DisneyResearch

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  • Disney Research's AIREAL creates haptic feedback out of thin air

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    07.21.2013

    Disney Research is at it again. The arm of Walt's empire responsible for interactive house plants wants to add haptic feedback not to a seat cushion, but to thin air. Using a combination of 3D-printed components -- thank the MakerBots for those -- with five actuators and a gaggle of sensors, AIREAL pumps out tight vortices of air to simulate tactility in three dimensional space. The idea is to give touchless experiences like motion control a form of physical interaction, offering the end user a more natural response through, well, touch. Like most of the lab's experiments this has been in the works for a while, and the chances of it being used outside of Disneyworld anytime soon are probably slim. AIREAL will be on display at SIGGRAPH in Anaheim from Sunday to Wednesday this week. Didn't register? Check out the video after the break.

  • Vybe gaming pad packs Disney Research's Surround Haptics into a $99 force feedback accessory

    by 
    Joseph Volpe
    Joseph Volpe
    12.17.2012

    We thought it'd take years to see Surround Haptics make its way affordably into future living rooms. After all, it was only at last year's SIGGRAPH that Disney Research demoed the tech in a $5,000 prototype chair. But with the impending release of The Avengers-branded Vybe gaming pad, it's clear the family-friendly conglomerate found a way to fast-track its patent-pending sensory solution as an all-purpose peripheral. Set to hit Walmart and select Meijer stores in time for the holidays, the $99 speaker-laden pad utilizes an Arm Cortex M3 microprocessor and features an array of actuating motors to translate audio from most any source (e.g.,TV, videogame console, smartphone or tablet) into dynamic localized or general vibratory feedback. Whether or not it's actually pleasing to use remains to be seen -- our time with a preview model seemed to indicate otherwise. That said, if you're in the market for a full body tactile experience, we'd wager comfort's the last thing on your mind. Check out the official PR after the break.

  • Disney Research robot plays catch and juggles with humans, won't replace their parents (update: cameras explained!)

    by 
    Jon Fingas
    Jon Fingas
    11.22.2012

    It's entirely possible for robots to juggle or play catch. They've usually been relegated to playing with their own kind, however, which is as good an excuse as any for Disney Research to experiment with a ball-tossing robot tailored to games with humans. The animatronic creation uses a depth-aware motion camera -- there's conflicting mentions of using both the Microsoft Kinect and ASUS' Xtion Pro Live that we're hoping to sort out -- to track any mid-air balls as well as throw them back to a human participant. Disney's robot does more than just move the robot's arm to account for imperfect tosses, too, as it knows to feign a dejected look after a botched reception. The company suggests that its invention would ideally bring two-way interaction to theme parks, so it's more likely to show up at Disneyland before it stands in for a parent in the backyard. It's just as well; when the Robopocalypse comes, the last thing we'll want at home is a machine that can toss grenades. Update: Team member Jens Kober has filled us in on just why both cameras are mentioned. The team started off using the Kinect and switched to the Xtion Pro Live, once it was available, to get hardware-synced timing between a regular camera and the depth camera. The project didn't require the panning motor or microphone array of Microsoft's system.

  • Disney Research develops capacitive touch that detects multiple users through their fingertips (video)

    by 
    Jon Fingas
    Jon Fingas
    10.09.2012

    Creating a truly multi-user, multi-touch display is a tricky prospect. How do you know who's who short of turning the screen into one giant fingerprint reader? Chris Harrison, Ivan Poupyrev and Munehiko Sato at Disney Research have suggested in a paper that fingerprinting on a capacitive touchscreen isn't far off -- it's just what we need to fingerprint that matters. Rather than look for physical ridges, the scientists' method sweeps through AC frequencies to find the exact electrical impedances of fingertips in contact with the screen. Different bodies, different clothes and even different shoes give everyone a unique signature that lets the screen identify specific people, even when they each have multiple fingers in play. The researchers propose that the technique would work well in collaborative workspaces, personalized devices and security, but let's not forget that this is Disney we're talking about: it's placing a strong emphasis on the prospects for shared screen gaming without the limitations we know today. While any practical use is still some distance away, it's easy to see future tablets and tables that are designed from the start to encourage a little socializing.

  • Seeing is believing, Disney crafts 3D printed optics (video)

    by 
    Mark Hearn
    Mark Hearn
    10.05.2012

    A group of engineers from Disney Research have crafted a new method to create interactive objects using 3D printers. Referred to as "printed optics," the lure of this technology is the ability to transform inert 3D models into interactive subjects by embedding 3D printed light piping into an object with minimal electronic components. Illuminated by LEDs and mobile projectors, this new breakthrough in optics has the potential to replace LCD and LED screens to display information on smaller interactive devices. If you find yourself scratching your head trying to visualize such a mojo in action, then check out the video after the break. It will enlighten you.

