MotionController

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  • Sony

    Sony patents detail VR motion controller concepts

    by 
    David Lumb
    David Lumb
    01.29.2018

    Earlier this week, the eagle-eyed VR Focus caught wind of two patents filed by Sony Interactive Entertainment, which look suspiciously like motion controllers. It's too early to tell whether these are our first looks at an entirely new one for PlayStation VR. But it's been eight years since the Move controllers first hit the market, so these may inform the design of the models Sony eventually develops to follow up on its aging VR wands.

  • Valve's next VR hardware could be a wrist-mounted controller

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    10.12.2016

    If last week's Oculus Connect left you hungry for more news about virtual reality, maybe news of a new hardware out of Valve's Steam Dev Days will do the trick. Perhaps the biggest tidbit is that the PC gaming juggernaut is working on a new controller for the Vive headset. What's different from the current wand, according to TechCrunch, is the device will allow users to pick items up and put them down, all without letting go of the controller.

  • Kinect sensors could lead to safer X-rays

    by 
    Jon Fingas
    Jon Fingas
    12.01.2015

    You don't want to stand in front of an X-ray machine for any longer than necessary, and scientists have found a clever way to make that happen: the Kinect sensor you might have picked up with your Xbox. Their technique has the depth-sensing camera measuring both motion and the thickness of your body to make sure that doctors get a high-quality shot using as little radiation as possible. That's particularly important for kids, who can be sensitive to strong X-ray blasts.

  • Sony patent filing would let you reshape your PlayStation Move controller

    by 
    Jon Fingas
    Jon Fingas
    01.17.2014

    Typically, motion controllers aren't very good at adapting to different gameplay situations -- not unless you're willing to slap on a cheap plastic shell, anyway. Sony may improve that state of affairs in the future, though, as it recently filed for a patent on a modular PlayStation Move controller. The concept lets gamers attach parts to the Move that change not just how it feels, but how it behaves in-game. A set of "limbs" would turn it into a humanoid, for example, while a rotating part could switch between a gun and a sword. It's an intriguing idea, although we wouldn't count on seeing it any time soon. A modular system would likely raise the price of a future Move controller, and Sony has lately focused more on the DualShock 4's Move-like features than dedicated peripherals.

  • Two crazy Valve hardware prototypes: a portable Steam device and a 'Frankenstein' motion controller

    by 
    Ben Gilbert
    Ben Gilbert
    11.04.2013

    A small table in a side office at Valve's headquarters is littered with Steam Controller prototypes. Designer Greg Coomer is walking me through the thought process behind Valve's first hardware release, and he begins his story on an unexpected topic: the Nintendo Wii. "We were watching other platforms like the Wii innovate in input, and the PC was stagnant. The mouse and keyboard was basically decades worth of static; lack of innovation there," he said. It's with that in mind that the hardware experiments began. First, with a motion controller. They sourced the guts (at least in part) from a Razer Hydra controller, though the changes Valve's engineers made are substantial. "It's a break apart motion controller where there were gyroscopes or magnetic sensors in either path, to sense orientation and position," Coomer explained. "There were also buttons under all your fingers here. A sort of hi-hat thumbstick. So it was really a Frankenstein." The idea behind this controller -- the first of many prototypes that eventually spawned the Steam Controller -- was to find out what works, what doesn't, and what PC gamers want from a new input method.

  • Leap Motion shipments delayed until July 22nd, beta test period begins in June

    by 
    Donald Melanson
    Donald Melanson
    04.25.2013

    Leap has been accepting pre-orders for its motion controller for some time now, and has been promising a ship date of May 13th since February, but there's now been a slight change of plans. The company has confirmed that it's delaying those shipments until July 22nd. In a letter sent to pre-order customers (included after the break), Leap CEO Michael Buckwald explains that the company has already manufactured over six hundred thousand devices and delivered twelve thousand to developers, and says "the reality is we very likely could have hit the original ship date." But, he adds, "it wouldn't have left time for comprehensive testing." That's now set to begin in the form of a beta test that will start in June, which will see developers who've already received a unit get a feature complete product, and other non-developers invited to join as well. According to Buckwald, that expanded beta test is "the only way we felt 100% confident we could deliver a truly magical product that would do justice to this new form of interaction." He'll be participating in an open Google Hangout tomorrow to discuss the move further -- specific details on it are promised to be coming soon.

  • Leap Motion goes retail: motion controller to be sold exclusively at Best Buy

    by 
    Michael Gorman
    Michael Gorman
    01.16.2013

    Ever since we first saw Leap Motion's hyper-accurate gesture control system in person, we've been waiting for the time when we can walk into a store and buy one. Sure, devs have been able to buy Leap controllers for some time and it won't be long before Leap's tech is baked into retail laptops, but now the general public's going to get the chance to grab the standalone controller, too. That's right, folks, this spring, the Leap Motion Controller will be available nationwide at any Best Buy store, with pre-orders starting in February. So, it won't be long before you can stroll on down to the nearest big blue box and pick one up -- assuming there's still one within strolling (or driving) distance.

