<![CDATA[Gizmodo: motion]]> http://tags.gizmodo.com/assets/base/img/thumbs140x140/gizmodo.com.png <![CDATA[Gizmodo: motion]]> http://gizmodo.com/tag/motion http://gizmodo.com/tag/motion <![CDATA[Motion-Sensing Transtube 360 Shower Puts You On Display]]> The Transtube 360 isn't as packed with features as the Aquapeutics shower, but it does have one thing that's impressive: a motion-sensing door.

The whole shower is like a glass go-go cage designed to make you feel like you're washing yourself for other peoples' enjoyment, but in a classy, design-centric sort of way. It's definitely smaller than a traditional shower/tub combo, but all that glass is going to be rough to clean. [Trendir via Dvice]

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<![CDATA[Seriously...Someone Is Really About to Release a PS3 Wiimote?]]> Even with Sony's own motion controller on its way, Blaze will be releasing a "Wii style" remote for the PS3, the Blaze PS3 Motion Freedom 3D Controller.

So will there be 1:1 movement, accelerometers, or IR bars? We don't know. All the product promises in terms of functionality is the full gamut of Dual Shock controls (though note one analog stick is missing), "three dimensional motion sensing" and "super sensitive movement sensors."

But somehow the Blaze PS3mote promises to be compatible with Sega Tennis and Tiger Woods. Without the full support of EA or Sega (which we're doubting they have), it's hard to imagine the controller working very well. But hey, we're happy to be proven right when it comes out at an undisclosed time for an undisclosed price. [Blaze via ubergizmo]

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<![CDATA[PlayStation Motion Controller: Behind the Scenes Part 2]]> In part one, Sony explained that next Spring's glowing wand will have rumble feedback. Here, Anton Mikhailov (the guy from the E3 demos) dishes the prototype was built using parts from Home Depot, and caused a stir with airport security.

Mikhailov also confirms that the combination of camera tracking, gyroscopes and accelerometers are precise enough for the wand to be used in more complicated games, not just casual titles.

I'm looking forward to seeing how the multiple axis tracking may improve on traditional dual stick DualShock controls. We should hear more from the Tokyo Game Show on September 24. [Sony]

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<![CDATA[PlayStation Motion Controller: Behind the Scenes]]> Sony, you're such a tease. The PlayStation motion controller wand won't hit shops until next Spring, but SCEA research head honcho, Richard Marks, gives a pretty interesting look at its background and capabilities in this video.

Hearing how the technology works is cool and all, but what caught my attention was that it'll have rumble feedback, buttons, and an analog trigger. I'm looking forward to seeing how games use it at the Tokyo Game Show on September 24. [Sony]

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<![CDATA[A Quick Update on the PlayStation Motion Controller]]> With the PS3 Slim hogging the limelight, you may have missed Sony's update on its motion sensing controller. This reel from GamesCon shows it waving about as a wand, flashlight, and yep, even a hair brush.

Still only mini game demos though, and we won't hear much more until the Tokyo Game Show on September 24. Hopefully we'll get to see some live demos of real games, along with a finalized name and date to expect it in Spring.

Also See: How Sony's PlayStation Motion Controller Works

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<![CDATA[Wii MotionPlus Review]]> The Wii MotionPlus, Nintendo's hardware patch to make true on the promise of true motion-control gaming, is here. While it's pretty damn amazing—it truly is 1:1 motion detection—it still isn't perfect. And part of that is the software.

Click for gallery

The Hardware:
The are two components to the Wii MotionPlus, the hardware attachment itself and the software that supports it. The hardware, which consists of a sensor which detects rotation that hooks into the expansion/Nunchuk port of the Wiimote, allows the setup to feed back exact 3D positional information to the console. It still requires the other motion-detection systems of the Wii, including the sensor bar, which may contribute to the flaws of the overall system.

Here's the best example of what we're talking about. In Wii Sports Resort's Swordplay mode, where you swing around a kendo sword, there's a game called Showdown where you advance along a fixed path and swordfight about 50 continuous people. Even after calibrating your sword (Wii MotionPlus) at the start of the fight, the sword will go about 20-30 degrees askew after a few minutes of swinging, requiring you to recalibrate the system quickly by pressing down on the D-Pad. That wouldn't be bad, except for the fact that the Wiimote is still susceptible to interference from bright sunlight through a window or any pair of incandescent lights it thinks are the sensor bar, which totally screws up your orientation.

