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  • Mon 13 Oct 2008

    The story behind the Novint Falcon

    Published at 11:27   Category VR Devices  

    The Financial Times has an interesting article about the creation and the innovative business model of the Falcon haptics device :

    novint_falcon_anderson.jpg

     “They said: ‘How are you going to get game support when you don’t have an installed base [of players using Falcon], and how do you get an installed base if you don’t have games that support it?’”

    Mr Anderson decided the solution to this conundrum would be to force a breakthrough with the games publishers. “Instead of telling publishers, ‘We want you to support the Falcon,’ we said, ‘We want to buy the 3D touch rights to your game.’

    “So instead of asking them to do something for us, we went to them and wanted to buy something that they didn’t even know they had – and we were the only company that could buy it.”

    (…)

    Novint was finally able to turn its attention to the consumer market when Mr Anderson acquired a design for the Falcon’s hardware from a company called Force Dimension, making such a device affordable for the mainstream market for the first time.

    (…)

    While Novint reported revenues of just $156,000 and a net loss of $4.1m for the first six months of this year, the chief executive says it has now reached an inflection point with wide acceptance of its new business model.

    Electronic Arts, the second largest video game publisher, is allowing Novint to develop versions of its Tiger Woods golf game, Madden NFL football, Need for Speed car racing and Battlefield and Mass Effect action titles. Other developers and publishers have signed up, including Codemasters, Valve and Eidos.

    (…)

    So while the appeal of his device is at present confined to early adopters, Mr Anderson believes the Falcon, or something like it, can achieve mass market appeal. “The field of haptics – our sense of touch – will easily be as big as graphics, but people don’t know it yet, it’s not in the mainstream.”

    (…)

    “This is what makes virtual reality seem real – vision and sound are important, but being able to feel as well is the missing piece of the triad.”

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    Thu 6 Mar 2008

    Maglev Haptics

    Published at 11:08   Category VR Devices  

    This article at NewsScientists talks about a new haptics device “levitated by magnets”.

    Ralph Hollis and colleagues at Carnegie Mellon University, Pittsburgh, US, developed a haptic device with just one moving part. (…)

    A bowl with electromagnets concealed below its base contains a levitating bar that is grasped by a user and can be moved in any direction. The magnets exert forces on the bar to simulate the resistance of a weight, or a surface’s resistance or friction. LEDs on the bar’s underside feed back its position to light sensors in the bowl.

    This approach has “huge potential”, says Anthony Steed, a haptics researcher at University College London, UK. “This system gets rid of the mechanical linkages that are a major constraint on most haptic devices.”

    The maglev interface can exert enough force to make objects feel reassuringly solid, says Hollis, resisting as much as 40 newtons of force before it shifts even a millimetre.

    That’s enough to feel the same as a hard surface and better than most existing interfaces, he says. “Current devices feel very mushy, so it’s hard to simulate a hard surface.”

    The device can track movements of the bar as small as two microns, a fiftieth the width of a human hair. “That’s important for feeling very subtle effects of friction and texture,” says Hollis.

    And it can exert and respond to all six degrees of freedom of movement – moving along or rotating about each of the three dimensions of space.”It offers things that other devices just can’t do – the high forces, low friction, low inertia, and six degrees of freedom.”

    After working on a series of prototypes since 1997, Hollis has started a company called Butterfly Haptics to market the technology.

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    Sat 12 Jan 2008

    State of VR - Devices

    Published at 1:17   Category Uncategorized  

    Updates

    [23 Jul 2008: Added Optical Tracking video]

    [6.03.08: Added Magnetic Haptics text&video]

    [24.01.08: Added CirculaFloor video]

    [21.01.08 : Added Virtusphere video]

    Index

    - Computers

    - Tracking

    - Gloves

    - Haptics

    - Locomotion

    Computers

    Not so long ago, a VR system required a million-dollar supercomputer. Nowadays the top VR systems are using clusters of desktop computers, dramatically reducing the price and maintenance costs.

    Tracking

    To be able to interact with a virtual world, the computer needs to know where your body stands through input devices called trackers.

    The most common trackers used to be magnetic trackers, (Polhemus, Ascension) but they require cables (except the new Polhemus Patriot Wireless) and can lose precision as the magnetic field is perturbed by metal.

    (c) Polhemus

     

    (c) Ascension

     

     

    The new trend is to use optical tracking (A.R.T, Vicon, Motion Analysis, IO Tracker, Natural Point) by putting inexpensive markers on your body and watching them through special video cameras. This technique has the advantage of being wireless and is becoming cheaper and cheaper, with motion capture solutions starting at 5’000$.

     

    (c) Natural Point

    Inertial tracking (XSens) is another very interesting option: it is standalone and very responsive, but has the disadvantage that positional data are drifting very fast (even though a full body capture is greatly improving the stability). Orientation data are pretty stable. But this solution isn’t (yet) ready for a precise head tracking required to generate a correct perspective.

     

    (c) XSens

    That’s why some companies take the best of both worlds by combining an inertial tracker with an optical solution to continuously recalibrate the position (Intersense, Worldviz PPT, and yes, the Wiimote !)

    Gloves

    Data Gloves aren’t used that much, except when you really need to know the position of each fingers. Immersion’s Cyberglove and 5dt Glove seem to be the most common. A.R.T Fingertracking is a recent product with very precise positional data that works with their optical tracking system.

