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Haptic Battle Pong... Future of Game Interface?

An anonymous reader writes "The Sensable Phantom is a premier force-feedback haptic device and sells for a few thousand dollars now, but when that number comes down, the game industry will be jumping all over the idea of six-degree-of-freedom, precision-force-feedback video games. It looks like Haptic Battle Pong may be the first attempt at a true 6-dof, force-feedback game. It's not Quake, but maybe this is the next big thing in video games?"

158 comments

  1. sex toy? by Anonymous Coward · · Score: 5, Funny

    This thing has interactive chat room sex toy written all over it.

    Now I can use both hands!! :-D

    1. Re:sex toy? by ObviousGuy · · Score: 0

      One hand to pump. The other to use the stylus. Do I need to spell it out for you?

      &ltInsert goatse link here&gt

      --
      I have been pwned because my /. password was too easy to guess.
    2. Re:sex toy? by Te1waz · · Score: 1

      Naw,
      I've seen the piccies, it's about as sexy as R2D2 (at least he's got a round head).

      I think I'll wait for something with a rubber sleeve and a Haptic version of Lula...

      --
      From my Autobiography - "Lifestyles of the Sad and Desperate"...
    3. Re:sex toy? by Out4Blood · · Score: 1

      They're going to have to create new categories of Repetitive Motion Disorder to accomodate the epidemic that'll occur if millions of horny /.ers get this.

      --
      - Consult the dictionary frequently to avoid mispelling
    4. Re:sex toy? by Anonymous Coward · · Score: 0

      Looks like a device for practicing masturbation.

    5. Re:sex toy? by Anonymous Coward · · Score: 0

      Ever seen a sybian device? How sexy do they look to you? The girls seem to enjoy them though.

  2. Battle Pong? by RumGunner · · Score: 5, Funny

    I thought that was when my brother and I turned to fisticuffs after particularly gruelling sessions on the Atari...

    1. Re:Battle Pong? by Torgo's+Pizza · · Score: 1

      Don't forget to add the John Katz byline.

    2. Re:Battle Pong? by Sj0 · · Score: 2

      ...And if you make fun of people who want to arbitrarily ban things "for the children"...

      You're a terrorist.

      Love 'em or hate 'em, politicians are a great for laughs and zany catchphrases!

      --
      It's been a long time.
    3. Re:Battle Pong? by j1mmy · · Score: 1

      whoever rated this funny was sorely mistaken. the comment was not, in fact, funny. it was particularly unfunny. and it was crap.

    4. Re:Battle Pong? by Anonymous Coward · · Score: 0

      This has to be the most un-funny comment I've EVER seen. The person who modded this up as funny needs to be raped by a rhinoceros.

      - Anonymous Coward

  3. host down :( by jglow · · Score: 3, Informative

    slashdotted already? check out more information on this here

    --


    There's no "I" in Linux.. err..
    1. Re:host down :( by Anonymous Coward · · Score: 0

      Its not only down, it's also a bad liar.

      Every time I refresh, it accepts my connection, returns a page that says "connection refused", and then closes the connection.

      AC

  4. Battle Pong? by InterruptDescriptorT · · Score: 3, Funny

    I can see the story now:

    SMALLTOWN, INDIANA (AP) -- In a tragic incident in Smalltown, IN, two Smalltown High students have been arrested after breaking 20 windows in their high school by bouching balls off of them repeatedly until they could no longer withstand the force. Preliminary reports indicates that the kids, who belonged to a group called 'The Bouncy Mafia', were wearing trenchcoats and had in their possessions two copies of 'Battle Pong'. State legislators have rushed to ban the game, calling it a grave threat to our schools and the mental state of today's youth.

    </tongue firmly in cheek>

    --
    Karma: Excellent Birds (mostly as a result of listening to Laurie Anderson)
  5. Google Mirror by tenman · · Score: 4, Informative

    Quick batman to the google mirror...

    here
    or
    here

    hurry of these too will be /.'ed

    1. Re:Google Mirror by Anonymous Coward · · Score: 0

      Aww, but the images won't load...

    2. Re:Google Mirror by Greenrider · · Score: 2, Funny

      You know, something tells me that you're not going to slashdot Google...

    3. Re:Google Mirror by tenman · · Score: 3, Funny

      Oh, yeah? Wait till the next time that /. runs and artical about the cool stuff google has in its Labs

    4. Re:Google Mirror by Semi-Psychic+Nathan · · Score: 1

      In case that happens, here's the Google cache of the Google cache!

      --
      I have nothing to allude to, and I am alluding to it.
  6. No thank you by tiltowait · · Score: 2

    I'm wary of all these new 82-button controllers with orgasm mode. And here's why.

  7. It always starts with pong by Anonymous Coward · · Score: 0

    It did before, it's going to do it again. In a few years, people say "I remember when I was a kid all we had was pong, and not some fancy 6 way thingamcbobber pong. Just back and forth..."