But for the most part, it's 1:1 motion. Wave your Wiimote around and the sword follows. You bowl or throw frisbees or swing a club or shoot a basket and the Mii on screen actually traces the actions of your controller. It's a very different experience than the past three years of flicking around the Wiimote. If you control your environment (limit the amount of sunlight, don't have any light bulbs to interfere), the hardware does what it claims.

The Software:

We tested it with the three types of games that are out now, Wii Sports Resort (Nintendo's own offering that it's been working on since the MotionPlus unveil at E3 2008), Tiger Woods PGA Tour 10 (Golf) and Virtua Tennis 2009 (Tennis). We passed on Grand Slam Tennis since we didn't think we needed to test two tennis games to get the idea of how tennis worked for the platform, and reviews on Amazon rate the two titles as more or less equivalent in MotionPlus usage.

Tiger Woods: The game lets you go 1:1 motion in terms of your swing, but still manages to keep the game a game. There are three modes of difficulty, basically how realistic you want to map your motions, with the advance mode putting the most control of drawing and fading into your hands. I'm not a golfer, so I can't say with any kind of expertise how realistic this is, but it felt like what I was doing actually made a difference on screen. Instead of just going through any old swing, I had to pay attention to my form and keep the Wiimote face pointing the right way through contact with the ball.

The two questions that you have to ask are if the implementation actually makes you feel like you're making 1:1 motions with the golfer on screen, and whether or not it's fun. It is definitely fun, but it's not exactly 1:1 in terms of being ultra realistic. As good as the Wii MotionPlus hardware is, the developers took the liberty of not making the speed of your swing reflect the speed of your swing in game. Point being, very few people can actually swing as hard as Tiger, so in order to make the game entertaining, they had to level the playing field. If you really wanted to do 1:1 golfing, you'll have to pony up some club fees and go outside.

Virtua Tennis: Now tennis I do know, and Sega's implementation definitely is not 1:1. In a MotionPlus tennis game you would imagine the avatar on screen taking his backswing at the same time you do, mirroring your forehand, backhand or even overhead smash windup. It does not. In fact, it still gets confused half the time as to whether you're even doing a forehand or a backhand!

Trying to direct the ball crosscourt, down the line or up the middle is equally as futile—I could only get this to work accurately at most three shots out of five. The positional data from the Wiimote is there obviously, since other games have that data, but the game chooses to process it in a weird way. Like in golf, swings don't map 1:1 in that the speed of your swing doesn't quite determine how fast you swing. I can hit a decent serve, but I'm nowhere up into the 130s.

But the most annoying part of the game is the constant calibration. You have to point your Wiimote at the middle of the screen before every point (screenshot above), holding it still so the game knows where "front" is. Again, a huge waste of time when you want to be playing, and it puts the limitations of the platform in your face every few minutes.

As for the two questions of whether or not the game lets you feel like you're playing 1:1 and whether or not it's fun, we have the same answer. It is fun, but it's definitely not 1:1. It's a few steps up from Wii Sports Tennis (the first one, without MotionPlus), but it definitely isn't a "realistic" tennis experience. You will, however, be able to get more of a workout since you're trying to go 1:1 instead of just flicking your wrist. I'd imagine that this is similar to experienced golf players playing Tiger Woods; because you actually know what you're doing, the fact that this isn't quite 1:1 makes the process more frustrating.


Wii Sports Resort:
The fact that Nintendo's own game is the best, both at showing the potential of the MotionPlus and in the implementation, should be no surprise. They developed the hardware and they've had the most time incubating their game, which makes Wii Sports Resort the most polished of the bunch.

I won't go through each of the games—you can catch that on Kotaku's review—but I will touch on some of the highs and lows. The previously mentioned Swordplay is pretty great, despite the quirks in the mode that caused frequent calibration issues, and really translates your swinging into sword motions well.

Frisbee and basketball and bowling and table tennis all fare equally well, and actually make you feel like you're controlling what's happening on the screen. It's a feeling that was lacking from Wii Sports. Letting go of the frisbee (B button) at just the right time determines angle, height and power, and flicking your wrist in basketball actually determines the angle your ball approaches the hoop.

