accelerometer

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  • Serv O'Beer pours when iPhone accelerometer tells it to

    Now that the holiday season is officially over (CES notwithstanding), there's officially no better time to get inebriated and wash away the sorrows of not having another government-recognized holiday for like, ever. After you've drug that dead tree out to the roadside and filled a few buckets with tears, why not try constructing your very Serv O'Beer in order to bring just a sliver of that joy back into your heart? Put simply, the project pictured above utilized Construx as the mechanical platform, a servo driving the action and ioBridge controlling the system; a so-called "perfect pour" was executed by linking an iPhone accelerometer to the system and turning it up. Have a look at the demonstration vid just past the break -- dollars to donuts it'll make you smile. [Thanks, Hans]

    Darren Murph
    01.05.2009
  • Rice University study uses Wii to measure learning

    In order to get data on how people learn to perform tasks, two Rice University professors have started a research project using our favorite new all-purpose motion input device, the Wii Remote. In their NSF-supported three-year research project, Marcia O'Malley and Michael Byrne will measure motions in various activities, receiving a constantly-updating stream of data as the repetition of the tasks leads to learning. Making the Wii connection even easier: the first activities being measured right now are Wii games. "We're starting with a bunch of Wii games," said Byrne. "We find that some games have really good learning properties we can measure, and there are also some that people don't seem to get a lot better at." We're guessing the dual-wheel approach here is being used to gather even more detailed motion info (using more Wiimotes and thus more acceleromters) than just a single device.The goal of this whole data-collection exercise is to create robotic systems to help teach physical tasks by providing direct feedback to the body -- basically pushing you in the way you need to move.

    JC Fletcher
    12.09.2008
  • Nintendo denies report of new Wiimote tech

    Remember that story we ran last week about Nintendo wanting to change the internal components of the Wiimote? Well, Nintendo has finally responded to the Nikkei Tech-On! article that claimed the company would be looking into alternative accelerometer chips for the Wiimote, denying what was said in the piece. In speaking to Edge, a Nintendo spokesperson shot down the possibility for a tech upgrade to the Wiimote's internal parts, stating this is all "purely rumour and speculation." Of course, we wouldn't rule out the possibility, because if the technology can be improved through alternative components, why wouldn't Nintendo want to go that route?%Gallery-31614%

    David Hinkle
    12.08.2008
  • Nintendo considering new Wiimote accelerometer tech

    Nintendo must be pleased as punch with the McDuck-esque mountains of money that their motion-sensitive system has garnered -- though they seem to be focusing on making sure their well-received one-handed peripheral is at its waggliest. In addition to introducing the Wii MotionPlus at this year's E3 press event, Nintendo is apparently looking into swapping out the accelerometer in the Wii Remote, replacing it with newer, faster motion-sensing technology.This is not only good news for accelerometer manufacturers (who are already wrestling to get their technology into the best-selling controller), but for Wii enthusiasts as well -- according to a Nikkei Tech-On article, a manufacturer named Kionix could provide an accelerometer that will noticably improve the Wiimote's motion sensitivity. However, we hope it doesn't make it too sensitive -- after all, what good is a controller that sits in its room all day, watching Love Actually and listening to James Taylor?

    Griffin McElroy
    12.06.2008
  • Nintendo considers new accelerometer tech for Wiimotes

    Minor hardware revisions are common in electronics. As parts get smaller, cheaper, and draw smaller amounts of energy, companies swap out the internals for identically-functioning new versions. It's no surprise that Nintendo is looking into alternate accelerometer chips to provide the motion sensing functions of the Wii Remote, or that companies who manufacture accelerometers are clamoring to get their devices into the controller, thus ensuring a constant demand for their chips. Nintendo is currently looking at samples sent from many different manufacturers.According to a Nikkei Tech-On! article, one of the companies, Kionix, may make it possible to increase the sensitivity of the accelerometer's motion-sensing. Nintendo has yet to make any decisions. "It is difficult for manufacturers to be selected as a new supplier," an employee of a sensor company told Nikkei. [Via Gadget Lab]

    JC Fletcher
    12.04.2008
  • Apple patents motion-sensitive HMD concept in defiance of good taste