  8. haptic battle pong? by doubtless · · Score: 3, Funny

    Until these things are less than $35, I will just pay the annual fee for the local recreation club and play the real ping pong game. Trust me, I get feed back, sometimes right on my nose. Damn them Indians are good with pongs. :/

    --
    geek page at KY speaks
  9. First 6-dof game? by gehrehmee · · Score: 2, Insightful
    It looks like Haptic Battle Pong may be the first attempt at a true 6-dof, force-feedback game.
    Uhm... Descent 3?
    --
    "You know, Hobbes, some days even my lucky rocketship underpants don't help" -- Calvin
    1. Re:First 6-dof game? by eviltypeguy · · Score: 1

      Indeed! Descent was the first true 6 degrees of
      freedom game afaik, and Descent 3 had force feeback support so I would have to question the title of "first".

      Speaking of which, the source code to Descent I and is freely available at the site where I'm co-evil-overlord:

      http://d1x.warpcore.org/

    2. Re:First 6-dof game? by phriedom · · Score: 2, Interesting

      Descent didn't give you feedback in all dimensions. One or two at best.

      --
      Don't moderate flamebait as Troll. Know the difference or you will be Meta-moderated.
  10. It depends by Anonymous Coward · · Score: 1, Insightful

    If it's not intuitive, then it's useless. How many great games have been completely ruined by an interface that is almost impossbile to use? If I'm going to be wishing for the 'good old days' of WASD, then you can count this buried.

    1. Re:It depends by qorkfiend · · Score: 1

      they can't refine the interface so that it's easy to use unless they get feedback from the audience it's intended for. one day, they will hit on an interface that's easy to use for 6dof, force-feedback, but this is what they have to work with now.

  11. Remember... by wbav · · Score: 5, Funny

    To wear a cup, for those ogc'ers who have their aimbot set on crotch.

    --

    =================
    Unix is very user friendly, it's just picky about who its friends are.
    1. Re:Remember... by unicron · · Score: 1

      Desert Eagle: $1200
      Ammuntion: $100
      2 hundred yard, single round head shot with said gun: Priceless

      For some things their are AWP's, for everything else, their's OGC.

      --
      Finally, math books without any of that base 6 crap in them.
    2. Re:Remember... by YanceyAI · · Score: 0, Offtopic
      Desert Eagle: $1200

      Ammuntion: $100

      2 hundred yard, single round head shot with deagle: 1 clip

      Getting booted for cheating when you're not: priceless

      --
      Can I bum a sig?
    3. Re:Remember... by Anonymous Coward · · Score: 0

      actually, in cs, the desert eagle is only $650, and ammo is more expensive ;)

    4. Re:Remember... by unicron · · Score: 1

      Yeah, that happened to me all the time in Jedi Knight 2. I'd accept someone's duel, put them down in one pass, and next thing I know I'm back at the menu screen. Some people just cannot handle the skillz.

      --
      Finally, math books without any of that base 6 crap in them.
    5. Re:Remember... by Anonymous Coward · · Score: 0

      Well, if you are cheating you deserve to be kicked off. If you weren't cheating but only played the game so much that you could consistently win that easily, thus ruining the fun for those you interact with, you still deserve to be kicked off. It's the same point... do others get to have fun?

      Think of it as a wake-up call that maybe you should go outside.

    6. Re:Remember... by unicron · · Score: 1

      So only the medicore deserve to play? Now while I'm sure you put a lot of thought into that reply judging by its total lack of logic and mind-numbing stupidity, I must disagree with you. People like me play the game so that people like you have something to aspire to.

      And as for the outside remark, I just got back from playing tennis for 45 minutes in 95 degree weather. What'd you do?

      --
      Finally, math books without any of that base 6 crap in them.
    7. Re:Remember... by Cuthalion · · Score: 1

      So only the elite get to have fun? That's retarded too. They should be able to say "this isn't fun for me, getting my ass smeared all over the map, I quit." It's not like they entered some contract to play to the specified time limit or kill count or anything with you...

      --
      Trees can't go dancing
      So do them a big favor
      Pretend dancing stinks!
  12. Exercising more than your mind... by elocutio · · Score: 3, Informative

    Here is a site that explains a little more about 6-D Haptics. Cool stuff.

    Haptics could offer the magical possibility of changing the average gamer from a large cholesterol repository into a lean mass of muscle. Well, maybe not, but it's a neat idea.

    1. Re:Exercising more than your mind... by scott1853 · · Score: 2, Interesting

      Hey, that would actually be a cool idea. Use a force feeedback device to simulate weightlifting. Much better than trying to bring dumbells to work.

    2. Re:Exercising more than your mind... by willdye · · Score: 1
      elocutio writes: Haptics could offer the magical possibility of changing the average gamer from a large cholesterol repository into a lean mass of muscle. Well, maybe not, but it's a neat idea.

      I spent several months working on a business plan for online athletic sports that use networked video games hooked up to exercise equipment. Unfortunately, Nebraska is not exactly the venture capital capital of the world, so it hasn't been easy finding (local) investors. I'd rather not move to Silicon Valley, so for the moment I've put the plan on hold to pursue other things.

      My comment is about the idea that hapics will lead to online athletics. The term "haptics" is generally used to refer to data input, but not necessarily force feedback. Furthermore, there are often substantial differences between force feedback that's designed for accuracy (a big interest to sculptors), and force feedback that's designed for high resistance (so we raise your heart rate). We wouldn't mind accurate feedback in sports, but accuracy has to be traded off with cost, repeatability between machines, the amount of force needed to give the customer a workout, et cetera.