But the flaws of Wii Motionplus show up in games like archery and canoeing. In archery, you hold the MotionPlus with your non-dominant hand to aim the bow and pull your string back with the Nunchuk. The MotionPlus gets de-calibrated super easily so that "front" often means 30 degrees off to the side and 20 degrees down. And in canoeing (as well as table tennis), you have the problem of the Wiimote not knowing which side you're pulling your controller to, so precision is not as perfect as you'd imagine.

Verdict
The hardware is a big step forward, but it's not the end of the road. If I had to put a number on it, I'd say this was 80% of the way there to delivering true 1:1 motion detection in the hardware. Unless Nintendo releases a Wii MotionPlusPlus, I don't expect that it will get all that much better in this generation, hardware-wise.

However, even with the slight limitation that the hardware platform has, the software can make up with it by allowing you to do things that cater to its strengths and avoid its weaknesses (like detecting which side of your body you're pulling the controller towards). Sega's tennis implementation, for example, is one that needs refinement, whereas swordplay and frisbee and basketball—for the most part—are fine.

But if your question is if the Wii Motionplus is fun, it definitely is. It's the closest you'll get to 1:1 motion gaming until either the Sony or Microsoft motion solutions come out in 2010. Go and give Nintendo some more of your money. [Amazon]

Really gives you the sense that you're doing 1:1 motion

Wii Sports Resort is actually fun, and comes with one MotionPlus adapter

Not all games use motion equally well, with Wii Sports Resort being the best of the bunch now

Constant calibration in certain modes and certain games are annoying and somewhat of a waste of time

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<![CDATA[Sony: Dual Shock Still Defacto, Motion Control Secondary]]> We saw Sony's impressive motion control demo. You may call it a gimmick, and even Sony admits that it's not the primary direction of the PlayStation 3. The Dual Shock will still reign as king.

After being asked about the motion controller's relevance compared to the Dual Shock and PS Eye, John Koller, Director of Hardware Marketing for Sony responded:

It won't be a new Dual Shock. The Dual Shock is the defacto and it always will be. This will be a component that can be used for a variety of games.

Indeed, even when we question Koller as to whether or not we could expect a PS3 motion controller bundle at its release, he hedged, explaining that bundling motion with every PS3 "might not make sense."

In other words, motion controls may be in the PS3's future, but they aren't the future of the PS3—a somewhat different perspective than Microsoft has of their motion control peripheral, Project Natal.

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<![CDATA[Wiimotish Xbox 360 Gametrak Freedom Dated for October 15]]> The image associated with this post is best viewed using a browser.If you are interested in some wrist and arm action with the Xbox 360, the $70 Gametrack Freedom Motion Controller will be available on October 15, bundled with Squeeballs. I don't like the sound of this. [EB Games via Kotaku]

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<![CDATA[Fullpower's Motion Sensing Concept Knows What You're Doing]]> At All Things D, my friends at Fullpower did a demo of a accelerometer-equipped headset that can pick up a call by tapping it in a different way than you tap a regular headset.

That's not so new in concept, but the trick is, they use math to filter out the background noise—in this case, motion from walking, jumping, etc—so it doesn't hang up on you when you move around while doing it.


The headset, a modified also knows when you place it on a table and powers down. All by using math and a regular accelerometer.

You've seen games and GPS apps from Fullpower but those are just apps demoing the company's tech. Fullpower's motion detection engine tech is described as doing for motion what voice recognition does for voice. It interprets the raw data and figures out what a person is doing, eliminating confusing data, which I think is interesting because up to now, most developers have just had to deal with raw accelerometer XYZ information. Hard to parse in itself, but up to now, really hard to take that info and decipher what exactly the person holding the device is doing.

Next up is an AMAZING demo of a camera app that filters out motion using the accelerometer. Typically, software that have done this has done it by using gyroscopes, or mechanical parts, or by digitally scanning the image as you move it. The accelerometer here helped the camera, mounted on a wildly shaking platform. The images are taken on a crappy smartphone sensor (a slow sensor), came out very sharp when stabilization is applied. I'm unsure if its timing it properly to snap when the motion is at its slowest, but that would make sense, since there's no way to increase shutter speed. The tech can scale to all sorts of high end cameras, using just cheap accelerometer parts, not the typically high end stuff you see in DSLRs now. I look forward to getting this stuff in smartphones.


