has "reassessed the Windows virtualization policy and decided that maintaining the original policy announced last Fall" would be best. Ben Rudolph, Parallels director of corporate communications, noted that he was "obviously disappointed" in Microsoft's change of heart, but if the two-faced Mac users out there can persuade Google to take their side, we're sure this little spat could be cleared up in no time.

[Image courtesy of ElliottBack]

Augmented reality relationship game plays with your emotions

If you couldn't quite make it to the last Wii marriage counseling session, there's still good news coming from Georgia Tech. Thanks to a group of engineering minds at the university, a new augmented reality game (dubbed AR Facade) is placing you in the center of a marital spat with nearly limitless options. The program apparently runs on a back-worn laptop and utilizes an oh-so-tacky head mountable display, and developers suggest that being placed in the midst of an "interactive drama" allows you to choose sides, attempt to mediate, and basically "define your own way to win" as you try to talk some sense into the flustered couple. Interestingly, there's even talk of bringing such games "onto mobile phones" and into the workplace, but it looks like they've got a bit of hardware trimming to do first.

[Via The Raw Feed]

Take an actual walk in virtual reality with String Walker

SIGGRAPH has certainly been the home of many virtual reality demonstrations, and this year yet another contraption that (partially) removes us from the world we know will be on display. Similar to the Powered Shoes and Virtusphere seen in years past, the String Walker is a "locomotion interface that uses eight strings actuated by motor-pulley mechanisms mounted on a turntable" in order to let users walk through virtual landscapes. Proprioceptive feedback allows the VR system to translate actual footsteps into the digital world, giving participants a reason to stroll around rather than just twiddling their thumbs. Reportedly, the biggest challenge was mastering the floor, which enables omni-directional walking that simple "treadmill-like" surfaces don't offer and in a simpler fashion than the "complicated" CirculaFloor. Next-generation DDR, here we come.

[Via Gizmag]

Backseat Playground to integrate GPS into in-car gaming

If you thought your portable gaming options were all but limited to Sony's PSP or Nintendo's DS / DS Lite (or those Korean-based all-in-one gizmos), a group of Swedish programmers are hoping to change all that in drastic fashion. Concocting an "in-car gaming system" that utilizes a GPS receiver, handheld computer, headphones, and a laptop in the trunk of the whip, the Backseat Playground would eventually turn real world "sights, attractions, and locations" into in-game characters and events for the lucky passenger(s). The basic idea is to start the game off in a primarily audio-based murder mystery scenario where "actual forests, skyscrapers, and rivers" become part of the story, giving children (or adults, too) a way to virtually interact with their surroundings while traveling. The laptop uses the GPS data to maintain a 3D model which keeps the vehicle correctly positioned in the virtual world, and much "like a novel," the story unfolds as different turns (ahem) take place based on the decisions players make. While the entire system is still prototypical, it currently works "over a 35 square kilometer area in Stockholm," and designers are currently testing interest in other locales throughout the UK. Personally, we can't wait to see the variations in storylines while cruising down the 101 versus the pits of Hell's Kitchen, but we'll probably just wait for third party reports of the later.

[Via The Raw Feed]

Music Thing: Music and audio gear in Second Life

Each week Tom Whitwell of Music Thing highlights the best of the new music gear that's coming out, as well as noteworthy vintage equipment:
Now, I've never been inside Second Life, but -- inspired by Reuters, which set up a bureau inside the game, which now has over a million players -- I've spent some time trawling the shops for cool music gear. Dissapointingly, I've found no vintage synths, keytars or mountains of old studio gear. I did find a British virtual instrument-maker called Robbie Dingo, who mainly sells slightly ordinary guitars, drum kits, bagpipes, grand pianos and something called a Hyper Flute, which - disappointingly - is completely safe for work, but allows you to compose your own music within Second Life.

Robbie sells his instruments at SL Boutique - a steel drum set costs L$120 (40 cents in real money), while a Hyper Flute costs L$3,000 (around $10). Most Second Life instruments are really toys -- they'll play a couple of sound loops and animate with your avatar. Some are slightly more advanced: Robbie's 1965 Fender Stratocaster (L$400/$1.40) "loops a funky pattern that can be transposed via the menu system to any key whilst remaining in time." How many real-world guitarists can say the same?

Robbie's greatest claim to fame was creating the guitar used by folk singer Suzanne Vega when she played a gig in Second Life. As far as I can work out, the guitar in this case was just a prop -- she was playing a real guitar into a microphone, whch was beamed into the concert.
Other SL gear manufacturers include Neurocam Audio, who produce headphones and microphones, which really confused me. How does a microphone work? It "serves a purpose: It changes your chat to GREEN in the chat window, allowing the event host the ability to be noticed above noisy crowds!"

Finally, for just L$1 (1/3rd of a cent), you can buy a Cigar Box Guitar, just like the one featured in Make Magazine, which will play a short clip of cigar box guitar jamming. Virtual cigars not included.



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