      Thus, many of the advances in haptics technology are not of the kind that will get us any closer to true online athletics. To make a business out of games-with-a-workout, it looks like we'll probably have to do more than just wait for the necessary components to be developed in other fields.

      --William L. Dye
      slash@willdye.com

      P.S. I haven't given up on the business idea yet. If anyone is seriously interested in helping, feel free to write.

  13. Nice! by breon.halling · · Score: 0, Offtopic

    We've slashdotted Brown!

    --
    "Yeah, well, Dracula called and he's coming over tonight for you and I said okay."
    1. Re:Nice! by unicron · · Score: 0, Offtopic

      Slashdot is like the Nothing from the Never Ending Story. It's a dark, fast moving plaque on the land from which their is no escape.

      --
      Finally, math books without any of that base 6 crap in them.
    2. Re:Nice! by agallagh42 · · Score: 5, Funny

      "It's a dark, fast moving plaque on the land from which their is no escape."

      I hate those dark, fast moving plaques. I once had an "Employee of the Month" plaque chase me for five blocks before I ducked into a chinese restaurant and lost it...

      :)

      --
      Carpe Cerevisi - Seize the Beer
    3. Re:Nice! by Anonymous Coward · · Score: 0
      I once had an "Employee of the Month" plaque chase me for five blocks before I ducked into a chinese restaurant and lost it...

      Are you trying to say that an "Employee of the Month" plaque would never set foot in a Chinese restaurant? I'll have to disagree... Chinese restaurant employees are usually very polite and helpful.

      Why do you have a bone to pick with the Chinese?
  14. Mine's better by brejc8 · · Score: 3, Interesting

    Thats nothing compared to my classy joypad

    1. Re:Mine's better by jdclucidly · · Score: 1

      Hehehe.

      I particulary enjoyed the Lego Pr0n on this site.

  15. now when.. by paradesign · · Score: 3, Funny

    will hustler get a hold of one of these? can you say "attachments"? well the stylus is a little thin.

    --
    I want 2D games back.
  16. 3D Modelling device by quantax · · Score: 3, Interesting

    That device looks remarkably like the tools 3D developers use to model objects based off sculptures. These basically read coordinates from the real 3D space that your working on, such as a sculpture of a bust, and then places vertices in the corresponding 3D space in the computer program, Maya, Softimage, etc. These devices cost a lot because of their precision. If you wanted to get laser-mouse quality movement & precision, you'd need to buy one that cost $2000+. I imagine this Phantom device follows the same system as the 3D coord mapping device. As mentioned in the write up, these devices would definately be able to have a very full range of motion, otherwise gamers would be breaking these things a lot for any range of reasons. Looks interesting however, we shall see where this goes.

    --
    "What can a thoughtful man hope for mankind on Earth, given the experience of the past million years? Nothing." -Bokonon
    1. Re:3D Modelling device by Anonymous Coward · · Score: 0

      SensAble also sells a 3D modelling package called FreeForm that is a virtual clay sculpture system using the Phantom w/full force feedback.

  17. just one leeetle problem... by Anonymous Coward · · Score: 0

    They've probably forgotten that your average online gamer is a pasty blob that receives more of a tan from the CRT's phosphor glow than outdoor activities... Games would last about, oh, 5 minutes before they passed out from exhaustion.

    Can you imaging a LAN party of this game? I can smell it now: Warm electronics, Bad breath *AND* Body Odour!

  18. Re:Very lame by Anonymous Coward · · Score: 0

    Having seen one of these machines in action, I feel qualified to spout off about it. ;-)

    They are way cool. The two player mode where the players challenge each other side by side is a riot. I guess they've figured out how to spatially locate the paddles in three dimensions.

    Anyway, it's very cool.

  19. Money, Dude. by macdaddy357 · · Score: 3, Funny

    Paying a grand for a force feedback is chump change. Just sue them for ten million when it gives you carpal tunnel syndrome.

    --
    How ya like dat?
  20. Exactly. by YanceyAI · · Score: 3, Interesting
    So true. If I want that much realism in gaming, I'll actually play tennis, snow board, play paint ball--and get the tan and the bod to go with.

    I don't want the real world, I want to escape it.

    --
    Can I bum a sig?
    1. Re:Exactly. by exploder · · Score: 5, Insightful

      You know, there are altogether too many posts like this: "Why bother making the game more realistic, I'll just go play the real thing."

      I'll tell you why. When you're playing pingpong at the rec center, can you cause the ball to catch on fire, split into three, grow to the size of a beachball, speed up, slow down, teleport, wiggle, or otherwise behave in novel ways?

      No.

      The point of making games more and more realistic is not to somehow asymptotically approach an exact copy of the real world. It's to give more and more reality and substance to a world where you, as the programmer, are essentially god. Tell me that isn't cool.

      --
      Yo dawg, I heard you like the Ackermann function, so OH GOD OH GOD OH GOD
    2. Re:Exactly. by ag3n7 · · Score: 1
      I'll tell you why. When you're playing pingpong at the rec center, can you cause the ball to catch on fire, split into three, grow to the size of a beachball, speed up, slow down, teleport, wiggle, or otherwise behave in novel ways?

      Hmmmm... I guess you could if you played Ping Pong while under the influence... a Ping Pong Drug Game!

      Player 1: I just hit the blue circle on the table with the ball, take the blue pill.