The demos were just concepts, but I'm sure we'll see more of this tech in products, soon. [Fullpower]

[Disclosure: these guys are my friends.]

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<![CDATA[WSJ Confirms Xbox 360 Full Body Motion Sensing Controls]]> It's not official yet, but it's getting close: The Wall Street Journal is claiming that Microsoft is developing a new 3D video camera for the Xbox 360 that will allow you to control games, Wii-style.

According to the WSJ's sources, the new technology will give players "more accurate control over games" than earlier z-depth cameras. Apparently, it may debut as early as next June at E3 but it won't be released until 2010. [WSJ]

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<![CDATA[Rumor: Xbox 360 Getting Full-Body Motion Sensing Controls]]> This is kind of a wild one: The Xbox 360 is going to one-up the Wii and PS3's motion controls with full-body motion sensing.

The picture looks a little weird—the Xbox and sensor bar do seem a bit Photoshoppy to us—but it definitely sounds intriguing. The sensor bar supposedly has a built-in camera and mic, though Engadget's tipster has "no idea" how it works.

The deal is that you'd have full-body and hand gesture controls—it'll pick up "small gestures" like pinching and grabbing on top of punching and kicking—more video conferencing in games, and you can "move" objects. I kind of hope you won't control fighting games by actually fighting, 'cause then I'd never pull off a piledriver with Zangief in Street Fighter IV. Yes, it does sound like a more evolved version of the PS Eye in some ways.

The whole thing seems a bit too advanced to be true, but maybe Microsoft really has cracked the key to perfect motion controls. E3's in June, so the mystery won't stay one for long. Update: Actually, Microsoft gave us a clue at Techfest in February showing off "writing in the air" with an Xbox logo that makes this seem more likely: [Engadget]

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<![CDATA[BlackBerry is the Smartphone of Choice for Gangs and Criminals]]> Society's bad eggs are increasingly turning to the use of BlackBerry devices to skirt detection from law enforcement. Authorities report they have trouble intercepting illicit emails and conversations because of the relatively secure BlackBerry Enterprise Server.

Developed by Research in Motion (RIM), the BlackBerry Enterprise Server works on a secure network that encrypts data. It was designed with the intention of keeping the security legitimate business communications intact. Faced against such a highly secure means of transmitting of information, however, it's near impossible for law enforcement to listen in on and nab suspected criminals. The roadblocks have undoubtedly lead to the upward trend in gangs and other malefactors choosing the BlackBerry over other devices, where conversations can be more easily intercepted.

While some Canadian legislators support major de-encryption efforts, this will inadvertently compromise the security of business communications as well. [Mobile Syrup]

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<![CDATA[Smartfish Pro:Motion Keyboard Has Motors To Stop Carpal Tunnel]]> The Pro:Motion Keyboard goes one step beyond regular ergonomic keyboards by incorporating motors that shift both angle and separation between keys throughout the day in order to prevent you from getting carpal tunnel syndrome.

There's a total of seven different "stations" that it cycles through, and only costs $130—not too horrible for a fancy keyboard. Seeing as regular ergo keyboards are proven to work at lessening the painful effects of typing too much, even if the motors don't work, you'll still have an ergo keyboard. [Everything USB via Engadget]

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<![CDATA[Star Trek Tribble Replica Wriggles and Coos, Won't Over-Run Your Home]]> A six-inch furry toy that vibrates and makes the genuine cooing sounds of the Tribbles from Star Trek... probably something to not buy if you've got predatory cats around the place. You never know though, since these electronic replicas have a "Klingon mode" where they get truly battle-agitated, and that might put the wind up Ginger. Due for shipping in early 2009, they'll cost around $28 and luckily have no in-built self-replication mode. [Product via OhGizmo]

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<![CDATA[PS3 Wiimote Patent Merges Two Controllers to Make One Giant Bulbous Freak]]> Several months ago, a variety of legitimate publications got word of a PS3 Wiimote-like device that could split in two. We dubbed it the "DualMotion." Today the patent for the DualMotion has been uncovered and while it uses accelerometers and LED-based tracking (similar to the Wiimote), the DualMotion also deploys ultrasonic frequencies to determine absolute xyz position (based upon controller distance from other controllers and your television). Oh, and two DualMotions can assemble to make one big DualMotion. Just check it out in what we believe is the craziest patent diagram ever:

What's so unique about the DualMotion doesn't appear to be that it splits, but that it joins. In the leaked shots of the patent app, we see two different joined configurations. One puts them side by side, like a dual-wielded pistol, and the other attaches them butt to butt, like a dog bone or Requiem for a Dream.