    Apple has added to its legacy of zany patents a head-mounted display with head-tracking technology intended to reduce viewer fatigue and disorientation (and induce nausea, if we're lucky) by simulating a theater or other viewing environment. The wearer of the device can pick a seat in the fake theater and then manipulate the image, zoom in and out, and look around thanks to an accelerometer and gyroscope built into the goggles. Few of these patents make it to market, but if you're eager to throw social acceptability out the window, there are already iPod and iPhone-compatible head-mounted displays on the market -- you'll just have to do without the positioning gimmick until Apple is crazy enough to actually sell this thing. [Via TUAW]

    Samuel Axon
    11.07.2008
  • Raging Thunder in the App Store

    We've come full circle on the Thunder that Rages -- after first releasing their game on a jailbroken iPhone, and then switching off to do a Crash Kart game, developer Polarbit has now brought it out onto the official store for release. It rings in at a relatively pricey $7.99, but it does look terrific with a little physics built in and (and here's the kicker) features WiFi multiplayer (Polarbit said they were working on it in our interview with them a while back). Multiplayer is one place that iPhone games haven't quite reached their potential yet, and if Raging Thunder delivers as nice a multiplayer experience as it claims to, it's worth the price of admission.Once again, this is a title that could definitely use a demo, but if you're already sold, you know the drill: hit up the App Store, download away, and use the accelerometer to race off into the Raging Thunder.

    Mike Schramm
    09.23.2008
  • Icarus Studios demos iPhone MMO software this week

    Icarus Studios -- developer of Fallen Earth and the associated Icarus Platform virtual world development tools --announced via press release that this week it is demonstrating its 3D MMO platform running on Apple's iPhone at the Austin Game Developers Conference.The demo is modest -- a "360-degree panoramic tour of a sample virtual world location." Users control the camera with the phone's accelerometer. Apple recently threw down the gauntlet, saying that the iPhone and the iPod Touch platforms are "the best portable device for playing games." No reason that future can't include MMOs, right?The iPhone client is scheduled to launch in Q1 of 2009. Does this mean that within months everyone on the New York subway, the Chicago El, and the London Underground will be immersed in a never-ending, time-sinking quest for teh phat lewtz?

    Samuel Axon
    09.16.2008
  • Jobs unveils new iPod nano at "Let's Rock"

    The rumors were true on this one, too -- there's a new iPod nano in town, and it's sporting that long, thin, somewhat rounded design that we've seen early on. There's a new widescreen that can be turned horizontally (thanks to a new built-in accelerometer, you can also "shake to shuffle"), and in that mode, it offers a Coverflow-style interface. Features like a stopwatch and even a Voice Recorder (with mic, presumably purchased separately) are available, and the battery life has been slightly updated: you can have 24 hours of music, or four hours of video.The new models are available in blue, purple, orange, green, or pink, and the 8gb version is available right now at Apple stores for $149, with the 16gb version available for $199 as soon as next week. Headphones are sold separately for $29 next month, with an in-ear version available for $79, and both, we're told, include the clicker from the iPhone, where there's a small button you can click or double click to skip songs.Stay tuned for more on the new nano later today, and keep with the TUAW liveblog of Apple's Let's Rock event for more new products and news.

    Mike Schramm
    09.09.2008
  • DS Daily: Tilting through Tony Hawk

    Did you play Tony Hawk's Downhill Jam for Wii? If so, it may help determine how you feel about the latest handheld Tony Hawk title, which will include an accelerometer add-on for the GBA slot. We don't know much else about Tony Hawk's Motion other than a) it's a skateboarding game (mostly) and b) there'll be tilt controls. Having played the aforementioned Wii game, however, this blogger, at least, is somewhat intrigued. How are you feeling? Did you play Downhill Jam, and does that make a difference? It must be said that I skipped Proving Ground, but did have a blast with Downhill Jam, though I didn't think I would, at all. Gallery: Tony Hawk's Motion

  • Olympus' new trio touts 10 megapixel Stylus 1050 SW with motion sensitive Tap Control