  • Disney researchers can now digitally shave your face, clone it for animatronics (video)

    by 
    Sean Buckley
    Sean Buckley
    08.12.2012

    The minds at Disney Research aren't only interested in tracking your face -- they want to map, shave and clone it, too. Through a pair of research projects, Walt's proteges have managed to create systems for not only mapping, digitally reconstructing and removing facial hair, but also for creating lifelike synthetic replicas of human faces for use in animatronics. Let's start with the beards, shall we? Facial hair is a big part of a person's physical identity, a quick shave can render a close friend unrecognizable -- but modern face-capture systems aren't really optimized for the stuff. Disney researchers attempted to address that issue by creating an algorithm that detects facial hair, reconstructs it in 3D and uses the information it gathers to suss out the shape of the skin underneath it. This produces a reconstruction of not only the skin episurface, but also of the subject's individual hairs, meaning the final product can be viewed with or without a clean shave. Another Disney team is also taking a careful look at the human face, but is working on more tangible reconstructions -- specifically for use on audio-animatronic robots. The team behind the Physical Face Cloning project hope to automate part of creating animatronics to speed up the task of replicating a human face for future Disney robots. This complicated process involves capturing a subjects face under a variety of conditions and using that data to optimize a composition of synthetic skin to best match the original. Fully bearded animatronic clones are still a ways off, of course, but isn't it comforting to know that Disney could one day replace you accurately replicate your visage in Walt Disney World for posterity? Dive into the specifics of the research at the source links below, or read on for a video summary of the basics.

  • Disney's REVEL could turn the whole world into a tactile touchscreen (video)

    by 
    Daniel Cooper
    Daniel Cooper
    08.10.2012

    Disney Research think it can go one better on Tactile and Haptic touch displays by using electrical fields to add sensation to nearly anything you can touch. Using Reverse Electrovibration, REVEL works by strapping an electrostatic signal generator to your body, so when you come into contact with an object on the same electrical plane, that low-level field can be altered to create friction. It's hoped that the technology could revolutionize touchscreens, add a whole new level of feeling to augmented reality and help blind people feel their way around. There's a video after the break, but be warned, it's light on the sort of cartoony hijinks you'd normally expect from the House of Mouse.

  • Disney Research's Botanicus Interacticus adds capacitive touch to ordinary plants, we go hands-on

    by 
    Zach Honig
    Zach Honig
    08.08.2012

    Sure, you spend plenty of time talking to your plants, but have you ever made them sing? In partnership with Berlin-based Studio NAND, Walt Disney's experience development arm, coined Disney Research, has found a way to take human-plant interaction to an almost freakish level. The project's called Botanicus Interacticus, and centers around a custom-built capacitive sensor module, which pipes a very low current through an otherwise ordinary plant, then senses when and where you touch. Assuming your body is grounded, the device uses more than 200 frequencies to determine exactly where you've grabbed hold of a stem. Then, depending on how it may be programed, the sensor can trigger any combination of feedback, ranging from a notification that your child is attempting to climb that massive oak in the yard again, to an interactive melody that varies based on where your hand falls along the plant. Because this is Disney Research, the company would most likely use the new tech in an interactive theme park attraction, though there's currently no plan to do much more than demo Botanicus Interacticus for SIGGRAPH attendees. This week's demonstration is giving the creators an opportunity to gather feedback as they try out their project on the general public. There's four different stations on hand, ranging from a stick of bamboo that offers the full gamut of sensitivity, including the exact location of touch, to an orchid that can sense an electric field disruption even as you approach for contact. While interactive plants may not have a role in everyday life, Botanicus Interacticus is certainly a clever implementation of capacitive touch. You can see it action just past the break.%Gallery-162014%

  • Disney Research's Touché system detects your touch on most things, even water (video)

    by 
    Mat Smith
    Mat Smith
    05.07.2012

    Disney Research has announced some new touch interface technology that add extra gesture functionality to existing touchscreens and more exotic items like doorknobs and even the water's surface. Touché works by sensing capacitive signals across a range of frequencies -- whereas typical systems only pick up signal at a single frequency. This Swept Frequency Capacitive Sensing (SFCS) can recognize exactly how we interact with an object or surface, not limited to surface area differences. According to Disney Research, this could include embedding different commands for when a user pinches or grasps a hooked-up object. One proof of concept door knob allows it to be locked or display a "be right back" sign depending on exactly how it's handled. Get the full explanation -- and see some watery fingertip detection -- right after the break.

  • SideBySide makes tiny projectors fun again (video)

    by 
    Brian Heater
    Brian Heater
    10.17.2011

    Kids these days just don't get thrilled by tiny projectors the way they used to. Disney Research is hoping to address the problem with its new SideBySide prototype, a pico projector that interacts with images projected nearby. The device outputs both visible and infrared light, while a built-in sensor detects the latter, allowing it to react to the image. The team showed off a handful of applications for the technology, including a few games, drag and drop file sharing and the ability to change perspectives on a 3D model. Non-interactive video after the jump.

