<![CDATA[Gizmodo: haptic]]> http://tags.gizmodo.com/assets/base/img/thumbs140x140/gizmodo.com.png <![CDATA[Gizmodo: haptic]]> http://gizmodo.com/tag/haptic http://gizmodo.com/tag/haptic <![CDATA[Tesla Model S Electric Sedan's Huge Haptic Touchscreen Dashboard In Action]]> When we first saw Tesla's Model S electric sedan, we noticed a big, flashy touchscreen taking the place of the dashboard's console. TechCrunch took a test drive and learned a little more about it.

The Model S's touchscreen wasn't fully functional during the demo (the car's first with press), so internet browsing and presumably GPS weren't working. But we do know the touchscreen will control entertainment as well as navigation, and that it'll offer haptic feedback, probably rumbling a little bit when touched. The car should be priced around $50,000. [TechCrunch]

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<![CDATA[Samsung YP-P3 Boasts Haptic Touchscreen and Widgets]]> Samsung's YP-P3 looks like a solid followup to the slick-but-limited P2 portable media player. The P3's UI gets a huge update, along with some welcome new features.

The P3's form factor is relatively unchanged from the P2: it's now made of aluminum (with an unseemly black bezel around the screen, unfortunately) and the dedicated volume buttons are moved to the top. The major exterior hardware upgrades are the addition of a small speaker and haptic feedback on the (capacitive) touchscreen, so it'll vibrate when you tap it. The GUI, however, is a real step up for Samsung.

The P3's home screen is almost a desktop environment, with movable, interactive widgets and icons and multiple screens a la the iPhone and T-Mobile G1. Icons can be dragged from a disappearing bar onto the desktop and back. I'm really liking the little lightbulb that changes the amount of backlighting when tapped. The P3 shares the P2's excellent 480x272 screen and hopefully its stellar sound quality as well. Below is a video comparing the P3 to its predecessor.

Samsung's PMPs have been pretty solid lately, so I'm definitely looking forward to this one. But the touchscreen still doesn't look as responsive as the iPod touch, and that desktop interface looks like it could get awfully cluttered. Still, it's been an unexciting year for PMPs, so here's hoping the P3 lives up to its potential. [PMP Today]

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<![CDATA[3D Force Field Opens Door for Holodeck, Virtual Touchable Leia]]> Here's the video of the Airborne Ultrasound Tactile Display, one of those technologies that will probably change entertainment forever: A high-fidelity 3D force field on the air that allows you to actually touch virtual objects with your bare hands. Initially, this technology could find its way into virtual keyboards, but in the future—as the size and resolution increases—there are endless possibilities. And with "endless possibilities" I really mean "virtual sex." Don't believe me? See what the developer has to say about it:

This tactile display enables tactile feedback superimposed over 3D graphics projected in free space, which provides more intuitive handling of 3D "touchable" graphics. For example, users could touch Princess Leia projected in the air.

...

Again:

This tactile display enables tactile feedback superimposed over 3D graphics projected in free space, which provides more intuitive handling of 3D "touchable" graphics. For example, users could touch Princess Leia projected in the air.

...

Yes. Users can touch Princess Leia projected in the air. In her metal bikini. Oiled. OK, that's just me, but you get the idea.

How is this force field produced? The Airborne Ultrasound Tactile Display uses multiple ultrasound transducers to project waves into the air. Without gloves or attachments, and without risk of penetration in the body, the device takes advantage of a nonlinear ultrasound phenomena called acoustic radiation pressure. This allows for the creation of spatial shapes of acoustic ultrasound radiation pressure, which is what gives you the sensation of touching Princess Leia's breasts for real, even feeling the nature of the material: The authors of the device say that eventually you will be able to "probe the surface of an object to measure the visc-oelastic properties of the object from a distant point." Paraphrasing Hank Moody, I think I got my manhood back and got hungry at the same time.

