Tuesday, January 29, 2008

Wii + Second Life = New Training Simulator

http://www.wired.com/gadgets/miscellaneous/news/2007/07/wiimote

6 comments:

Anonymous said...

Guys check Lhis out. It might be helpful.http://holoemitter.wordpress.com/

Nicolas Dedual said...

I found a library that has been developed for using the Wii remote on SecondLife. It's at http://sourceforge.net/projects/wii4sl

arturo said...

Now, if we could only read the data being generated in-world (e.g. collision detection) and export it out via serial or USB we could create a haptic interface whereby user could "feel" the world. How's that for a challenge?

Nicolas Dedual said...

One word: Ideal.

Two words: F***ing difficult.

Sure, a haptic interface would be really nice. The main problem would be how to generate the haptic feedback. The cheap method right now would be to use the SensAble Phantom (I believe their omni line ranges to about $3000, fairly cheap compared to high-end models that range about $10,000). However, even this feedback wouldn't appear to be "real", as the feedback is being exerted onto the pen one interacts with: not onto the actual person.

Further research needs to be done on either new materials that could be used to generate the appropriate resistive forces necessary to generate an appropriate haptic interface... or we need to start using a mixed (or augmented) reality paradigm where we breach the boundaries between the real world and the virtual.

We've been thinking about ways we can "peer" into the virtual world very realistically (see http://www.youtube.com/watch?v=Jd3-eiid-Uw
). It's cheap and very realistic, but limited to one person.

What we really need is something that is applicable to everyone watching a screen. Why should we need to be physically isolated to be able to interact with the virtual world?

arturo said...

Nicolas, one thing about "special effects" people is that they have to come up with a solution even when there is no money for it!
I am talking about coming up with a proof of concept that could be done, say, for no more than a $100. Sounds impossible to you? I have seen a haptic device designed by a couple of students at the Human-Computer lab at Tisch (NY) that were put together for about $20 and I used it and it blew me away. And I am talking about 7 years ago when devices like you mention were in the 10,000 20,000 range. Of course I am not talking about a body suit, simply a way to feel contact AND texture in-world. That would be a great step and a very desirable one I believe.

Nicolas Dedual said...

Arturo,

Yes, FX people do come around with solutions even when there's no money for it. That's in essence the gist of engineering.

Can a proof-of-concept be done? Depends on certain things: specifically, what kind of interaction we want and what kind of limitations we're not willing to accept. If we want something as simple as, say... that we have some sort of vibrational feedback when we hit a wall or something: sure. I can do that for $39.99 + tax and most likely a couple of weeks of coding by just purchasing a Wii remote. If we want something more refined, that actually simulated tactile feedback, that is something that's pretty hard because the body's own haptic feedback system samples its environment at an average rate of 1000Hz.

Haptic feedback is a very interesting subject in Human-Computer Interaction. I myself am interested in this area of research. And as much as I would like to integrate haptic feedback into SL as a final project, more parameters have to be set and/or determined. Is is just for in-world navigation? Would we be planning something more complex? Do we want to accurately simulate the sensation of when we grab something in SL?