    When pumping out unimpressive point-and-shoot cameras, one sure-fire way to grab some attention is to innovate around the UI. That seems to be Olympus' approach with its new semi-rugged, Stylus 1050 SW ($300) pictured above. Able to withstand drops from 5-feet (1.5-meters), temps as low as 14 degrees F (-10 C), and submersion to 10-feet (3-meters), the new 10.1-megapixel shooter with 3x zoom and 2.7-inch display also packs an accelerometer for Olympus' new motion-driven "Tap Control" -- tap twice on the back, top or sides with your bulky, gloved hand to switch the camera into different modes. Pretty smart, actually... let's hope it takes quality images too. Of less interest is the skinny new 16.5-mm Stylus 1040 ($200) offering all of the 1050's guts without the Tap Control and weatherproofing. Last up is the Olympus SP-565 UZ ($400). It bungs the 10 megapixel sensor and 20x zoom from Olympus' SP-570 UZ into the 8 megapixel, 18x SP-560 UZ introduced this time last year. All three cams due in October. See the 1040 and SP-565 UZ after the break. Update: Speaking of unimpressive, Olympus also outed its 8 megapixel FE-20 (£120 / $221) with 2.5-inch LCD and 3x zoom. We managed to escape our ennui just long enough to post a picture after the break.Read -- Stylus 1050SW Read -- The rest

    Thomas Ricker
    08.25.2008
  • Yamaha starts shipping BODiBEAT, workouts and music magically align

    We've stated it before, but this time you really have ran out of excuses to run. Thanks to Yamaha's BODiBEAT, you can expect your tunes to automatically sync with your steps, giving you new reason to get out of the house and get to steppin'. Granted, the $299.99 price tag is pretty steep for just 512MB of space and 12-hours of battery life (marathon, what?), but we're sure there are a few of you out there willing to pay the premium to keep your head nodding perfectly in line with your pace. Oh, and if you completely skipped over the headline, it's shipping now. Right now.[Via Coolest Gadgets]

    Darren Murph
    08.24.2008
  • DS Daily: The latest rumor

    The redesign rumors just won't stop, will they? The latest cuts the GBA slot, may or may not add an accelerometer, and reduces the size of the already-slim handheld ... and may just come with a sizeable price cut. Think it's viable? If you wanted a redesign, is this what you had in mind?

  • IGN: Activision accelerometer means slimmed-down DS?

    As E3 gets closer, the speculation about what will be announced at the show gets more and more out there. So now that E3 is actually here, we get this post from IGN's Matt Cassamassina positing that Activision is working on an accelerometer-equipped, tilt-sensitive attachment for the Nintendo DS' Game Boy Advance slot. Nothing too surprising about that news, but the post jumps off from there to suggest Nintendo is also working on a similar tilt-sensing cart for the DS slot. Why would they do such a thing? Because Nintendo is planning to release a new DS without a Game Boy Advance slot, of course.Yes, IGN buried the lede a bit, suggesting two paragraphs down that "trusted insiders that Nintendo" say a new, slimmed-down DS (a la the Game Boy Micro) could be coming out soon. The new unit would have no GBA slot (thereby explaining the need for tilt-sensitive DS carts) and come in at a cool sub-$100 price, if IGN is to be believed. Of course, IGN still considers everything it writes just a rumor. We'll know soon enough, as anything from Activision or Nintendo would likely be revealed at their press conference tomorrow.

    Kyle Orland
    07.14.2008
  • E308: New DS rumors abound

    Here we go -- with the Nintendo press briefing just hours away, the rumor brigade in Los Angeles is kicking things into high gear, and there are all sorts of rumblings about the DS. According to IGN, a number of things may or may not happen this week, including but not limited to: Activision (wait, didn't they bail on E3? No matter; they have their own presentation coming up tomorrow night) announcing a(nother) DS peripheral that will add tilt and motion functionality to the handheld via the GBA slot The next Tony Hawk game is rumored to be the first to use the Activision peripheral Nintendo is preparing to provide built-in tilt and motion within the carts of some upcoming games But the most interesting thing from the rumor mill is the big possibility we've been discussing of late: DS Micro ahoy! Word is that Nintendo may be preparing to release that redesigned handheld after all, but per these rumors, it looks like the new design is not meant to supplant the current Lite model -- which explains the color explosion. The slimmed-down DS may sacrifice the GBA slot and could possibly feature that accelerometer functionality built-in. The best part? We may be looking at a drastically-reduced price -- IGN is talking about a DS that's $100 cheaper than the current model. Our own JC Fletcher is on the ground in LA as we speak, and David Hinkle is en route, so we hope to have more information -- or at least, more rumors -- for you soon. Whatever happens, we'll probably be scratching off a few of our DS predictions very soon.%Gallery-20355%