     

     

     

    (c) S. Kuntz

     

    (c) Immersion

    Some current research are focusing on markerless tracking, which don’t require the user to put any specific apparatus.

    Haptics, force feedback

     

    The Inca 6D by Haption, based on the Spidar system, is the only large scale haptics device commercially available. The Haption’s devices compete with SensAble’s Phantom for desktop haptics. Immersion’s CyberGrasp exoskeleton gives force feedback to both your hand and your fingers.

    The ART Fingertracking is the one of the few products that adds fingertips sensations, and more researches (CEA List, Laboratory for Intelligent Mechanical Systems) are being conducted to improve the range of available sensations


     

    (c) Immersion

     

    (c) S. Kuntz

    The Magnetic Levitation Haptic Interface is ““levitated by magnets”. ”It offers things that other devices just can’t do – the high forces, low friction, low inertia, and six degrees of freedom.”

     

    (c) CEA List

     

    (c) LIMS

    Locomotion

    How do you walk inside a virtual environment ? This is still a major issue and some answers begin to appear.

    The omni-directional treadmill, part of the Cyberwalk project, could be a near-ideal solution if it was affordable.

    (c) Virtusphere

    The VirtuSphere is already a commercial product and much more affordable (50-100 k$).

    Some other research prototypes include the CirculaFloor with moving tiles, and the VR Shoes, both by the Tsukuba university.

    (c) Tsukuba University

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    Fri 28 Dec 2007

    iVibe Tactile Feedback System

    Published at 18:13   Category Virtual Reality DIY  

    iVibe.com is selling tactile feedback sits for $239.95 :

    The TFSU itself is a thick and durable seat cushion made of the highest quality fabric laminated polyurethane foam. It will fit in the chair you already use right now. Contained within the TFSU are 6 powerful electromechanical actuators, arranged in 3 pairs: one pair in the back section, one pair in the left leg section, and one pair in the right leg section. All three zones can function independently or in unison. By having three independent zones, games that support intellivibe can render things such as vector based gforce, acceleration and braking cues, direction-based incoming flak, and just about any other thing you can think of.

    You can use their SDK (not yet available) or let the system create effects based on the sound of your application :

    AudioSense digitally samples the sound effects from your computer as they are generated in real time. It then uses a digital signal processing algorithm (that is uniquely customized for each specific game or simulation) to tell the TFS2 how to generate useful tactile feedback based upon this real time digital audio analysis.

    This with the tactile vest makes a nice feedback setup =)

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    Thu 1 Nov 2007

    Cheap “impact-generating” device

    Published at 9:48   Category Game development, VR Devices, Virtual Reality DIY  

    The 3rdSpace® Vest from TN Games allows you to feel impacts of bullets and punches inside the game.
    It works with air micro-compressors that generate impacts like “3 year old punching you” (words from a tester in the video below).
    The sdk documentation looks like it’s really easy to program. You can choose between multiple effects (different guns, explosions, stab, acceleration, deceleration) for the 8 actuators :

    The number of actuators and their power doesn’t seem that impressive, but I’m sure that if used well this could improve immersion, as in the Verdun application.

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    Fri 20 Jul 2007

    IPT/EGVE 2007 - Hardware

    Published at 17:34   Category VR Devices  

    I just returned from Weimar, Germany, attending the Immersive Projection Technologies/Eurographics Symposium on Virtual Environments.

    This has been a really interesting event. I’ve met some very nice people and learned a lot of things!

    I’ll try to speak about the conferences later. In the meantime here are some photos.
    Here are three pieces of hardware that were presented here that I particularly enjoyed :

    Intersense IS-1200 VisTracker

    Which I already presented here.

    A.R.T. FingerTracking with Tactile Feedback

    A.R.T. was presenting a prototype of its FingerTracking with tactile feedback. Three little wires enclose your fingers and vibrate can vibrate with differente intensities. This allows to “feel” when you touch an object, and have more precision when manipulating objects, especially when you don’t have a stereo display.


    Haption Virtuose 6D Desktop

    A small professional and precise haptics device with 6DOF (position+orientation), already presented at Laval Virtual 2007 :

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    Tue 10 Jul 2007

    Some haptics fun

    Published at 15:48   Category VR Devices  

    Lionel Dominjon is a haptics master; he can make a PHANToM dance !

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    Wed 10 Jan 2007

    Novint Falcon Demo, begins shipping June18th 2007 for $239.

    Published at 15:56   Category VR Devices, Virtual Reality DIY  

    From Novint webpage :

    The highly anticipated, award-winning Novint Falcon will begin shipping in a Limited Edition Bundle on June 18th, 2007. The exclusive bundle includes a Limited Edition Falcon, Newton’s Monkey Business Game Pack, with 24 fun and diverse mini games, and other special bundle items. The Bundle is available now for preorder at www.novintfalcon.com for a $189 - $50 off the $239 MSRP, while supplies last. Novint announced the launch date, pricing, and preorder information at the 40th Annual Consumer Electronics Show on January 8th.

    Here’s are four clips demonstrating the Novint Falcon haptic device. And two others from Novint webpage.

    Related Articles : Garage VR : a new reality.

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