      Player 2: Wait, since I hit the red circle with my return, I'm supposed to take an upper... won't that counteract the blue pill?

      Player 1: Take em both!!

      We must protect the children before video games gives them these ideas!!!!
    3. Re:Exactly. by Soul-Burn666 · · Score: 1

      Talking about "game god"... (A bit Off-Topic)
      There's a plugin for Half-Life (for certain mods) called Admin Mod which allows the server admins much more control than the game usually allows thru user made plugins.

      It's really cool when on my server I make people glow, fly, stuck into the ground, teleport, make them have laser pointers, kill, slap and even control them. Also, I can spawn stuff into the game!

      Ofcourse I don't use any of these "cheats" on real matches, but it's cool when everyone agrees on it.

      Just for kicks, AdminMod is released under the GPL.

      --
      ^_^
    4. Re:Exactly. by Physics+Dude · · Score: 1

      Virtual Reality is no match for the fully-lucid dream environment! :) Anyone who has experienced this knows EXACTLY what I'm talking about! :)

    5. Re:Exactly. by Anonymous Coward · · Score: 0

      >a world where you, as the programmer, are
      >essentially god.

      Sure thing there, Neo.

      We'll use this controller to simulate an ice cream shop where we can sit around and giggle about there being no spoon.

      [ rolls eyes ]

    6. Re:Exactly. by packeteer · · Score: 1

      drugs are not color coded and if we should be protecting the kids from anything it would be you spreading false info about drugs... uppers and downers mixed dont cancle each other out... the tem "upper" and "downer" really arent true at all they just give the gist of the feeling but do not BEGIN to explain what really goes on in your body... so dont try mixing drugs if your just trying to counteract something

      --
      unzip; strip; touch; finger; mount; fsck; more; yes; unmount; sleep
  21. What about the nerds? by Space+Coyote · · Score: 4, Funny

    What will happen when all games are like this, and you actually have to be good at physical activity and have some degree of real-life hand-eye coordination? Then the jocks will become better at videogames, too. The last refuge nerdly superiority will be cruelly taken away. This could have major consequences, though one of them might be to get said nerds to spend more time doing actual physical activity, whether within a game or not.

    --
    ___
    Cogito cogito, ergo cogito sum.
    1. Re:What about the nerds? by Anonymous Coward · · Score: 0

      Or, maybe it will work out that nerds end up athletic like the jocks and things even out! Everyone will see eye to eye and love will reign over all.

      Hooray! Utopia!

    2. Re:What about the nerds? by Anonymous Coward · · Score: 0

      Judging from the people I see at the local Dance Dance Revolution machine, it's still the nerds that rule even at games that require actual physical activity. Apparently a video game is a video game.

    3. Re:What about the nerds? by Mizery+De+Aria · · Score: 0

      Nah, I think there'll be Nocks or Jerds by that time. The jocks won't be able to stay inside enduring such activities when they could be burning their skin out at the beach or showing off at a basketball match. The true nerds will be tinkering with developing the tools for the Nocks/Jerds.

      --
      If you're religishitty, KILL YOURSELF!
  22. /.ed by tHiNk411 · · Score: 1

    Anyone have a mirror with images?

  23. Spurious assumption by Rogerborg · · Score: 5, Insightful
    • the game industry will be jumping all over the idea of six-degree-of-freedom, precision-force-feedback video games

    Limited market, limited appeal. And it's not just little no-name games that skimp on supporting clever devices. For example, Jedi Knight 2 only added force feedback mice in the 1.3 patch, and still doesn't (officially) support force feedback joysticks. GTA3 on the PC doesn't (at the moment) even support steering wheel pedals! I can't begin to tell you how surprised and disappointed I was about that.

    I'm not saying I don't like the idea, just that it will take a long, long time (5+ years) before these things take off, if they take off.

    --
    If you were blocking sigs, you wouldn't have to read this.
    1. Re:Spurious assumption by GigsVT · · Score: 3, Interesting

      GTA3 PC barely supports reconfiguring the mouse and keyboard to anything managable. I really have to work around the awkward controls.

      It's impossible to steer the car very well in mouse steering mode, and it's impossible to walk around and look easily where you are going without using the mouse for walking. So you get this lameness of having to change your hand positions whenever you get into or exit a car. The game rocks, but more freedom in binding the controls would go a long way.

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    2. Re:Spurious assumption by BannSidhe · · Score: 1

      Ummm that would probably be because steering wheels wouldn't be all that great for the total interface of the game....[GTA3]
      How exactly do you use the steering wheel to aim the guns etc?

    3. Re:Spurious assumption by qorkfiend · · Score: 1

      bad news - 5+ years isn't that long of a time.

      also, the reason that games don't use force-feedback is because the technology isn't out there OR most people who play the game don't have the equipment. a good number of PSOne/PS2 games used the rumble pak in the controllers, and a lot of N64 games did as well. while this is limited, it is still force-feedback, and the PS2 controllers come with it built-in.

      if you build it, they will come. the gaming industry might not jump all over it, but they'll get into it, especially once the technology is more refined and cheaper.

      it might be a while (maybe even five years! OH NO!) before we see fully-interactive force-feedback games. but the market is the same size it ever was for games. and i don't believe that the appeal for a fully force-feedback game is limited at all.