  • Tap Tap Revolution to be sold by Tapulous, called Tap Tap Revenge

    Nate True, iPhone developer extraordinaire and friend of TUAW (but who isn't, really), has sold off his Tap Tap Revolution game to a company called Tapulous, and they're renaming it Tap Tap Revenge and are going to try selling it in the iPhone's (and iPod touch's) App Store. The game isn't much tweaked from its jailbroken incarnation, but there is a chaotic two-player mode, seen above, that could be a lot of fun. I've never played the original version, so I have no idea what's up with the shaking, but it looks like it incorporates some accelerometer fun as well.If you're a super TTR fan, Tapulous tells us that they've got a wallpaper to download on their site right now, and that more videos will be coming out over the weekend, so stay tuned. All these games are looking terrific, but of course the one thing we haven't heard confirmed from any of them is when and if they'll be showing up on the App Store. That, it seems, is up to Apple. It doesn't matter how many games you've got ready to go -- if Apple doesn't have them set for download right away, both the devs and iPhone owners will miss a nice opportunity.

    Mike Schramm
    07.04.2008
  • Johnny Lee: We may see head tracking from Sony or Microsoft first

    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 >

  • Johnny Lee: Wii remote experimentation a happy accident

    NWF: At the TED conference, you talked about the accessibility of the Wii and the projects you're working on, like the interactive whiteboard, the demonstration of head tracking, etc., and how that accessibility motivates you. What do you think this means for other people doing similar research, either formal or informal? Because it's so accessible, will we see similar projects? JL: I don't know. I guess if you consider the work I've done to be somewhat either motivational or inspirational, then sure. I think that would be great, to see more work like that. In general, I think there's always been room for the type of motivation that I've presented, coming up with really cheap solutions that may not necessarily provide 100% of the capabilities of some of the higher end options, but are good enough for a wider population, and as a result, it becomes attractive technology not because it's the best, but because it's the most accessible. And actually, it's probably less novel of an idea than some people might think. I've been reading a book called The Innovator's Dilemma by Clayton Christensen, and he introduced the concept of a disruptive technology, and for the most part, his definition of a disruptive technology sort of fits that description of a technology which may not necessarily provide the most outstanding performance but does have a much different price point and as a result becomes much more attractive. His book wasn't necessarily my inspiration, but I guess you could say I came to the same sort of conclusion on my own. It's been a motivator in my work, and if it's a motivator in other peoples' work, that would be great, but I don't necessarily see a reason why it would become more or less popular than it was before. NWF: Most of the other projects that we've seen that involve the Wii remote are just using it to play other games. Why do you think so many armchair developers and researchers are focusing on that aspect?JL: It's easy and obvious. I think it's sort of the most straightforward thing to do. If you have a controller that you can talk to, what else can you control? This input device has, for example, an accelerometer and an accelerometer is very good at detecting tilt, so you make something that needs tilt control, like a video game. I've also seen some projects which use it to detect the orientation of a screen, and they have a virtual ball that moves around. If it's good for detecting orientation when you rotate it, then people will start out by coming up with orientation-based ideas. It's sort of the first degree idea, and it's going to be the one people do first simply because it's the easiest. NWF: One of the other things you talked about at the TED conference was that people in schools were already using some of your ideas, like the interactive whiteboard. Do you think that any of these projects will suffer any sort of stigma when it comes to schools because they're affiliated with gaming? At its base, this is technology associated with gaming, because that's what you're using. JL: That's an interesting question; I haven't encountered that one before. My guess is that, if the technology provides an economically attractive solution, that bottom line will overcome the association with the gaming industry. In some circles, gaming technology is becoming so sophisticated that it's earning respect in more general technological appreciation circles, and people are taking games more seriously -- especially with this generation of kids who are growing up with video games and technology. Some educators would find the ability to somehow turn a gaming technology into an educational product very appealing, because you can maybe appeal to the children a little bit