This version produces a 3D force field "that is sufficient for handling virtual objects with hands. The force field designed to be effective within a 30 cm3 region, with 10 gf, 1 kHz bandwidth, and 1cm spatial resolution." Holodeck, here we go. [University of Tokyo]

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<![CDATA[Novint Falcon Controller with Gun Attachment Reviewed (Verdict: Awesome)]]> It has been almost a year since we first heard that Novint would add a pistol grip accessory to their 3D Haptic Joystick—but the update has yet to hit the market. Nonetheless, Wired got a chance to play a few FPS games with the add-on and were blown away by the level of feedback and control, saying that it completely changes the experience. Targeting was precise, and each gun used in the game takes on a different recoil intensity—which can sometimes be violent when dealing with high caliber weapons. There is also a steep learning curve with the haptic controls.

More and more games are adding support for haptic controllers, so gamers interested in the experience will have a lot of choices down the line. However, we are still waiting for the pistol grip add-on. Let's just hope that it makes it out of the gate by the end of the year. When it is finally released, the grip is expected to retail for $20. [Wired]

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<![CDATA[Ultrasound Haptic Devices Can Project Tactile Shapes Into Thin Air]]> Researchers at the University of Tokyo have demonstrated a device that can create touchable, creepily invisible floating "objects" using focused ultrasound waves. Though the technology is in the early testing stages, its designers have already expressed an interest in weaponi- I mean, commercializing it for possible use in gaming and design applications. For now, the team has only been able to simulate resistance in one direction, but say that forming complex shapes and textures is plausible.

Teases for hologram technology are commonplace nowadays, but it is usually taken for granted that the projected images will provide no haptic feedback. Though the researchers have said little about integration with other projection systems, the possibility of a tactile hologram now doesn't seem totally out of the question. There's a major catch, though: the virtual objects won't provide much resistance or seem very "hard," because at high enough levels the aurally imperceptible ultrasound will destroy your eardrums. Even considering the limitations, my hope remains: that we may soon be able to (very delicately) slap people through a webcam. [BBC]

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<![CDATA[Nokia Haptikos Tactile Touchscreen Patent Is a Bit Like Apple's]]> Among the rush of Apple patents relating to touchscreens over the last year came one on tactile feedback touchscreens, and Nokia seems to have been thinking along the same lines. Almost exactly the same lines, since Nokia's Haptikos tech is a system of fluid-cells driven by piezoelectric actuators that push up through a flexible touchscreen. And that sounds a lot like Apple's sub-surface, adjustable tactile "keys." But apparently the Nokia tech is aimed at "variable and controllable user perceived surface roughness or friction coefficient" rather than buttons. Fascinating stuff, nevertheless. [Unwiredview]

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<![CDATA[Haptic Feedback Implementation Coming to iPhone Courtesy of Immersion Corp?]]> If a Palluxo.com source is to be believed, Apple is currently in talks with Immersion Corp. regarding haptic technology implementation for the iPhone. Immersion Corp. solutions have been implemented in Samsung handsets in the past and it now looks like Apple want in on the action. The conjecture gathers weight thanks to Clent Richardson, a former Apple executive that has just been appointed as Immersion Corporation's CEO.

According to Palluxo.com, the two companies have already met, with a follow up meeting planned for next week to discuss licensing terms of Immersion's haptic technology. The iPhone would likely receive force feedback via inbuilt sensors, meaning a vibration of sorts would be output at the touch of on screen buttons, which would make the absence of a physical QWERTY that much more bearable. We'd probably give our right bionic arm (if we had one) for such haptic feedback on the iPhone, so we're hoping these rumorings are as solid as well formed stool. Until we hear something concrete, we'll keep you entertained with poo jokes. (See above.) [Palluxo]

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<![CDATA[LG KF750 Is Sleek of Line, High (Five) of Megapixels, Shoots DivX, Called Secret]]> Remember that sleek black cellphone from LG we wrote about earlier this month? More details are emerging, most notably that the KF750 shoots DivX video at 120 frames per second, and sports face-recognition technology on that 5-megapixel camera, as well as having haptic feedback, mobile Google apps and Bluetooth. Oh, and one for Conan O'Brien—its name is *whispers* Secret. Full press release after the jump.

LG launches its third Black Label Series handset

London, UK, 24 April, 2008 - LG Electronics, a worldwide technology and design leader in mobile communications, today announces the global launch of its third LG Black Label Series handset, the LG Secret (KF750).

