<![CDATA[Gizmodo: accelerometer]]> http://tags.gizmodo.com/assets/base/img/thumbs140x140/gizmodo.com.png <![CDATA[Gizmodo: accelerometer]]> http://gizmodo.com/tag/accelerometer http://gizmodo.com/tag/accelerometer <![CDATA[New Apple Patent Prevents You From Screwing With the Hardware]]> The latest patent from Apple reveals ways in which their products could be fitted with a simple label or tag that provides evidence of tampering. If the strip is compromised, it gives Apple leverage to void your warranty.

Apple's patent application notes that it is in the best interest of an electronics manufacturer to be able to know when a device has been "compromised" and opened, thus voiding its warranty. Unauthorized tampering with an electronic device can destroy it, and without evidence of such tampering, a manufacturer may be obligated to support its warranty. Apple's technology, the company said, could save manufacturers "substantial costs.

In another patent, Apple is looking to broaden the role of the accelerometer in it's portable devices, noting that motion could be used to navigate and control the device itself. For example, users could shake the device to play a song or flick it to scroll through menus. That idea has been tossed around before as I recall, so it's not really all that surprising. Perhaps its just a ploy to get us to buy more iPods as more movement will likely result in more drops, tosses and smashes. [Appleinsider]

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<![CDATA[Unnecessary Upgrades: Accelerometer-Controlled Marble Maze]]> Some old-fashioned games simply don't need a 21st century makeover—like the wooden marble maze. Adding accelerometer control seems like a pointless endeavor.

I mean, it's not the kind of game that should be played at a distance, and this custom-built board doesn't even have holes along the track. Although, I have to give the designer credit for the gumball prize—that was a nice touch. Check out the project page for full details on the build. [Marble Maze via Trossen Robotics via Hacked Gadgets]

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<![CDATA[iFighter Lite Lightning Review: Accelerator Controls Rock]]> It's my favorite iPhone game and it's not even available in full yet: iFighter—inspired in games like 1941—has surprised me, showing that the accelerometer can be used to perfectly control complex shoot 'em up games.

I saw this game in the Top 25 free applications section of the iTunes Store and I downloaded it thinking it was going to be bad. After all, every arcade game I've tried in the iPhone has been horrible. Not having physical controls is a real drag when it comes to control platformers and complex shoot 'em ups. Specially shoot 'em ups like this, where you are fired dozens of bullets from every single direction. Without a D-pad, I thought, it would be impossible to do it right. However, I like WW2 games and I loved Capcom's 1941: Counter Attack. And it looked pretty and was free, so I downloaded it.

And oh boy I'm glad I did. The game may not be finished yet—it's only one level—but it's incredibly well polished and pretty. Most importantly, it shows how you can implement accelerometer-based controls for these kind of games and get it right. At first I tried touch controls, but those are not good. I then tried motion, which is the one you want to use. It works amazingly good—calibrate it first—allowing you to dodge enemy fire with maximum precision. You can also lightly tap at the bottom of the screen to fire more quickly—the game comes with auto-fire on by default, but it's too slow—but that doesn't make the control of the plane difficult at all.

Now I can only hope other iPhone/touch developers work in their controls like these guys, opening the way to old-style games that don't depend on imprecise software-based touch D-pads. iFighter Life addictive. I can't wait for them to release the full version.

The motion-based control is great and allows for surprisingly precise motion.

Great retro graphics and effects.

[iTunes Store]

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<![CDATA[Nintendo Power Glove Updated With Accelerometer, Bluetooth, Irony]]> Instructables has a great hack to turn an old Power Glove, that triumph of silliness, into an Arduino-controlled, Bluetooth-and-accelerometer-sporting modern peripheral.

The new and much-improved Power Glove is positioned as kind of a 20th anniversary present to the original Glove. The video below gives a pretty detailed instruction for how to tear apart your own Power Glove, presuming you can find one, and also shows him using it with an iPhone boxing game he's developing.


Power Glove 20th Anniversary Edition — Build Video from Matt Mechtley on Vimeo.

Finally, the future looks like we imagined it would in 1989. [Instructables, creator's blog]

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<![CDATA[SIMSense Motion Detecting SIM Card: Drunk Dial Even When You Pass Out]]> Oberthur Technologies has come up with yet another interesting application of accelerometer technology. Their new SIMSense card is the first motion-sensing SIM card on the planet.