  • Sony patent application details hybrid DualShock / PlayStation Move controller

    by 
    Alexis Santos
    Alexis Santos
    12.01.2012

    If you think Sony's DualShock and Move controllers are two halves of a well-rounded gaming experience, you might be pleased to know that the firm has dreamt up a hybrid. A patent application filed last year by Kaz and Co. for a "Hybrid Separable Motion Controller" has just surfaced, and it describes a controller that can function as two independent parts or locked together as one. The application also suggests that the location of the controller's halves could be independently tracked when separated and that video games played with the Franken-hardware could switch to configuration-appropriate control schemes. A similar concept has popped up before, but that's no guarantee the contraption will ever see the light of day. In any case, you can hit the bordering source link to dig into the filing and fantasize what such a piece of kit could mean for gaming.

  • Kinect for Windows SDK gets accelerometer and infrared input, reaches China and Windows 8 desktops

    by 
    Jon Fingas
    Jon Fingas
    10.08.2012

    Microsoft had hinted that there were big things in store for its update to the Kinect for Windows SDK on October 8th. It wasn't bluffing; developers can now tap a much wider range of input than the usual frantic arm-waving. Gadgets that move the Kinect itself can use the accelerometer to register every tilt and jolt, while low-light fans can access the raw infrared sensor stream. The Redmond crew will even even let coders go beyond the usual boundaries, giving them access to depth information beyond 13 feet, fine-tuning the camera settings and tracking skeletal data from multiple sensors inside of one app. Just where we use the SDK has been expanded as well -- in addition to promised Chinese support, Kinect input is an option for Windows 8 desktop apps. Programmers who find regular hand control just too limiting can hit the source for the download link and check Microsoft's blog for grittier detail.

  • Winscape virtual window makes the leap to Kinect in 4K-capable, 6-screen glory (video)

    by 
    Jon Fingas
    Jon Fingas
    07.10.2012

    RationalCraft brought its surreal Winscape virtual window to market when the Wii was virtually the only game in town for affordable motion tracking. Microsoft's Kinect has certainly changed the rules of the game since then, so it's almost natural that a fourth-generation Winscape has just launched to make use of the much more sophisticated sensor. For a start, there's no need to dress like Flavor Flav anymore: the camera can recognize anyone, even passers-by, without an oversized necklace. The larger-than-life footage used to generate the window effect has been given its own bump, too, and the app can now handle 4K video as long as the Mac underneath (sorry, Windows folks) is powerful enough to drive it. For those who truly want to be disconnected from reality, there's even six-display support provided it's all hooked up to a Mac Pro and a pair of three-output Radeon HD 5770 video cards. RationalCraft's software is free to try out now, although the requirement for at least two big TVs, a Kinect controller and a fast Mac should say all there is to know about the practical cost of pretending the Golden Gate Bridge is visible from inside a living room in Cleveland.

  • Tomy BattroBorg 20 throws motion-controlled punches, rocks 'em and socks 'em Wii-style (video)

    by 
    Jon Fingas
    Jon Fingas
    06.19.2012

    The last time we saw someone move the game on for Rock'em Sock'em Robots, it was a motion-controlled experiment that was unlikely to see the light of day. Tomy must have been frustrated enough waiting for the practical reality to take matters into its own hands, as it's just unveiled the BattroBorg 20, a fighting robot that... lets you take matters into your own hands. The toy uses a Wii-style nunchuk motion controller that translates the player's own thrusts into the plastic robot's punches. Each robot can tell if it's been decked, although it takes just five punches to win by TKO -- these aren't exactly Queensbury rules. At an estimated $50 for each robot and matching controller on the July 14th release date, the BattroBorg isn't the cheapest way to relive the glory days of pint-sized fisticuffs, but it's certainly the most involving.