Boasting style that lasts, the LG Secret has been specifically developed to satisfy the refined tastes of trendsetters who desire a sophisticatedly designed, yet durable handset. Following the success of its predecessors, the LG Chocolate and the LG Shine, this third model from the LG Black Label Series is as feature rich as it is stylish. At just 11.8mm thick, the LG Secret is the slimmest 5 megapixel camera phone on the market.

Skott Ahn, President and CEO of LG Electronics Mobile Communications, says, "Trends in the mobile phone market prove that today's discerning consumer is looking for the ultimate mobile experience - style and substance. The great success of the previous LG Black Label Series models proved this and the LG Secret continues this style led technology legacy."

Timeless style
The LG Secret will always look as new as the day of purchase thanks to the materials used to make it. Its casing of carbon fibre, one of the strongest composite materials used for aircraft and high-performance cars, adds to the handset's durability. Its tempered glass LCD adds sheen and strength, as well as shielding the phone's screen, and its neon touch navigation buttons sensitively respond to commands with a luminous blue light.

Timeless memories
As well as being the slimmest 5 megapixel camera phone, the LG Secret boasts the ability to take video at 120 frames per second and DivX certified recording. Timeless moments can be edited with powerful photo and video editing features, including facial editing and SmartLight , a feature that automatically adjusts the picture's light settings. Users can also create their own music videos using the phone's Movie Maker software.

Timeless entertainment
The LG Secret's outstanding entertainment features take advantage of the phone's touch-screen - users can access five multimedia functions which include music, photos, games, documents, and the FM radio. In addition, users can simultaneously flick through photos on the screen while listening to music. Microsoft documents can be opened easily and the handset is loaded with a Google package that enables the user to surf the Internet, log into Gmail, use Google Maps and watch YouTube videos.

Timeless convenience
Using Bluetooth, the LG Secret automatically synchronises with PCs without the need to use USB cables. Images can be viewed both horizontally and vertically using the phone's auto rotating display, and the screen's lighting adjusts to ensure that it is always clear. In addition, the phone also comes with Voice Clarity technology that guarantees perfect sound quality in every environment.

After its European launch, the LG Secret will be launched in Asia and South America, followed by the rest of the world. Please visit the LG Secret Microsite at http://secret.lgmobile.com


You know what, I think this might be just the ticket for me when this bastard finally bites the dust. [PhotographyBLOG]]]>
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<![CDATA[Crazy Novint Falcon Touch Controller Gets Official EA Support, Maybe Worth Buying]]> I messed around with Novint's Falcon haptically endowed globe/joystick at Tokyo Game Show last year. It was neat, but not going to replace my mouse—in part because game support was lacking. Now it'll be supported in real, live games from EA: Madden NFL 08, Tiger Woods PGA Tour 08, Need For Speed ProStreet, Battlefield 2 and Battlefield 2142. But! Even if you're already one of the suckers lucky souls who already owns a Falcon, it'll cost you another $10 to patch a game to get all touchy-feely with it. FWIW, there are definitely better tactile experiences out there for 10 bucks. [Level Up]

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<![CDATA[Samsung's Anycall Haptic Phone: 22 Ways to Say "I Feel You"]]> Samsung's latest introduction, the SCH-W420/W4200 in the video below, is a slender, iPhone-like handset with a 3.2" touchscreen, a lively user interface, and the kind of force feedback that the LG Prada phone could only dream of.

With just three actual buttons at the bottom, it relies mainly on a touch interface that you can customize (if you know Korean), with drag-and-drop desktop building. In the force feedback dept., it uses a vocabulary of 22 different vibrations to simulate actual feels and actions. When you see a volume knob for the radio and reach to turn it, you hear and feel the clicks of an old-timey dial.

The phone, which includes a terrestrial broadcast TV receiver, is going to sell for $700 to $800 and is Korea only—but for how long? Bring it, Sammy! We're waiting. [AP; NewLaunches]

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<![CDATA[iPhone Haptic Keyboard Prototype Introduced: Does Anyone Care?]]> A couple of University of Glasgow students have built a prototype of a program that brings haptic touchscreen technology to the iPhone. It's a buggy program, but even if the kinks get worked out a question remains: does anybody need it?