Why the hell would you need a motion-sensing SIM card you ask? Well first off, it could give any run-of-the-mill handset the capability to navigate menus, send calls or SMS messages with a simple shake or tap. It could even allow users to pre-program an emergency contact into the phone that could be called or sent a text message on a trigger of rapid movement—like a fall. So you are covered should you fall and break a hip or pass out in a bar.

The card was just introduced at the Mobile World Congress in Barcelona, so there is no word on when we might see something like this available commercially. But my guess it will come sooner rater than later. [PR Newswire via Uberphones]

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<![CDATA[iPhone's Accelerometer Translates Virtual Pour Into Real-World Beer]]> The drinkin' tinkerers over at Instructables created the Serv O'Beer to interpret a "pouring" motion with an iPhone into a real, albeit foamy, beer. What an age we live in!

Creator "Polymythic" used a Construx building set as his mechanical base and an ioBridge to control the system. It pours the beer a bit violently, just like this previous hack, but if you're drunk enough to insist that tipping your iPhone should result in a real beer, it should do you just fine. [Instructables]

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<![CDATA[Micro 4-Channel R/C Flying Saucer Features Accelerometer For Supreme Control]]> Not long after releasing their super-cheap 3-channel Black Stealth chopper, ThinkGeek is delivering a Micro 4-channel flying saucer with a built-in solid state accelerometer for control. Even if you have poor eyesight and fat, clumsy hands you can always switch on the "EZ button" backup that prevents maneuvers that may send the saucer out of control. A 20 minute charge will get you about 5-7 minutes of flight time, so the whole package seems pretty decent for $100. [ThinkGeek via DVICE]

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<![CDATA[The iPhone Accelerometer is the Best Thing to Happen to Cheating Since the Konami Code]]> A Macenstein reader may have discovered the first instance of the accelerometer in the iPhone being used to enter a cheat code in a game. He claims that you can start on any level you like in Imagine Poker by shaking the device on the splash page until you hear a "giggle." The trick is that the code will only work if it is attempted exactly on the quarter hour (1:15 / 1:30 / 1:45 etc). If you have the game give it a shot and let us know if it works in the comments. [Macenstein]

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<![CDATA[Apple Multi-Touch Data Fusion Adds Camera, Voice, Force Sensors]]> Apple has been working in new multi-touch technology that combines touch interfaces with input from the camera and the microphone. For example: this will allow you to select text in the iPhone, say "copy," go to another application and say "paste" to make this task really easy. The most intriguing part, however, is the use of a camera in laptops and desktops.

This will require two cameras, one for video chat and the other for the "hand reading," but it opens a lot of possibilities. To start with, the entire keyboard can become a gesture control pad without even having to touch the surface. In addition to that, it can be combined with actual touch technology to identify single fingers on the surface, with the possibility of assigning specific functions to them.

The system even contemplates combining all this with accelerometers and force sensors, so the touch action can generate secondary data. One example of this may be applying a deformation effect to an image or a sound effect to a music track, giving it more or less strength depending on the force you use in your action. [USPTO via Unwired View]

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<![CDATA[History Proves the iPhone Will Never Win the Handheld Gaming Wars]]> Super Monkey Ball is arguably the current zenith of iPhone tilt gaming. The gameplay involves navigating your bebubbled monkey through a series of elevated, edgeless mazes without letting him fall—it's fun, if repetitive. Nintendo’s Kirby Tilt 'n' Tumble is similar: The player guides Kirby through mazes using tilt-sensitive control, collecting stars along the way. Both games are entertaining, and both won positive reviews for nearly identical control schemes. So why is Monkey Ball getting all the attention? Well, for one, Kirby Tilt 'n' Tumble is only available for the the Game Boy Color. Oh, and it was released in 2001.

To be fair, Monkey Ball has improved a lot on its spiritual forebear, with lush, fully 3D graphics and over 100 well-designed levels. It superficially reflects a few generational steps forward in handheld gaming. One thing that hasn’t changed is the control mechanism. Consider this IGN review of Kirby from April of 2001:

This tilting feature is an integral part of the gameplay, and it really makes Kirby original and a lot of fun. The designers built the game around this sensor instead of putting a sensor into the game, and it really shows... Since you cannot zoom Kirby around the mazes without screwing up, patience is needed. Of course, you can't take your sweet time—the clock is ticking.