    4. Re:Spurious assumption by frantzdb · · Score: 2

      Not to say that they will take off, but... I got a chance to use one of these "Phantoms" when they were under development at MIT. They are very cool. I only saw a few simple demo programs, including pushing blocks around and playing with virtual clay, but it felt completely real.

      --Ben

    5. Re:Spurious assumption by YaRness · · Score: 1

      i can't imagine using the keyboard to move the guy around anyway, i'm so used to mousing on FPS games. it was a little weird at first switching back and forth, but i gotta have my mouse for moving/aiming in FPS, and there's no way i can imagine steering very well with the mouse, or other pointing device.

      and besides, you spend 90% of the time in a car anyway, so it's really not that bad.

    6. Re:Spurious assumption by Anonymous Coward · · Score: 0

      Maybe they were trying to maintain some ties to the real world. Don't most of us change hand positions when entering/exiting the driver's seat?

      I know there's something different about steering wheels and door handles...

    7. Re:Spurious assumption by Rogerborg · · Score: 2
      • 5+ years isn't that long of a time.

      It is if you buy one of these now. If you'd bought one of the early Microsoft FF sticks back in 1997, what are the chances that it would even still be working now? And FF implementation still isn't universal. That's a long wait to use a new toy. But if someone doesn't start buying them, the cycle of price drops and app support won't begin.

      • the reason that games don't use force-feedback is because the technology isn't out there

      Er, thanks for supporting my point. Why will it be different for 6 dof devices? Where's the killer app that will push takeup that will down prices that will push apps...

      Don't get me wrong, I do like the look of these things, but my budget for a controller - any controller - is $50 maximum, and only if there are already compelling apps. I don't think that I'm that unusual, and I can't see that these will reach that price quickly enough to trigger widescale adoption. I mean, how many gamers have force feedback sticks today? They're hardly ubiquitous.

      --
      If you were blocking sigs, you wouldn't have to read this.
    8. Re:Spurious assumption by Rogerborg · · Score: 2
      • Ummm that would probably be because steering wheels wouldn't be all that great for the total interface of the game....[GTA3] How exactly do you use the steering wheel to aim the guns etc?

      Same way you have to do it now. You have to switch from keyboard (or joystick) to the mouse when you get out of the car. I'm prepared to accept that, but I'd rather be switching from a good car controller (a wheel and pedals) than a mediocre one (keyboard).

      --
      If you were blocking sigs, you wouldn't have to read this.
    9. Re:Spurious assumption by GigsVT · · Score: 1

      Heh, The only percent of the time that matters is when you have a wanted level of 4 stars, your car is on fire and is about to explode, the mission has 30 seconds left, and you have to jump out and run before the cops run you over or your car blows up in your face.

      It's not so bad to have to switch controls and hand positions, it's the times when you need to do it that make it kind of suck. :)

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    10. Re:Spurious assumption by Rogerborg · · Score: 3, Interesting
      • besides, you spend 90% of the time in a car anyway, so [switching from keyboard to mouse is] really not that bad.

      Well sure, I've got used to it as well, but I'd far rather be switching from wheel and pedals to mouse... I guess my point is really that we (as purchasers) do demonstrably put up with and work around developers skimping on control options. I don't see the advent of these devices as offering a compelling reason for developers to spend even more time developing and testing with yet another possible control device, when developers today don't have time to even support the most obvious devices.

      --
      If you were blocking sigs, you wouldn't have to read this.
    11. Re:Spurious assumption by Kallahar · · Score: 1

      GTA3 was a port, port's nearly always suck when it comes to support. If they had programmed it with the PC in mind from the beginning then there would be far wider support and far fewer bugs.

      Travis

    12. Re:Spurious assumption by JDBrechtel · · Score: 1

      I've got my controls in gta3 setup pretty well. My friend who is used to PS2 controls doesn't like it, but I'm used to FPS games and it's great for me. I don't steer with the mouse but I do aim with it and control direction with it. Other than that C is forward (walking and car) V is backwards,Z is left and X is right. RSHIFT runs and LCTRL and RMB shoot. The middle mouse button zooms in and the left mouse button is for turning on zooming. Works great for me...makes the game seem like a realistic UT...=)

    13. Re:Spurious assumption by spagma · · Score: 2, Informative

      Go get yourself a $10 gravis gamepad. You will enjoy yourself so much more. I couldn't care less about force feedback, rumble packs and things of that nature. The gamepad will take care of most of your needs for any game that requires something other than mouse controls. As for steering wheels, I can see the benefit of using them, especially since it gives a more linear control for turning, but I don't think it is enough to even complain about.

      --
      If it won't boot, Fsck it!
    14. Re:Spurious assumption by BannSidhe · · Score: 1

      SO why not just switch to a control pad and use it for both? :) (Or, for that matter, use both to drive/walk/aim)

    15. Re:Spurious assumption by OgdEnigmaX · · Score: 2, Insightful

      So you get this lameness of having to change your hand positions whenever you get into or exit a car.

      Yeah, I hate that too. Hear this, auto industry! We will no longer stand for having to move our hands from our sides to grasp the steering wheel, stick, and other forms of control, upon entry into a motor vehicle.

      ...Life doesn't have a unified control scheme, dude. While I would tend to agree that a lack of significant remappability is not good, as the way we drive is not the way we walk one might say that what you call 'lameness' is actually 'verisimilitude.'