[NeoGAF via PS3Fanboy]

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<![CDATA[Mitsubishi LaserVue vs. Pioneer Kuro Plasma: The High-End Throwdown]]> The dudes over at The Tech Lounge sat down for a real-world—not canned—comparison of Mitsubishi's cutting-edge, 65-inch LaserVue HDTV with the current reigning champ, Pioneer's 60-inch Kuro plasma set. Does Mitsubishi's fancy new tech really make for a better high-def experience? The tests show, at the very least, that the LaserVue can certainly hold its own against maybe the best HDTV in the world: "You're not going to find a set that is capable of displaying colors quite like this one."

The Kuro still held strong with its deep, bottomless blacks, but the LaserVue is noticeably better on colors, especially reds. The LaserVue is also better able to handle scenes with tons of motion than the Kuro, especially during action scenes in Iron Man. You can see above that the Kuro, on the right, makes the red of Iron Man's suit look too simple, while the LaserVue on the left has all the dirt and scars of a real battle. Below, the LaserVue's reds really pop, able to show the difference between the hues in the woman's top and skirt much more clearly than the Kuro—which is even from Pioneer's demo disc.

We've seen the LaserVue reviewed before, but only while using Mitsubishi's hand-picked content, which doesn't necessarily make for the most accurate test. Kurtis and Cameron at The Tech Lounge got themselves a Panasonic DMP-BD30K Blu-Ray player and a copy of both Ice Age: Meltdown and Iron Man to test out color, clarity, and motion on the "normal" settings of both HDTVs. They came away impressed with the color, but not with the hefty $7000 price tag. Still, if you can afford it, and you don't mind its fatty rear-projection girth, the LaserVue is definitely the cream of the crop. [Tech Lounge]

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<![CDATA[The Nintendo Wii's New Real Price]]> The Wii's $249 base price always allowed it to be known as both the cheapest console and the best deal in town for next-gen gaming. Even at a price of $60 a pop for the WiiMote and Nunchuk, the cumulative price of the system and four controllers would still be under the cumulative price for the Xbox 360 and PS3. This all changes with the Wii MotionPlus.

Part of the reason why we're comparing four players is because of the way Nintendo sets up its games. While it's very rare for Xbox 360 and PS3 owners to have four controllers—partially because their online connectivity is so good—it's very common for Wii owners to have four. You need four controllers to play four-player Wii Sports Tennis. You need four controllers to play Super Smash Bros. Brawl. You need four controllers to play Mario Kart Wii. It's very much a living room system, something that's emphasized by Nintendo themselves in their own advertising.

And what do we find when we compare the Wii with four controllers to the other systems with four controllers? That the Wii is $20 more expensive than the Xbox 360, and only $10 cheaper than the PS3. That's definitely NOT the cheapest console.

In the interest of fairness, we compared all of Nintendo's accessories (the Wheel, the Zapper, Retro Controller, Nunchuck and Balance Board), and grabbed the cheapest one's price point—the wheel at $14. We priced the MotionPlus at the same price. So far Nintendo has only said that their Wii Sports Resort will cost $49, with one MotionPlus accessory, but nothing about how much the accessory will cost on its own.

It's also necessary to note that if you buy your first MotionPlus the smart way, with Wii Sports Resort, you'll have to pay $35 more than the price we calculated with buying only the accessories. This pushes the Wii into the "most expensive console" territory at $525—which is above even the PS3.

We also didn't include those other accessories like the wheel or the zapper as a "necessary purchase" because they're not necessary to play all games, and are only directed toward a certain title niche. The MotionPlus, on the other hand, is a necessary purchase to play a big chunk of upcoming Wii games, since many games starting from the next year on will require the MotionPlus as a necessary accessory to enable accurate motion detection. As Mark said in his hands-on impressions, the MotionPlus is so good that gameplay without it feels incomplete. Nintendo has gone back and retroactively made your current experience (in relative comparison) worse by introducing this new accessory. Do we think Nintendo is right in releasing this accessory? Of course. But by doing so, they push themselves out of the cheapest console throne.