more. I think that, if there's an institution which says "we're not going to look at the Wii remote because it's a gaming technology," they're a little bit short-sighted, and they'll be in the minority in the coming years. NWF: I certainly agree with that! But on that same line of thought, do you think that a gaming console can help change the way society interacts with computers? JL: Yes! I think it's done so already. If you think about computing in general, it includes a wide variety of technology. Usually, when people say computers, they're thinking of something with a keyboard and a mouse, and maybe a web browser and a word processor on it. Computers include your phone, your microwave, and most living room devices like DVD players and stereos. I would argue that the video game console is in fact a computer, and in the circles that I run in, that's a relatively non-controversial concept. But the kind of activities people think about doing with a gaming console currently are limited to playing video games, and as a result, if it's not productive, people don't think it's really a useful computer. But in fact, the console is becoming a very, very powerful computing platform, and so for example, things like surfing the web become much more plausible in a console format, as does accessing on-demand video, as well as more sophisticated things like programming your digital video recorder. If you just think of this as a general computing platform, it's a channel into a wide variety of computing tasks. They may not have word processing, but it's no less computing for that. I think the game console tends to evolve a lot faster than the desktop computer, where people are really attached to the keyboard and mouse, and it's really hard to pitch a new input system that may not... well, the keyboard and mouse is so efficient that a new input system has to compete with that efficiency and cost, and thus it's always very difficult to work in that space. But in the gaming space, you can experiment with lots of different input technologies. NWF: There's so much convergence now with the gaming consoles -- they're doing so many things, like media centers, and those traditional computing functions -- and you can do so much beyond just playing games. Do you think that's connected to the kind of experimentation people are doing with the Wii remote and other consoles? Do you think that the one follows the other? Would people have thought of these things if gaming consoles weren't expanding the way that they are? JL: To some degree, I think the experimentation with the Wii remote is independent of the integration aspect of the platforms, largely because the integration of the all-in-one living room device is a corporate agenda, and the operating systems that allow the consoles to do that is not open. Sony, Microsoft, and Nintendo all control that. The experimentation with the Wii remote, on the other hand, I think was an accident. Mostly because Nintendo did not necessarily intend to support open experimentation with the controller, and as a result ... I think everything done with the Wii remote was completely unintentional on Nintendo's part, and the fact that they did nothing to stop people has allowed a lot of exploration. The integration of the consoles and the experimentation with user interfaces with the Wii remote are somewhat independent of each other, though they deal with the same commercial domain of video game technology. < 1 2 3 4 >

  • Seiko Slimstick keeps tabs on your exercise routines

    While there's a smattering of products out there meant to log your running miles, Seiko's looking out for those who'd rather do a few sit-ups or handle some heavy lifting rather than placing a beating on their knees. The adequately minuscule Slimstick (15-grams; 2- x 6.4- x 0.89-centimeters in size) is meant to reside in the pocket of a given exerciser and track calories burned along with an "overall workout value," which can be benchmarked against one's goal. To do so, it packs a dual-axis accelerometer and a decent amount of fairy dust, and yes, it promises to do all the things your paltry (or lazy, as it were) pedometer simply won't. Your next fitness buddy is available now for just ¥5,775 ($55), or ¥6,980 ($67) with a presumably supreme "strap set."[Via technabob]

    Darren Murph
    04.27.2008
  • USB TiltStick opens up new world of accelerometer projects

    It's not like the modding community at large hasn't shoved accelerometers within vehicles before, but conjuring up projects that utilize acceleration sensing just got a whole lot easier thanks to the USB TiltStick. Reportedly, the minuscule device features a two axis acceleration sensor and emulates a USB joystick in order to play nice with any USB-equipped host. In particular, a standard PC or Nokia's N810 makes for the perfect comrade, and what you do from there is really only limited by your imagination. Granted, only the DIY veterans in attendance should give this one any serious consideration, but feel free to jump on through the break to catch it interfacing with N810.[Via Internet Tablet Talk]

    Darren Murph
    03.10.2008