Objects

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  • Hasso-Plattner Institute

    Researchers simulate walls in VR by shocking your muscles

    by 
    Steve Dent
    Steve Dent
    04.17.2017

    Virtual reality is still a pretty crappy facsimile of The Matrix, but scientists are trying their best to fix that. At the CHI'17 conference in Denver, a team of researchers from the Hasso-Plattner-Institut in Potsdam showed off a haptic system that can simulate walls or heavy objects via electrical muscle stimulation. "We were really interested in trying to explore one of the hardest things to recreate in terms of physical sensation, which is a wall," says co-author Pedro Lopes.

  • Get ready to use Shazam to identify objects

    by 
    Billy Steele
    Billy Steele
    03.05.2015

    Shazam comes in handy for identifying tunes that you may not immediately recognize, and soon, the app will hunt for details on unfamiliar products, too. That's right, the next step for the popular music reference software includes tasks like Shazaming a cereal box for nutritional info or a DVD case to view (and purchase, natch) the film's soundtrack. "The famous blue button that our users love will remain on the home screen but will be able to do much more," CEO Rich Riley told Reuters. The app attracts 100 million users with its audio tool, which also allows you purchase tunes (via link) and plays nice with a number of streaming services for easy access to your personal library.

  • Storyboard: Just the artifacts

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.03.2013

    There's something inherently alluring about objects of power. That much is obvious; games are already fairly littered with them, ranging from weapons to vehicles to various items whose powers are invariably decided by needs of the plot. It's inevitable that as a roleplayer you would want to create something of power for your own purposes, something that has a purpose that only you know, hopefully a purpose with more careful thought than "being the most scary thing ever." Items like this are what I'm calling artifacts. In some settings they're actual artifacts; in others they're just exceptionally well-programmed computers or bits of otherwise lost technology or whatever. They're useful for extended roleplaying, they create an additional element of your characters, and they're also really problematic in a variety of ways. Still, the drawbacks aren't significant enough to make them useless, just significant enough that you'll want to use a careful hand when adding in your own hidden wonders.

  • TUAW's Daily App: The Incident

    by 
    Mike Schramm
    Mike Schramm
    08.11.2010

    The Incident makes for one of the best reasons to be a gamer and own an iPhone -- it's a purely indie affair, with excellent pixel graphics and game design by Neven Mrgan and Matt Comi and terrific chiptunes by Cabel Sasser. And it's a wacky little concoction that doesn't sound like it will work, but of course does, and well. You play a little guy who, standing in the street one day, is suddenly assaulted by falling objects from above. There's a little bit more to uncover, but that's really all you need -- you can tilt the iPhone back and forth to move your guy around in 2D, and tap on the screen to jump out of the way of falling objects above, marked by a warning flash on top of the screen. It sounds strange, and it is, but it works. The controls are responsive, the graphics are colorful, and the game perfectly captures that "one more try" feeling as you ascend through the seven levels, climbing up on the fallen objects all the way to the top of the sky. There are lots of coins, med packs, and extra lives to collect as you go, but the tough part is just staying out of the way -- three hits on the noggin costs you a life (and gives you a trophy to remember what wacky object killed you). There are many, many objects in the game, too, and you'll undoubtedly be surprised by what falls on you next. It's a great game, worth every cent of the US $1.99 they're selling it for in the App Store. Terrific little indie games like this are what make the iPhone platform really shine.

  • iPad devsugar: Three lessons from the iPhone

    by 
    Erica Sadun
    Erica Sadun
    02.03.2010

    In pixel-terms, the iPad offers a much larger workspace to develop on than the iPhone but in terms of the human experience, it's not that very far away from iPhone programming. The two share an underlying operating system and a large overlap in human interaction realities. Here are just three of those overlapping iPhone development realities. Consider taking these ideas into account as you're building your new and updated applications for the iPad. Human fingers are big. Although the iPhone has a much smaller screen than the iPad, the size and shape of the typical human finger does not change between the two devices. Do not design interaction elements for the iPad smaller than, say 40-by-40 pixels in size. When in doubt, design larger rather than smaller. The iPad with its larger screen is more likely to be held further away during use than the iPhone, which is often raised fairly close in during use. Build your on-screen objects accordingly. With its 1024x768-pixel screen, the iPad has the room for clean, large interaction elements. Use that space to better compliment the human finger. Attention spans are short. Like the iPhone, expect your users to approach the iPad in a sporadic netbook-style fashion. Design your applications around short interaction periods and prepare for your application to be cut off as a user stands up to grab his next Orange-Cranberry Frapaccino. Always save your application state between sessions, as much as you possibly can. A well designed app should relaunch quickly and, upon relaunching, approximate the same task your user was performing the last time the program was run. This can demand diligence on the part of the programmer, but is worth the time investment due to the payoff in user satisfaction. One more tip after the break! Thanks Scott Lawrence, |Agent

  • Zen Bound adding new tree in free update

    by 
    Mike Schramm
    Mike Schramm
    05.04.2009

    Touch Arcade has a slew of new screenshots from an upcoming free update for a game I've been coming back to more and more lately on my iPhone: Zen Bound. When I first installed it, I thought of it as more of a tech demo than a game, but as you load it up more and more, you really do start uncovering layers of competition -- "if only I twisted the statue that way I could cover more ground, or maybe if I started from that leg I could wrap around closer on that side." It's pretty addictive, and it's one of those games that starts tugging at your mind even when you're not playing it. The update probably won't help free my mind -- not only will it have a whole set of new objects to wrap up (featuring some fun retro-gaming themed pieces), but it's getting some bugfixes and some performance tweaks as well. The paint spread by the rope will be smoother, and the problem of the rope crossing through objects should be better (while that happened from time to time, it wasn't a huge complaint). Still, especially for free, it sounds like the update will only make a great game better. Zen Bound is available right now in the App Store for $4.99 (with the free update available "soon"), and there's a lite version to try out as well.

  • Collision detection in WAR's PvP

    by 
    Mike Schramm
    Mike Schramm
    02.06.2008

    I hadn't heard that WAR would have collision detection (it must be in the whole game, right? can't only be in PvP, can it?), but Hardcore Casual did, and just like him, I'm very interested in the possibilities. He cites it as a problem of premades and PuGs-- premades will know much better how to deal with line-of-sight and positioning and formation problems, while PuGs will trip over themselves trying to get past someone else. Me, I see it more as a problem of pranks and griefing. In World of Warcraft, where Blizzard hasn't implemented collision detection, they're already having issues-- giving players the ability to block space in large numbers just opens up a whole world of griefing.But as HC says, it's all in the implementation-- it may be that some things need line-of-sight, while others (spells and such) don't, and any blockage depends on just where the hitboxes are-- if characters can sneak past each other, or are able to push each other out of the way, then that would change any plans.It'll be interesting to see how it all pans out, however. Collision detection is a minefield for developers, but can definitely lend itself to new types of gameplay. While most MMOs have avoided the issue entirely, we'll have to see if WAR is willing to hit the issue (so to speak) head-on.