<![CDATA[Gizmodo: Motion Sensor]]> http://cache.gawker.com/assets/base/img/thumbs140x140/gizmodo.com.png <![CDATA[Gizmodo: Motion Sensor]]> http://gizmodo.com/tag/motion sensor http://gizmodo.com/tag/motion sensor <![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]

]]>
Mon, 07 Jul 2008 09:15:00 EDT Kit Eaton http://gizmodo.com/index.php?op=postcommentfeed&postId=5022456&view=rss&microfeed=true
<![CDATA[ Solar Streetlamp Watches You to Save Power ]]> claverostreetlamp2.jpgBy integrating LED lighting and motion detectors, Clavero's design only uses full power when people pass by. The rest of the time it remains at one third power to save power and reduce light pollution. Though this will no doubt save thousands of dollars, walking down a street lined with these could feel like a spotlight is following you. [Treehugger]

]]>
Sun, 10 Feb 2008 19:20:00 EST Eric Sheline http://gizmodo.com/index.php?op=postcommentfeed&postId=354734&view=rss&microfeed=true
<![CDATA[ Magic Cube Heralds the Future of Gaming and Human Interfaces ]]> Nobody really knows what the future of human interfaces and gaming will look like, but Andrew Fentem—who went from working on classified missile systems to developing multi-touch human interfaces, kinetic surfaces and motion sensing technologies before almost anyone else in the planet—gave us a fascinating vision on where we are headed in this exclusive interview. Work like his Fentix Cube, a motion- and touch-sensing cube which can play Pac-Man among other games, have all the big companies taking notes. The videos speak for themselves.

The Fentix Cube is just the tip of the iceberg of his stunning work. Many of his inventions are still ahead of current technology, things which we are only starting to get familiar with now. I talked with Andrew about his inventions and the future of human interfaces.

Jesús Díaz: We are big fans of multi-touch technology and think it's the future of adaptive user interfaces. Do you see them replacing the keyboard and mouse in many applications? I'm just looking at your sequencer now...
Andrew Fentem: Touchscreen and 'multi-touch' technologies have a bright future, and will certainly replace the keyboard and mouse in *some* applications. However, the keyboard and mouse have some BIG advantages that have proved hard to overcome: A physical keyboard provides great tactile feedback - meaning that you don't have to look at what your fingers are doing while you type. And the great thing about a mouse pointer is that it doesn't obscure what it's pointing at on the screen (unlike your fat dirty fingers - this is why the buttons are so big on touchscreen ATMs - wasting valuable screen real estate).

Another issue with touchscreen technologies (and multi-touch systems in particular) is their inability to track rapid finger movements. This not only puts many applications (especially certain types of games) off-limits, but can also interfere with gesture recognition.

The key future developments of touchscreen/multi-touch systems will be:

1. faster touch sensing hardware and firmware
2. improved (i.e. more intelligent) gesture-sensing software
3. improved tactile feedback
4. larger touchscreens

The ultra-high-speed touchscreen that I built back in 2001/2002 — which I am still confident is the fastest large-scale touchscreen ever built - demonstrated how improved touchscreen technologies could be used to create exciting high-speed touch-oriented game systems like virtual air-hockey. There are now plenty of other virtual air hockey systems on Youtube - but they're all a bit sluggish because the off-the-shelf touch sensing and data processing sub-systems that have been employed by the designers are too slow for the job.

The "Tactile Multi-touch Sequencer" that I developed in 2004 showed how combining multi-touch finger sensing with multi-object sensing could improve a multi-touch system - enabling you to program the machine with your fingers, but also by moving a multitude of small objects around the surface (thereby freeing up some of your fingers, and making the interface more tactile).

JD: How long have you been investigating touch surfaces and alternative user interfaces (like accelerometers or kinetic surfaces)?
AF: Since 2001. Before that I was running a consultancy company advising market-leading companies about product innovation. I was always shocked how unreceptive big-name hi-tech companies were to new ideas.

So, having a fairly unusual background in both user-interface research, and in military and music electronics research, I thought I could maybe do better myself. Everyone at the end of the 90s was obsessed with software and the Internet. It looked like no one in the West was really innovating hardware, so I guessed it might be easy to develop novel eye-catching stuff.

I was also keen to challenge the received wisdom that the complexities of modern electronics, operating systems, firmware, and software mean that you need a large team to develop a sophisticated world-class gadgets. I suspected that all you really need is some creativity and one or two ultra-motivated alpha geeks.

Expressing my motivations in more artistic/cultural terms, I suppose I also wanted to make an 'intervention' in the gadget market - i.e. just put some stuff out there and see what came back. One of my friends calls this calculated recklessness "Gonzo style" product development. I've always been interested in art - I attended art college for a bit, and ran a kitsch/ironic hairdressing salon/DIY clothes boutique for year or so when I was at college.