  • Insert Coin: Clang, a motion-controlled swordfighting game by no less than Neal Stephenson (video)

    by 
    Jon Fingas
    Jon Fingas
    06.10.2012

    In Insert Coin, we look at an exciting new tech project that requires funding before it can hit production. If you'd like to pitch a project, please send us a tip with "Insert Coin" as the subject line. We won't lie: this might be the ultimate Insert Coin. It's not often that you get the author of Snow Crash and Cryptonomicon asking for Kickstarter funding, after all. Neal Stephenson and Subutai Corporation are tired of swordfighting in video games being reduced to abstract button presses, and they want to produce both a video game and a control system that will replicate what it's really like to fight steel-to-steel, complete with pommel hits, blocks and distinct techniques. The initial game, Clang, will focus on two-handed longsword dueling with an "off-the-shelf" controller to get out the door quickly. In the long run, however, the plan is to work on custom controllers, and the project will involve an open framework known as MASE (Martial Arts System Embodiments) that will let anyone build their own fighting game. You could create a realistic Wushu simulator... or an extremely detailed Teenage Mutant Ninja Turtles beat-em-up. Any pledge will help the cause, but if you'd like a credit in the game or an actual copy, you'll want to spend a respective $10 or $25. The rewards escalate quickly after that: $50 and $75 pledges first give downloadable concept art and later a digital fighting manual, while $100, $150 and $250 donations will add a very real t-shirt, a hard copy of the manual, a signed poster with a patch and eventually a signed poster. Are you a high roller? Spending $500 or $1,000 adds a signed manual as well as either the first book or whole collection of the related The Mongoliad trilogy, plus (at the higher tier) invitations to Subutai parties in Seattle. Pledges at $5,000 will supply the actual concept art; at the peak $10,000, you'll get a real longsword, lunch with Subutai and a tour of the offices. If you're game in the literal sense of the word, you'll have until mid-day on July 9th to help Neal reach the lofty $500,000 funding target.

  • Neuroscientists develop game for stroke rehabilitation, give the Wii a run for its money

    by 
    Alexis Santos
    Alexis Santos
    05.20.2012

    Think the Wii has the market cornered on gaming rehab? Think again -- neuroscientists at Newcastle University are developing a series of motion controlled video games to make stroke rehab more fun and accessible. The team's first title, dubbed Circus Challenge, lets patients digitally throw pies, tame lions and juggle to help them build strength and regain motor skills. As players progress, the game ratchets up its difficulty, presumably to match pace with their recovery. Although Limbs Alive, the game's publisher, has only described their motion controller as "next-generation," it affirms that the game will be playable on PCs, laptops and tablets later this year. In an effort to lower costs and provide at-home therapy, the team hopes to leverage a £1.5 million award from the UK's Health Innovation Challenge Fund to build a system that will allow therapists to monitor patient progress remotely. The whole enchilada still needs some time to bake, but you can hit the break for a video and the full press release.

  • Sony makes a patent move for Kinect style controller

    by 
    James Trew
    James Trew
    02.21.2012

    We're not suggesting Sony has a Kinect style controller coming soon, but it certainly filed a patent for one. The application for a "User-Driven Three-Dimensional Interactive Gaming Environment" was initially logged in October last year by Richard Marks of PlayStation Eye fame. The controller can "determine when to interact with the system by allowing part of the user's body, or an object, to cross the maximum depth range plane" meaning input could be limited to just the hands etc. This wouldn't be the first time Sony has created controller technology similar to its competitors, but the company is careful not to outright state that's what it's for. That said, amongst the legalese it does go as far too say the system can be implemented by an entertainment system "such as" its flagship console. So, sadly there's no way of knowing if we'll be getting a PlayStation Motion any time soon, but feel free to wave over the source link to see the patent for yourself.

  • Sony's latest PS Move Bundles let you go Medieval, get your groove on

    by 
    Joe Pollicino
    Joe Pollicino
    11.13.2011

    Good ol' gaming bundles can be enticing when you're on the prowl for a new console or accessory set, and we have to admit, we'd be excited to lay some motion-controlled moves down with Sony's latest PlayStation offerings. Back at E3, we had a chance to slice enemies with virtual swords in Medieval Heros: Deadmunds Quest, thanks to the PS Move's 1:1 tracking abilities. With the game releasing next week, Sony's decided to offer it in a $100 bundle, packing a PS Eye, Move controller and a copy of Sports Champions (which Deadmund shares its gameplay mechanics with). If you don't already own a PS3 -- and love getting your groove on -- the Everybody Dance bundle may be your $300 ticket to the wand-waving fun; it features a 320GB PS3 Slim, PS Eye and Move controller, along with a DualShock 3 for when Duty Calls. These likely won't be Sony's last PlayStation-related bundles to hit shelves before the year's through, but if it sounds like your kind of party you'll find more info at the source link below.

  • Movea MoveTV platform delivers motion control options to TV and set-top makers

    by 
    Terrence O'Brien
    Terrence O'Brien
    09.09.2011

    In case you've been living under a rock: motion controls are all the rage these days. And it's not just console makers who want in on the action. ASUS, Philips and Hillcrest Labs have all launched their own takes on the tech. Movea is a company that's well versed in the field, and now plans to start offering its wares direct to TV and set-top box manufacturers. The MoveTV platform offers not only remote control tech to OEMs, but opens up the company's tools to developers for building games and apps. Movea even announced its first partners: C&M Media, a major cable provider in Korea, and Remote Solution. Remote Solution will be licensing Movea's SmartMotion and integrating MoveTV into the set-tops provided to C&M. Soon enough using gestures to change channels and playing arm-flailing renditions of Angry Birds on your cable box could be the norm. Check out the video, PR and one more pic after the break.