    16. Re:Spurious assumption by jacobjyu · · Score: 1

      It may be true that it will take a loong time for these things to take off, but in fact, if games continue becoming more and more realistic, more degrees of freedom are not only needed, but essential. There comes a point where just a few buttons on a keyboard can no longer be representative of the complex and realistic movements on the screen.

  24. When the price comes down? by soboroff · · Score: 3, Informative


    The Phantom has been around for years now, so waiting for the price to come down any further is probably futile. And somehow I don't think Pong is going to unleash massive pent-up demand sufficient to change the production costs that much.

    1. Re:When the price comes down? by Anonymous Coward · · Score: 0

      Yeah, I was just thinking to myself "This is news?". I tested one of these back in '98 when I did my master thesis at a VR company.

    2. Re:When the price comes down? by gnalle · · Score: 1

      Here is a link to a somewhat similar application that may become cheaper to make. The basic idea is to measure infra red light, reflected from a hand. Using several diodes the 3d position of the hand can be meassured. It seems that the system is still under construction :)

      http://www.beamcontrol.com/spatial_position.html

      BTW: I am looking forward to playing 3d Descent rather than 3D ponf once the technology is here

  25. Our PHANToM is bigger than theirs by volpe · · Score: 2

    Why play pong with one of the little desktop models when they can use one of the larger workspace 6DOF models like we use ? Of course, they might have a little trouble getting their hands on one of these, since SensAble only made six of them.

    1. Re:Our PHANToM is bigger than theirs by Rupert · · Score: 2

      Why does the guy sitting in front of a monitor need safety glasses? Are these joysticks pointy?

      --

      --
      E_NOSIG
    2. Re:Our PHANToM is bigger than theirs by volpe · · Score: 2

      The guy (me) is wearing the glasses because this larger device can generate some pretty dangerous forces, enough to cause injury. In practice, the application limits the force magnitude, and there are velocity checks as well, but the goggles and the plexiglass case around the device provide an extra level of safety.

  26. Pong is a good start, by ryepup · · Score: 2, Interesting

    but this seems like the technology to make the light sabre game I've been dreaming about since I was 12.

    The greater the difficulty, the more you had to be dead on with blocking laser blasts or opposing sabres (your sabre becomes thinner and more damaging with greater difficulty). The format would be arcade, much like the virtual cop style where you move from scene to scene, then hold steady and fight. Except the scenes would change frequently, and you would have the standard force abilities at your disposal.

    Then, the PC version comes after the tech gets cheap enough for people to buy it, and you use the keyboard to navigate, and do the other flips, jumps, etc. Third person view, I'd think.

    Anyway, thats what I do during class. That and think of how Yoda should've fought Dooku.

  27. "It's not Quake..." by misfit13b · · Score: 3, Funny

    No kidding. It shows WAY more colors than Q1.

  28. PONG by kb3hag · · Score: 0

    THINK ABOUT IT! Pong has been around for years! people who used to play it on there atari 2600's still want to play it. pong is a strong game in the market today and many people still buy it. i for one would buy the joystick for force-feedback pong and i am sure many classic gamers would too. ant this library keyboard is so neat

  29. Global Domination by Mu*puppy · · Score: 1
    Forget Pong, I'm still waiting for someone to make Global Domination from the James Bond movie, "Never Say Never Again"...

    "Your mind is like a parachute. If it doesn't work, you're screwed." - me

    --
    There's no wrong way, to eat a Rhesus...
  30. I dunnno by vinays · · Score: 2, Insightful

    In my opinion, a game is a game -- and should stay there.

    Feedback is nice, but if you want reality, come to reality .. Living in a virtual world, and pretending its reality, lets you lose yourself...

    no offence everquest folks

    --

    "cogito, ergo sum"
    1. Re:I dunnno by qorkfiend · · Score: 1

      we're living in a virtual world right now. we're discussing this topic with - who? i don't know any of you, i think, and nor do you know me. there's already a loss of personification.

      like you said, they're games - and (i hope) most people will treat them as such, and NOT live in them 24/7. there will always be the community that plays the game all the time, but we have those already. if the human race has reached the point where we can't differentiate between a game and reality, then we're in serious trouble. unless the Matrix DOES have us, in which case, we're in trouble anyway.

  31. Injury? by Catskul · · Score: 1

    Is it possible for one of these things to hurt you...

    How much force are we talking when we say force feedback ?
    Depending on the direction the force is being applied, very little force could cause injury... especially over repeated use.

    --

    Im not here now... Im out KILLING pepperoni
    1. Re:Injury? by Anonymous Coward · · Score: 0

      I've used this, it's not so much pushing you as it is giving you varying degrees of resistance while moving in certian directions

  32. The Danger by NickRob · · Score: 2, Interesting

    The big danger behind the game is it's usage. Games like this are meant to played a bunch. Why's that a problem?

    Guess what the #1 cause of Carpal Tunnel is.

    It's vibration. So when you have this vibrating combined with the repetitive movements, you can easily get carpal tunnel and tendonitis very quickly.

    But hey, should be fun tho'.

    1. Re:The Danger by Anonymous Coward · · Score: 0

      Actually, this should help. Today's video games give you vibrations whenever you slam into a wall because... well, they can't do much else can they? What's that Mr Controller? Is the engine on? Have I hit a wall? Is there a secret chest near me? Come on, what??