This could just as easily describe the experience of rolling AiAi around on your iPhone. The tilt sensor technology, built into the GBC cartridge, was functionally flawless, even by iPhone standards. The tilt-sensing scheme surfaced in a few more (equally impressive and well received) games, but none ventured too far from the navigation paradigm of Tilt 'n' Tumble. Over the next few years, position-sensitive handheld gaming faded into relative obscurity.

At least, until now. Tilt gaming is now lauded by some as the future of portables, with developers and engineers making inconsistent claims about how powerful and exciting the iPhone is as a platform, even throwing out very favorable comparisons to the PSP and the DS. But does the iPhone really bring anything new to the table? The answer, as you’ve probably guessed by now, is no. Absolutely not.

Think of it this way: The best implementation of iPhone tilt control is conceptually identical to a seven-year-old Game Boy title, which itself was based on the old wooden marble-in-a-labyrinth puzzles that have been around since, well, who knows? The iPhone doesn’t have the buttons of the Game Boy (or DS or PSP), and touchscreen control overlays don’t provide the feedback they need to be adequate substitutes. (Anyone who has played any of NES/SNES/Genesis jailbreak emulators can attest to this.) Perhaps most significantly, the iPhone doesn’t address the shortcomings of tilt gaming that were helpfully pointed out to them in nearly every review of Kirby. Consider again the 2001 IGN review:

You're limited to where and how you can play the game, really... I've played the game outside and in a hotel room with no problems, but on the plane it was a little difficult because of the position you have to hold the system — it's not exactly a game you can sit in your most comfortable position and play.

And another, from the New York Times:

Children who play Kirby in the back seat of the car will learn to loathe potholes and quick turns, which can make Kirby spin out of control.

In respect to the limited locations in which you can play tilt games, the GBC cartridge system is actually superior to the iPhone, as it automatically recalibrates at the start of every game, a feature that Monkey Ball could stand to include.

A portable gaming device that necessitates a certain type of location and position to play isn’t truly portable. Anyone who has tried to play any of the iPhone’s tilt games in a moving car, bus or even train will tell you that slight acceleration in any direction can make sensitive games like Crash Bandicoot Racing and Monkey Ball almost unplayable—and what good are handheld games if you can’t play them in transit?

Since the launch of the app store, nobody has come forward with a truly exciting and original implementation of tilt control. The iPhone has demonstrated that is it capable of retreading tilt gaming territory quite well, but that’s about it.

It sounds harsh to deem iPhone gaming a mere novelty, but until a developer steps forward with something profoundly revolutionary it may be just that. For the most accurate summation of the iPhone’s tilt gaming, don’t listen to John Carmack’s breathless speculation, or Scott Forstall’s eery, glossy-eyed presentations. Look back again, this time to Gamespot:

Yes, Kirby Tilt 'n' Tumble is a gimmicky game, but it's a gimmicky game done well.

For Nintendo, handheld tilt gaming was a fanciful tangent; when the genre was exhausted, they were able to retreat to traditional controls. This option is unfortunately—and maybe fatally—absent from the iPhone, potentially relegating it to the unfortunate status of a impressive, elaborate gimmick.

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<![CDATA[iPhone NES Emulator Adds Accelerometer Support, Brings Tilt Control to Mario]]> The new version of the popular NES emulator for the iPhone and iPod touch now includes accelerometer control for all games. The implementation is very simple: A tilt is equivalent to controlling input in that direction. This means that tilt control can be used in any game loaded into the emulator, but also that some of the controls are pretty much balls. Also, this app does not live in the official app store.

As seen in the video, controlling Mario is fairly natural, though quick turns and exact jumps are difficult to execute (playing Mario with the stock controls is often worse, though). Bomberman sort of works, but in that case—and many others—the old touch control overlay is much easier. Obviously none of these games were designed with tilt control in mind, but a surprising number are at least playable. Add this to the pile of reasons we still want an active app black market. NES.app 2.3.0 with tilt control is available now in Cydia. [NES.app]