  • Windows Phone 7 turned into Windows 7 controller, 3D mice put on notice

    by 
    Daniel Cooper
    Daniel Cooper
    08.15.2011

    You can pack all the gyroscopes, accelerometers and other motion-detecting sensors you want in your desktop -- it's still not going to be any good at playing Eliminate: Gun Range. That's the motivation behind developer Arik Poznanski's latest release. He has created a driver enabling his Windows Phone 7 to transmit its accelerometer data back to his Windows 7 desktop in real time. Currently the driver's not good for much beyond a tech demo, but given the different ways people have hacked their Wiimotes, it won't be long before homebrewed killer apps start appearing -- perhaps paired up with a little Kinect wizardry. If you're looking to get started at home, hit the source link below for more details. [Thanks, Sandip]

  • Deadmund does it right: PlayStation Move and 1:1 swordplay, hands-on (video)

    by 
    Sean Buckley
    Sean Buckley
    06.09.2011

    Medieval Moves: Deadmund's Quest may be built on the mini-game mechanics of last year's Sports Champions, but its whole is greater than the sum of its parts. We hit up Sony at E3 2011 to see if Deadmund could out-fence the Jedi in a duel of 1:1 swordplay and on-rails battle. What we found was surprisingly responsive. Deadmund himself runs on a pre-set path, plodding his way through a skeleton-filled barracks automatically. Deadmund's on-screen sword matched our wand-equipped wrist's every move, accurately slicing skeletor wannabes any way we saw fit. Reaching behind our back with the Move controller let us pull a virtual arrow from a quiver, or we could choose to dispatch baddies by flinging throwing stars. If the on-screen slashfest lagged behind our physical slicing in any significant way, we didn't notice -- we were too busy loving the Move's speedy response time. Faster swings produced "stronger" in-game sword attacks, or farther flying shurikens. Last year at E3, we accused the PlayStation Move of just skirting outside of gimmick-land, but it's hard to argue with 1:1 motion control this responsive. Will Deadmund move Sony's motion lollypop to the front of the gesture control race? Probably not on his own, but it's still great to see this tech at its best. Check out our hands-on playthrough video after the break to see the action for yourself.

  • Aiken Labs brings 9-axis modular motion sensing to Android, we go hands-on (video)

    by 
    Zach Honig
    Zach Honig
    06.08.2011

    We already had a chance to try out Immersive Motion from Aiken Labs at CES, but now the nine-axis modular sensing system is making its way to Android and other mobile platforms, including iOS and Windows Phone. The more compact battery-powered server brings motion-controlled gaming to mobile environments, capturing position data from matchbox-size modular sensors that you can tape to a wooden sword or Viking helmet for live-action outdoor role-playing, or on you paws and dome during a virtual jam session with friends, for example. The mobile kit includes a pair of wireless sensors with a 50-foot range that you can attach to literally any accessory or appendage, and is expected to sell for about $300 when it ships later this year. You'll also be able to connect up to two smaller wired sensors to each wireless sensor, for about $50 a pop. The kit's price tag makes it cost-prohibitive for all but the most hardcore gamers and devs (there's an SDK available as well), but Aiken hopes to make its flagship product more affordable if its able to sell the kits in high volume. The tool has applications in other industries as well, including research and Hollywood, where it could be used as a (relatively) low-cost outdoor motion-capture suit. The early version we saw at E3 today is definitely not ready to head to production, but we're still months away from an actual release, giving Aiken some time to improve accuracy, and perhaps find a way to reduce that price. Jump past the break to see how it works.%Gallery-125868% Tim Stevens contributed to this report.

  • TriMount turns your Wii, Kinect, and PlayStation sensors into a video game Eye of Sauron

    by 
    Brian Heater
    Brian Heater
    06.08.2011

    All right, we get it. You love motion gaming. You fell so hard for your Wii that you had to run out and buy the Kinect and PlayStation Move the minute they hit stores. And now you've got a lot of sensors, but not much in the way of space atop your flatscreen. DreamGear understands your decidedly first world pain, and is offering up the TriMount, a shrine to gesture-based gaming that has slots for your Wii sensor bar, Kinect sensor, PlayStation Eye, and a clamp for attaching it to your set. The $30 setup ships August 15th, and is available now for pre-order. Until then, you're going to have to manage the old fashioned way: making a younger sibling hold up the sensor while you play Dance Central.