  • Paraswift climbs buildings, jumps, lives to tell the tale (video)

    by 
    Brian Heater
    Brian Heater
    09.12.2011

    Looks like not even our parachuting jobs are safe from the robot onslaught. Disney Research and the Swiss Federal Institute of Technology have joined forces to bring the world Paraswift, a plucky little robot with a penchant for scaling buildings and a thirst for thrills. The team recently posted some video of the 'bot, which can climb a wall, deploy a parachute and then coast relatively safely to the ground. Paraswift is more than just a mechanical thrill-seeker, however -- the machine has a built-in camera that can be used to record footage for use in 3D models. Death-defying video after the break.

  • Surround Haptics could bring force feedback to vests, coasters and gaming (video)

    by 
    Darren Murph
    Darren Murph
    08.11.2011

    Haptics and gaming have gone hand in hand for centuries it seems -- well before the Rumble Pak made itself an N64 staple, we vividly recall snapping up a vibration jumpsuit for our Sega Genesis. 'Course, it was on clearance for a reason. Ali Israr et al. were on hand here at SIGGRAPH's E-tech conference to demonstrate the next big leap in haptics, joining hands with Disney Research in order to showcase a buzzing game chair for use with Split/Second. The seat shown in the gallery (and video) below cost around $5,000 to concoct, with well over a dozen high-end coils tucked neatly into what looked to be a snazzy padding set for an otherwise uneventful seating apparatus. We sat down with members of the research team here in Vancouver, and while the gaming demo was certainly interesting, it's really just the tip of the proverbial iceberg. The outgoing engineers from Black Rock Studios helped the team wire stereoscopic audio triggers to the sensors, with a left crash, right scrape and a head-on collision causing the internal coils to react accordingly. Admittedly, the demo worked well, but it didn't exactly feel comfortable. In other words -- we can't exactly say we'd be first in line to pick one of these up for our living room. %Gallery-130406%

  • Researchers demo 3D face scanning breakthroughs at SIGGRAPH, Kinect crowd squarely targeted

    by 
    Darren Murph
    Darren Murph
    08.10.2011

    Lookin' to get your Grown Nerd on? Look no further. We just sat through 1.5 hours of high-brow technobabble here at SIGGRAPH 2011, where a gaggle of gurus with IQs far, far higher than ours explained in detail what the future of 3D face scanning would hold. Scientists from ETH Zürich, Texas A&M, Technion-Israel Institute of Technology, Carnegie Mellon University as well as a variety of folks from Microsoft Research and Disney Research labs were on hand, with each subset revealing a slightly different technique to solving an all-too-similar problem: painfully accurate 3D face tracking. Haoda Huang et al. revealed a highly technical new method that involved the combination of marker-based motion capture with 3D scanning in an effort to overcome drift, while Thabo Beeler et al. took a drastically different approach. Those folks relied on a markerless system that used a well-lit, multi-camera system to overcome occlusion, with anchor frames acting as staples in the success of its capture abilities. J. Rafael Tena et al. developed "a method that not only translates the motions of actors into a three-dimensional face model, but also subdivides it into facial regions that enable animators to intuitively create the poses they need." Naturally, this one's most useful for animators and designers, but the first system detailed is obviously gunning to work on lower-cost devices -- Microsoft's Kinect was specifically mentioned, and it doesn't take a seasoned imagination to see how in-home facial scanning could lead to far more interactive games and augmented reality sessions. The full shebang can be grokked by diving into the links below, but we'd advise you to set aside a few hours (and rest up beforehand). %Gallery-130390%

  • Tactile Brush uses sensory illusions to let you feel games, movies

    by 
    Terrence O'Brien
    Terrence O'Brien
    05.28.2011

    Poor arachnophobes -- it's bad enough that 3D movies can make it look like swarms of eight-legged freaks are pouring out of the screen, now Disney wants you to feel the creepy crawlies, too. In a presumed effort to one-up those "4D" chairs used at Shrek's castle down in Orlando, the company has been working on what it calls Tactile Brush -- a chair with an array of 12 vibrating coils that are able to simulate anything from the sensation of speeding around a race track to the delicate drip of rain on your back. Two techniques are used: apparent motion, which triggers two motors in quick succession to create the illusion of something moving over your skin, and phantom sensation, in which two stationary vibrations are felt as a single tingle between the two points. Disney researchers demoed Tactile Brush at the Conference on Human Factors in Computing Systems in Vancouver using a racing game, but hope to bring it to amusement park rides and movie theaters -- which, in the right hands, should lead to more screaming and at least a few pairs of wet pants.