Haptic touchscreens, as you probably know, provide tactical feedback when a button is pressed. In this case, the phone vibrates when you hit a button. As it stands, the program is extremely buggy, crashing out and leaving the vibrations going even after you've hit the button. But even if it was running perfectly, with a short vibration coming every time you hit a button, would you want it?

First of all, having your phone vibrate almost continuously while you type a text message would be annoying. Secondly, it would suck up loads of battery life. Thirdly, it seems like it wouldn't really help at all. At this point, most iPhone users seem pretty used to the keyboard; it's not a major griping point. And while haptic feedback might come in handy for, say, selecting icons from the home screen, it's not going to allow you to select buttons or type without looking like you can with physical buttons. It seems more a gimmick than an upgrade.

What do you think? If you had the option to download a program that added haptic functionality to your iPhone, would you do it?

Gawker Media polls require Javascript; if you're viewing this in an RSS reader, click through to view in your Javascript-enabled web browser.


[Project Page via TUAW]

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<![CDATA[Novint Upgrades the Falcon Controller With Black Version, Pistol Grip Accessory]]> Novint's Falcon 3D Haptic Joystick has been around for awhile now, but it has just received an upgrade in the form of a black version and an optional pistol grip accessory for FPS gaming. At $19.99, the grip is a little more expensive than the $4 price tag they hinted at last May, but if you are already paying $199 for the black Falcon, what is another $15? [Novint via i4u]

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<![CDATA[Nokia's Haptikos Technology Makes Physical Keyboards Obsolete, Hopefully]]> Nokia has been working on a very promising technology, called Haptikos, and it is now coming to fruition after 10 years in the making. The new technology promises a true tactile response for touchscreen text input methods. Though basic vibration methods are currently in place to provide a form of haptic response, Nokia's efforts will literally relay the sensation and sound of a physical keyboard click—right beneath your finger. The Senior Program Manager at Nokia's research lab, Roope Takala, explained how the engineers were able to accomplish the seemingly impossible:

"The basic technology is not that difficult...we inserted two small piezo sensor pads under the screen and engineered in a 0.1mm movement in the screen itself. What's taken the time has been fine tuning the movement and response to mimic exactly the sensation of pressing a real key."
As mentioned, the new system needs fine tuning to get everything spot on, but the guys over at Red Ferret gave it a try as it stands currently. Here's what they said:
"...it was hard to remember that you were using a touchscreen keyboard."
That assertion makes our hairs stand on end. If true, the implications are seriously vast. The Nokia's new S60 platform shall benefit from the technology, but it is unknown when the new build will appear. We wait patiently, with our legs crossed and our hearts longing. Oh Nokia, will thou teach the torches to burn bright? We hope so. [Red Ferret]]]>
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<![CDATA[Transporter Video Tour]]>

Slim Devices founder Sean Adams gave Gizmodo a video tour of his high-end streaming audio player that we first told you about in July. The overview is up top. Videos about the specific features after the jump...
—Noah Robischon


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<![CDATA[CeBIT '06: Brainic VW-500 Vibrating MP3 Player]]> Another item in the "Huh" category. This thing is a haptic MP3 player that vibrates in time to your music. Hot little OLED display and up to 1GB storage are nice, and this thing is tiny. Why a vibrating MP3 player, you ask? Who knows. Let's just assume that this thing doesn't necessarily have to go on the hand.

Product Page [Brainic]

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<![CDATA[frog Design Mind]]>

If It Feels Good: Skateboarding toward the future of digital user interfaces



by Jared Ficklin

When I'm not busy creating user-interface prototypes, I'm co-director of the local Public Skatepark Action Committee. The two gigs aren&#8217;t as dissimilar as you might think; a skatepark, after all, is just a user interface for skateboarders, and one with a lot of design challenges. But instead of dealing with code, I have to think in terms of steel and concrete. On one side you have a myriad of choices from prefab to design-built concrete and steel. On the other side you have vocal &#8220;consumers&#8221; that will let you know when you get their UI wrong&#8212;leaving you with an empty park marked up with free, um, &#8220;market research reports&#8221; in spray paint.