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<![CDATA[Samsung M3510 Music Cellphone to Have Shake, Tilt Control]]> Some information has leaked out about Samsung's upcoming M3510 music-player cellphone, and it looks like it'll have some accelerometer-driven control built-in. A bit like the ShakeSMS app for Nokia phones and the Sansa Shake MP3 player, the M3510 will let you shake it in different directions and turn it around to control the music player and other apps. Other than that it's a 0.39-inch deep candybar, with 2-inch screen, 2-megapixel camera and FM radio, and it'll cost somewhere between $310 and $390 when it's released. [Unwiredview]

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<![CDATA[DIY G-Force Meter Turns Your Civic Into Top Gun]]> Perfect for Speed Racers and out-of-control Soyuz capsules, this DIY personal G-force meter attaches to your dashboard and enhances the driving experience when a mere speedometer won't do. The device measures acceleration/tilt on one axis and attaches to the windshield of your Porsche Honda Civic with a few suction cups. Three 7-Segment LED displays show instantaneous acceleration measurement to two decimal accuracy. Watch designer Chris build the meter in rhythm to techno music and pull a paltry 0.6 G's while braking after the jump.

Sorry, Chris. Hate to break it to you but the Russians have you beat. Their capsule pulled 10 G's reentering Earth's atmosphere the other day and they weren't even trying. Literally. [Pyroelectro via Neatorama]

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<![CDATA[Drive Recorder Is Honda's Car Black Box]]> Honda's Drive Recorder will detect impacts and save information for the 12 seconds before and 8 seconds afterwards, aircraft black-box-style: forward-view imagery, along with sound and data on speed and deceleration rates all get stored on an SD card in its main unit, ready to be uploaded to a PC.

Its 135-degree field of view camera gets hung on your windscreen, with all the accelerometry going on inside the 4.5 x 3 x 0.8-inch black box itself. Honda hopes this system will turn you into a safer driver, though we imagine it might also make insurance claims a little more straightforward. You can also switch on recording just for the hell of it, and amuse your friends with a show later: "Hey, check out that braking after I missed the red light." Available in Japan for ¥54,600 (around $500), and, sadly, only if you have an Honda car or your name is Jenny or Debra.

Hey, it's Friday. [Honda via Gizmodo Japan]

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<![CDATA[ShakeSMS Lets You Shake Your Nokia to Read Text Messages]]> Shaking a phone to read text messages is as intuitive as swiping your finger across the screen to unlock it, but once you're trained it becomes second nature. In this case, ShakeSMS is an app for Nokia phones that lets you jostle your phone to view an incoming SMS. Jigger it again to go back to the home screen. That's pretty much all the app does, but it does it well. [ShakeSMS via Phonemag]

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<![CDATA[Fun With the iPhone's Accelerometer]]> A guy claims that he's figured out how to use the iPhone's accelerometers to do wacky stuff and games such as the ones shown in the video. Real? Or fancy video editing? We'll find out soon, since he promised to post the source in his blog. [Medallia]

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<![CDATA[Apple Patent Watch: Apple to Turn iPhone and MacBook Into Crime Fighters]]> A recently discovered patent filed by Apple in 2004, seems to point to a new feature that could help protect your portable electronics from getting stolen.

By utilizing the accelerometers built into devices such as the iPhone or MacBook, this new feature can look for certain movements that are characteristic of theft. In the event of your iPhone or MacBook being stolen, it could either turn on an alarm, lock itself up or even a combination of the two.

What we want to know is what exactly these characteristics are that differentiate thievery and just irrational movements caused by the user? We can just see the alarm triggering in the middle of a call, because an angry bee was chasing us.

Patent interface drawings after the jump.

don%27tstealme.gif

Apple Patents Anti-Theft Phone [Loop Rumors via Apple Insider]

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<![CDATA[Energy Efficient, Mightier Mouse?]]> Apple recently filed a patent for a "hybrid low power computer mouse". What does this mean? Luckily, a certain barely literate Gizmodo weekend writer read through what looked to be the entire patent text so you wouldn't have to.

Essentially, the "Mightier Mouse" will use two different mechanisms to track movement. The first, that we already know and love, is the optical tracking sensor. This will stay intact. The new feature will be the accelerometer, as you've seen in the Wiimote. The patent explains that motion detection is a far more energy efficient tool of tracking than older methods, and when periodically compared (even calibrated?) to the optical information, can function with accuracy.

I'm all for energy efficiency and the continuous innovation of the products we use every day. Plus, I just love the word "accelerometer". We'll see how this plays out.

Patent Info [via slashgear]


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