So anyway, in 2001 I started developing ideas around a concept that at the time I called "Couture Electronics" - i.e. hardware that is big, expensive, fast, hi-spec, and beautiful.
I went to trade shows and asked the touchscreen market leaders if they could sell me a multi-touch touchscreen system - the sales reps just looked at me like I was weird, and asked me why anyone would want one. I just shrugged and thought, "Hmm, this could be an interesting opportunity.."

JD: Are you working in developing better tactile feedback to touch surfaces beyond haptic vibration or is the technology not there yet? I'm imagining flexible OLED surfaces that can have bits raising, for example...
AF: No. It would be nice, but other companies have moved heavily into this area now - Sony, Apple etc.., so I've moved on - you have to stay agile and on the edge if you're a small operator. (Obviously if Apple, Sony, Mattel, Microsoft, Motorola, or whoever want to pay me to design edgy stuff for them I'd be happy to oblige...)

One of the reasons for publicizing the cube was to attract investment for the development of other gadget technologies that I'm currently developing - gadgets promising even better fun/dollar ratios.

Judging by the traffic on my website and the positive global reaction to the Fentix Cube, this exercise seems to have gone reasonably according to plan.

JD: The Fentix Cube seems to have definitive commercial potential, have you commercialized any of your developments?
AF: Yes, mainly in the form of one-off projects though. As well as developing gadgets, I'm currently being asked to consider some pretty interesting architectural electronics for skyscrapers in London. These are going to be BIG gadgets!

However, my main aim for 2008 is to launch at least one major mass-market commercial product.

The nearest I came to commercializing the multi-touch technology was back in 2002-2004. I negotiated a deal with a manufacturer (Novation EMS Ltd) to start manufacturing multi-touch hardware interfaces, but in mid-2004 they went into administration after losing money on other projects. A UK Government R&D fund who were also backing the project then bailed because of the "increased risk". It was a great shame and a gut-wrenching experience after having been so far ahead of Apple's teams of 'innovation gurus' for such a long time.

People in the UK tend to be extremely risk-averse - consequently there's not much VC culture over here. I'm currently trying to forge links outside of the UK, and would love to get the opportunity to work somewhere more like the US. (I spent a very short period at Harvard - it was a great experience.)

JD: In the BBC article I read about your work a while ago, you mention you are being bombarded by Korean-based toy firms. Have there been any interest by mainstream giant toy groups like Mattel and the like?
AF: I get a lot of traffic on my website - mostly from universities and a broad range of hi-tech companies in the US and Europe - everyone from Lucasfilm and Disney, to Sony and Microsoft. The big companies don't get in touch directly though - it seems their employees just spend all day gazing at my website. (I *adore* Google Analytics!)

Hasbro (the giant toy group) appears to be my largest single source of traffic. I would *love* to know what they're up to. Maybe they just want to see what the future looks like ;-)

Most of the serious offers that I've received have been from firms in Asia - they tend to be super keen and want everything done yesterday. It's a refreshing attitude.

JD: What price do you think the Fentix Cube could have in the market?
AF: It all really comes down to the cost of the screen hardware. I can't see it being much less than $100 as things stand at the moment. There are a lot of decisions to be made that could dramatically effect this pricing though.

JD: In a commercial Fentix Cube, would users be able to load new software?
AF: Yes. I'm a great believer in DIY, open-source development, and end-user customization. The Rubik's Cube and Pac-Man style games were written to demonstrate the potential of the 3D touchscreen and motion-sensing capabilities. I'm hoping that people will come up with game ideas that could merge the two. I've already been emailed an enormous range of ideas - 3D Snake games, modeling fluid dynamics, math puzzles, aids for the handicapped, game controllers, you name it...

JD: Does it have wireless networking? In other words, can the Fentix Cube connect to other Fentix Cubes either directly or through the Internet?
AF: Yes...but at the moment it's fairly rudimentary.

JD: I'm also imagining using the cube as an alternative interface for computers. Like a custom interface for editing video or music, either off-line or in real time (for performances). Can the Fentix Cube connect to other devices and act as a UI front-end?
AF: Yes. Theoretically. But I'm sure that there are plenty of mouse manufacturers like Logitech working on this kind of thing already. I'll leave it to them.






Hopefully, we will see Andrew's stunning work in commercial products soon. Steve (Jobs) or Steve (Ballmer), grab this guy's stuff, pronto! [Andrew Fentem]

]]>
Fri, 08 Feb 2008 12:00:45 EST Jesus Diaz http://gizmodo.com/index.php?op=postcommentfeed&postId=338502&view=rss&microfeed=true
<![CDATA[ Memo Motion Sensor Plays Your Message When Someone Walks In ]]> memomotionsensor.jpgRecord a message on the Memo Motion Sensor, and as soon as someone enters the room it starts playing back. You'd better make that message brief, though, because you're limited to 10 seconds. Talk fast. At first we thought the recorder was sitting in a charging stand, but that's just a plastic parking place for this battery-operated device.