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<![CDATA[PCs Get Wiimote-esque Motion Controller: The Stix]]> Motion-controller fans who don't want to get into Wiimote modding now have a way of playing interactive internet games on their PCs with the Stix. No, not the '70s band...it's a new and very Wiimote-esque controller from GoLive2, touch sensitive and launched with a companion website that has hundreds of "free Web-based games," whatever they may be like. The Stix 200 works with these games, while the 400 version looks like it also works with normal PC games. Available in August, press release below.

GoLive2 Unveils Stix, a New Line of Wireless, Motion-Sensing Controllers Set to Redefine PC Gaming

Compatible with Thousands of Free Online Games, Stix Touch-Screen Controllers Bring Active, Motion-Sensing Gameplay to the PC

CITY OF INDUSTRY, Calif. —(Business Wire)— Jul. 1, 2008 GoLive2, the independent gaming division of Playhut, Inc., today introduced Stix, a new line of wireless, motion-sensing gaming controllers for the PC and Internet. Redefining the PC and online gaming experience, Stix are wireless, touch-screen controllers that allow users to play thousands of free Web-based games as well as Games For Windows(R) titles with an active, motion-sensing play pattern. For the first time, players can abandon their mouse and keyboard to experience online and PC games in an entirely new way! Available at retailers nationwide in August, Stix are designed for players six years and older.



"Stix will completely change the way people experience online and PC gaming," said Brian Zheng, President, Playhut. "At purchase, Stix will be compatible with thousands of free online and retail games, and we're adding more games to that list daily. The fun is endless with Stix, and the wide-range of free, supported games makes this product perfect for every member of the family."

Introducing an unprecedented level of active gameplay to PC gaming, the motion-sensitive Stix are compatible with thousands of existing, free online games. GoLive2 will unveil two versions of the Stix available at launch: Stix 200 and Stix 400. Designed for casual gamers, Stix 200 adds active gameplay to 2D online gaming. Stix 400 is compatible with both 2D and 3D environments for the ultimate online and Games for Windows gaming experience.

As a compliment to the Stix product line, GoLive2 has also launched a free, online game portal called Sphere (http://Sphere.GoLive2.com) that provides hundreds of free games to play with Stix controllers. Sphere consists of both internally-developed games designed exclusively for the Stix as well as hosted games from online game developers that support Stix. Sphere also features a search engine that connects users to thousands of compatible, third-party free online games. In addition, users can configure their favorite PC games to preferred Stix settings. Finally, developers of all skill levels have the ability to create new games that harness the unique Stix gameplay pattern.

Stix will be available at retailers nationwide in August 2008, along with the Sphere companion site (http://Sphere.GoLive2.com).

For more information on the Stix line, visit http://www.GoLive2.com.

[Kotaku]

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<![CDATA[Toshiba G55 Qosmio Has Gesture Control]]> The Toshiba G55 Qosmio, great great grandson of those first Media Center lappies that Toshiba put out, can use its webcam to process gestures and remote control your music, movies and powerpoint. One of the first. Laptop Mag says it works pretty well, if not overly sensitive at times.

They say it's thanks to a the Qosmio's powerful processor, but I'm not sure if I buy that. And anyhow, I don't like to waste spare cycles on something an infrared or bluetooth remote can do just the same. Plus, this sounds a bit too much like exercise. There's a video over at [Laptop Mag]

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<![CDATA[Seven Alarm Clock Won't Take "No" For an Answer]]>
There are plenty of alarm clocks out there that attempt to "shock" you awake with loud noises or groggily impossible feats of hand-eye coordination—but I think we can all agree that waking up to that would suck really hard. The Seven Alarm clock concept takes a different approach by playing your favorite MP3 (like Shatner's "Common People"—a true classic), then gradually increases the volume if its motion sensor does not detect activity.

The Seven clock was unique enough to earn designer Joel Escalona a Volvo for Life Design Award—which is certainly well deserved. However, could it be turned down by simple movements like waving your hand in the air? If so, the motion feature wouldn't be much more effective than a snooze button—and we all know how well those work. [Joel Escalona via New Launches via DVICE]

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