      If the game can offer proper force feedback it's likely to reduce the need for your controller vibrating.

  33. article text (attempt #783) lameness filter sucks. by mpweasel · · Score: 0, Redundant

    The Masters of the Pong Arena :

    Dan Morris and Neel Joshi

    The planet Earth has been invaded by an alien civilization from the planet Xoltar. The invaders have shown no mercy toward human beings. Those that were lucky have been enslaved, working in the Xoltarian tungsten mines. Those that were unlucky - the fastest and the strongest of all men - have been sent back to Xoltar as gladiators in the Battle Pong Arena.

    Today you will step into that arena, armed only with your rocket-paddle and your land mines. If you survive, you will win your freedom and your return to Earth... but do you have what it takes to survive?

    Haptic battle pong is played between two opponents, each seated at a machine with a desktop Phantom. The two machines are connected via TCP. The Phantom is used to position and orient the paddle, and the keyboard is used to move the player around the battle pong area. Each player begins the game with 99 health points; a player loses health each time the ball bounces on his side of the arena.

    Players can also press a key to switch from "paddle mode" to "gun mode". In "gun mode", a player can fire rockets at his opponent to take off additional health points (the gun is also controlled via the Phantom).

    Players are also equipped with three "land mines"; each represents a "haptic attack" that can be directed toward the opponent. The attacks include "heavy paddle", "slow paddle", and "remote operation paddle" (which allows the attacker to remotely manipulate the opponent's Phantom).

    This game makes extensive use of the full 6-DOF input available from the desktop Phantoms, for swinging at the ball and orienting the player's gun. 3-dof force-feedback is used to simulate contact between the racquet and the ball, impact forces from gunshots and explosions, and the "haptic attacks" that are discussed above (the remote-operation attack is a particularly good time).

    Currently, the presence of haptics in the mass market is limited primarily to traditional non-force-feedback devices (mice, etc.) and simple single-dof feedback devices (e.g. vibrating game controllers). The community currently studying or producing more complex haptic interfaces focuses primarily on high-end, specialized applications: surgical simulation, tele-operation, 3d-modeling, etc. We are of the opinion that when the cost of devices like the Phantom comes down to a point that these devices are accessible to the general public, the primary applications of such devices (and the primary economic support for such devices) will come from the game industry, which will jump on the opportunity to incorporate six degrees of freedom into video games.

    We sought to produce what may be among the first 6-dof, force-feedback games, and in particular to explore the playability of a game that uses six degrees of freedom. Furthermore, we sought to create a final project with a significant amount of action and violence. Our solution was "Haptic Battle Pong". We find this to be especially appropriate, since "pong" is typically associated with the origins of graphic video games, and the incorporation of six degrees of freedom and complex force-feedback may well represent a new beginning for the video game industry.

    This document will server as a 'manual' for the game (how to play, etc.), as well as a summary of our implementation decisions. We assume that the reader is familiar with the Sensable Phantom force-feedback device, which reports six degrees of motion and provides three degrees of force-feedback. See http://www.sensable.com for more details.

    IIa. Starting the Game

    Each player should sit at a computer with a desktop Phantom and a decent graphics card (our polygon count is not high, but we make extensive use of textures, etc., so software GL won't work very well, especially given the high computational demands of the haptic interface). The computers should be connected by a reasonable network; latency should not be a huge issue, since all contact physics are computed locally. Use the usual windows volume control to set the volume for the game; the effects and music volume are controlled by the 'wave' and 'synthesizer/MIDI' volume controls, respectively. Each player should run "haptic_battle_pong.exe", which should start up the game (you should hear the 'Mike Tyson's Punch-Out' theme when the program starts).

    Players should grip the Phantom fairly tightly, since there will be some "kick" from various game events (the forces are not too high, but a loose grip can cause you to let go of the Phantom). It is critical that players hold the stylus so that the tip of the device is pointing upwards (thus the last joint should be down toward the table). On the screen, this corresponds to the paddle pointing toward the ground, as if it were a tennis racquet held upside down. The grip the player uses will probably resemble an Eastern ping-pong grip, rather than a tennis racquet grip. This is an equipment-safety requirement; there is a point in the desktop Phantom's workspace where the second-to-last end-effector joint cannot rotate any more, and the Phantom may be damaged if a user reaches this point but continues to push on the Phantom. This point never comes into play if the user holds the Phantom as instructed, but may be a problem if the user holds the Phantom like a tennis racquet.

    When the player is holding the Phantom and is ready to start playing, he should click the "start haptic loop" button. This will start the ball/physics simulation as well. At this point, the player will be able to hit the ball against the middle wall (since no opponent is present). If the paddle appears not to be oriented correctly (aligned with the stylus), the Phantom probably needs to be re-calibrated. Our application does not perform autocalibration; we suggest running the Sensable demo applications (e.g. 'Dice') a few times.

    When both players are ready, one player should click the 'start server' button. The other player should type the IP address or hostname of the server into the text area, and click 'connect to server'. At this point, players should be able to see each other moving and the game can begin. The middle wall no longer represents a physical object; the ball will pass over to the opponent's side.