This seems like a good idea, but the dog may not much care what your messages are when he triggers playback by merely prancing into the room. It's available in Europe so far for €19.90 ($26.69), but we're hoping someone in the United States takes this idea and perfects it, giving you longer than 10 seconds to record your message, adding a sensitivity control to reduce false alarms and making its battery rechargeable.

Product Page [getDigital, via Coolest Gadgets]

]]>
Tue, 10 Apr 2007 13:10:00 EDT Charlie White http://gizmodo.com/index.php?op=postcommentfeed&postId=251085&view=rss&microfeed=true
<![CDATA[ Motion-Controlled MacBook OS Switching ]]>
We've seen MacBook sensor hacks before, but this is debatably the more practical motion senor mods out there. This hack uses the motion sensor and AMSTracker software to quickly and easily switch between multiple operating systems.

Motion-Controlled OS Switching [Techeblog]

]]>
Fri, 11 Aug 2006 12:15:33 EDT Travis Hudson http://gizmodo.com/index.php?op=postcommentfeed&postId=193654&view=rss&microfeed=true
<![CDATA[ MacBook Gaming: Wii Style ]]>
With MacBook sensor hacks galore popping up all over the place it was only a matter of time before someone put the included MacBook motion sensor to some good use by developing a game that utilizes it. Check out Neverball, a Monkey-Ball-esque game that uses the MacBook motion sensor to control the tilt of the world and therefore causing the ball to roll. Balls, MacBooks, games, sounds like my kind of a date.

Gaming with the MacBook's accelerometer [Via Kotaku]

]]>
Mon, 19 Jun 2006 15:16:04 EDT Travis Hudson http://gizmodo.com/index.php?op=postcommentfeed&postId=181787&view=rss&microfeed=true
<![CDATA[ Homebrew Sony PSP Motion Sensor ]]>

It must be super crazy, wacky, motion sensor video day here at Gizmodo. This "PS3P" showed up on YouTube and it appears to be using a DIY motion sensor along with some kind of a homebrew application that uses the motion sensor. Damn, even the Sony fanboys are knocking off Nintendo with their mods and hacks. Pow!

(Video)PSP Motion Sensor [Techeblog]

]]>
Thu, 25 May 2006 11:47:44 EDT Travis Hudson http://gizmodo.com/index.php?op=postcommentfeed&postId=176280&view=rss&microfeed=true
<![CDATA[ SmackBook Pro ]]>
I gotta admit, the MacBook Lightsabre was pretty cool, but the SmackBook is even cooler, and actually useful. This little mod utilizes the motion sensor to swap between desktops on the MacBook. The sensor was originally included in the MacBook to protect the hard drive against hard drops and falls, but the SmackBook is definitely more useful. Just don't smack the MacBook too hard. Check out all of the instructions for your own smacking over at the medallia blog.

SmackBook Pro [medallia]

]]>
Thu, 25 May 2006 10:58:34 EDT Travis Hudson http://gizmodo.com/index.php?op=postcommentfeed&postId=176255&view=rss&microfeed=true
<![CDATA[ All-Seeing Recordable Reminder Doorbell Plays Back Greets ]]> doorbell.jpgHere's a device category that's been left largely untapped: the doorbell. The Recordable Reminder Doorbell uses a motion sensor to either sound a conventional chime or play back your own recorded greeting. Movement within six to 12 feet of this voluptuously-shaped device triggers your choice of chime or greets. Say hello or tell 'em to go away. Now if they could just make one where visitors can also leave you a message. Running on three AA batteries, it's $15 on the web.

Product page [via Red Ferret]

]]>
Mon, 20 Mar 2006 13:07:36 EST Charlie White http://gizmodo.com/index.php?op=postcommentfeed&postId=161664&view=rss&microfeed=true
<![CDATA[ TeleSpy Motion Sensing Alarm Phone ]]> telespymotionactivatedphone_small.jpgThis gadget would probably end up causing more harm than good. The phone has a sensor that can detect motion; if the sensor is set off the phone will dial a pre-designated number and let you listen to the room for 30 seconds. I'm no engineer, but if the phone detects motion, then is there much of a purpose to listening in? Just hope that the robber stubs his toe and lets out a yelp or it will just be wasted cellphone minutes. Eighty bones, available now.

TeleSpy Motion Sensing Telephone [Red Ferret]

]]>
Wed, 01 Feb 2006 08:30:41 EST Travis Hudson http://gizmodo.com/index.php?op=postcommentfeed&postId=151879&view=rss&microfeed=true