Anyone using, designing or selling a product with a digital user interface can identify with this scenario. Not that someone will walk into Best Buy and tag &#8220;This MP3 Player UI Sucks&#8221;&#8212;at least not anyone who wants to stay out of jail. But just as new trends in construction have changed skatepark design, so, too, has technological progress enabled us to build better UIs. This is helping us design products&#8212;whether it be skateparks or game controllers&#8211; that don&#8217;t just look good, but feel good, too.

Devices are getting more powerful, and buzzing technologies (like AJAX and many other acronyms I won&#8217;t make your eyes glaze over by listing here) are allowing designers to create new possibilities from better-looking designs to rich animation.

These technologies are demand driven, sparked by the trend away from modular solutions&#8211;easily configured, pre-produced pieces (whether they be pieces of code or pieces of a ramp)&#8211;into more engaging and full experiences. Skateboarders are already onto this trend. There are nearly as many devoted to fighting modular skateparks as there are building them.

normal_Skatepark_graffit_sm.jpg

These new technologies focus on the ability to create custom UI experiences, and with good reason. Both iTunes and Google&#8217;s photo application Picasa quickly attracted fans by breaking from the standard controls and interface you find on most Windows-based applications. This is not merely another skinning trend; both applications also employ unique control behaviors and animation. As technology enthusiasts we have all experienced the attraction and perils of animation (&#8220;skip intro,&#8221; anyone?). Animation allows sexiness and innovative ways of navigating around a screen, but also runs the risk of simply adding unnecessary, time-consuming clutter to our devices.

The skatepark gives us a tangible reference. Think in terms of &#8220;feel.&#8221; As the skateboard wheel rolls across a park, surfacing, smoothness, transition radius and other factors are not processed consciously by the skater, but are reduced to a single subconscious impression of user satisfaction; an overall impression of how the park &#8220;feels.&#8221; In the case of browsing menus on a set-top box like TiVo, the equation for &#8220;feel&#8221; will include things like timing, transitions, and even inertia and elasticity.

t300[2].jpgIn terms of timing, anyone who has skated a bowl with too much flat bottom (or used a Sony Ericsson T300) knows that slow responsiveness is a design flaw that can totally kill the user experience. The same can be said for animation in UI. Transitions should never block the experience or the information a user is seeking. A common complaint among cell phone users, for example, is animations that harm the UI. A quick search of &#8220;slow UI&#8221; in Google yields many such gripes, including an entry from mobile-review.com that simple states: &#8220;LG U8180 very slow UI.&#8221;

Effective use of animation in UI is not arbitrary. For instance, the menu transition from the right to left on a TiVO or an iPod helpfully implies that navigation to the left will take me backwards. Gadgets that use an animated transition just because their hardware can finally support it run the risk of annoyance once the novelty wears off. Better still is UI that incorporates simulated physics. Take the Picasa Scroller. The further you pull down, the quicker it snaps back into place. This elasticity naturally communicates its relationship to moving you through the library; the &#8220;harder&#8221; you pull, the faster you scroll photos.

In the not-too-distant future, that elasticity will be more than simulation. Haptic technologies&#8211;those dealing with the sense of touch, like force feedback mice and attenuated asymmetrical offset direct current motors&#8211; will actually give the UI &#8220;feel.&#8221; There are a lot of haptic devices available now for gamers, from steering wheels to the Xbox 360 controllers. But the technology is becoming more than vibrating motors. Soon you&#8217;ll know you are committing an important change to a document not because a dialog prompts, but because the cancel button is physically harder to push and has a longer throw, like the main power switch on your house. Cell phones will have jog dials that will be paired with animation, and will let you know with a moment of resistance as you pass each item in your address book; it will then stiffen and stop as you approach the end of a list. We won&#8217;t just look at the user interface, we&#8217;ll feel it—the same way a skateboarder feels a concrete transition.

As gadgets gain more animation and the feel of haptic technologies, designers will need to start thinking like the builder of a skatepark. Incorporating flow, feel, transition and speed, not just look and layout, will bring consumers enhanced usability and build an emotional connection between users and their gizmos.

Jared Ficklin is a Senior Design Technologist in frog&#8217;s Austin, Texas studio.

The frog Design Mind column appears every Monday on Gizmodo. Read more frog Design Mind.

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