    The game will be reset (health set to 99, all mines restored, all active mines removed from the playing area) when the connection is initiated, but players may also want to press '0' to reset the game again when both sides are ready.

    If one player disconnects, the other player will be automatically returned to one-player mode.

    IIb. Keyboard/GUI controls

    The controls are documented in the 'help' screen (just click the 'help/about' button), but we will run through them here to explain the gameplay a bit :

    Use the Phantom to move and orient the paddle. The Phantom's workspace roughly represents the 'reach' of the player, so you will usually have to move the player, in addition to the Phantom, to reach the ball.

    Use 'A', 'W', 'S', and 'D' to move left, forward, back, and right respectively.

    Use the spacebar or the control key to jump. You don't need to jump very often, but sometimes the ball will pass slightly above your reach, and jumping will occasionally help avoid enemy bullets or mines.

    Use 'TAB' to toggle gun mode; you should see your paddle change to/from a rocket launcher.

    Use 'E' to fire your gun (when you are in gun mode)

    Use 'E' to enable/disable your 'spin paddle' (when you are in paddle mode). This will allow you to put spin on the ball. Your paddle will be blue when you have enabled spin. We don't recommend doing this right away; it does make the ball more difficult to control (although backspin shots are a lot of fun once you get used to the game).

    Use 'Z' to place a mine. You cannot hurt yourself with your own mines, but you generally want to do this on your opponent's side of the court. The mine will initially appear red; it will turn black when it is 'armed' (at this point your opponent can detonate it by stepping on it).

    Use '1', '2', '3', and '4' to select your regular, slow-paddle, heavy-paddle, and remote-operation-paddle mines, respectively. Note that you only have one mine of each type in a game, and that you can only have one active mine in the playing area at a time.

    Use 'C' to detonate your own mine. This won't do any damage to your opponent, but you may want to remove your mine from the playing area so you can place another mine.

    Use '0' to reset the game at any time. Player health will return to 99, all active mines will disappear, and all players will again have one of each type of mine.

    Use 'T' to reset the ball to its initial position. This is basically never used during the game, but it may be useful when you're first getting used to hitting the ball, and you may want to 'feed' the ball to yourself a few times.

    This may seem like a large number of keys, but you generally are only using the movement keys, TAB, and 'E' at any one time. You will also note that all the keys we chose are in easy reach of each other, so keeping your hand resting on the movement keys will be fine.

    In addition to these keys, there are several GUI controls that offer additional functionality

    The haptic loop can be stopped at any time using the start/stop haptic loop button. The game will need to be reset if the haptic loop is stopped, but you should stop the haptic loop if you need to release the Phantom (since just putting down on the table is not a great idea when forces can still be applied to it). You may also need to stop and re-start the haptic loop if at any time during the game you exceed the Phantom's maximum velocity (a limit imposed by the driver) and receive an error message telling you that the Phantom is shutting down. This doesn't seem to happen too often, but you may start moving the Phantom quickly in the heat of the battle.

    The 'gravity' checkbox can be used to disable gravity. In fact, when both players disable gravity (and reset the ball using either the 'T' key or the 'reset ball' button), the game is placed into a much simpler "pong mode" in which the ball is constrained to move in a plane parallel to the ground. This can be helpful for getting used to the game or just playing an easier version of the game. When in this mode, a target will appear on each player's back wall; hitting this target takes five points away from the opponent. The game is basically played like air hockey. Using spin in this mode will take the ball out of the plane, so don't use spin in this mode. J

    The 'connect to server' button can be used at any time to disconnect and re-connect to the server whose hostname/IP address is currently in the text box. We don't recommend connecting to yourself, despite the fact that the initial string in the edit window is 'localhost'. J

    The 'skycam' button can be used to move the camera to a stationary position, above the playing area. Most players seem to prefer the default first-person camera (you can return to this camera using the 'playercam' button).

    IIc. Game Rules

    The rules of the game are as follows :

    Each player begins with 99 health points; the first to 0 loses the game (just press '0' to restart the game when you die)

    One health point is lost each time the ball bounces on your side. If the ball is on your side for several seconds, you will begin to lose health points as time passes (so don't get so excited about shooting your gun that you forget to hit the ball!)

    A player loses five health points if he is hit by an opponent's bullet

    A player loses ten health points for detonating an opponent's mine, and loses additional health points as long as he is standing in the burning mine

    Players can move anywhere in the playing area, but a player can only fire his gun when he is on his side of the court (you will not be able to fire if you are very close to the center wall or on your opponent's side).

    Players have one mine of each type per game.

    Players have unlimited ammunition, but can only fire once every two seconds. A clicking sound indicates that your gun has reloaded.

    Also note that there is a back wall present on each side of the court, although it is not visible on your own side of the court. There is also a ceiling at about twice the player height; the ball loses its vertical velocity when it hits this ceiling.

    A brief overview of the game is provided on the first page of this document; here we will discuss some of the features we included in more detail, and some of the design decisions underlying those features.

    The basic control mechanism for the game uses the Phantom to control the paddle (both its orientation and its position in a limited workspace) and the keyboard to control player motion. We chose this approach, as opposed to using the Phantom exclusively, for several reasons :

    The controls feel rather like Quake or similar first-person shooter games, which makes the gameplay intuitive for someone who has played games of this type before. Quake uses a mouse in one hand to control the player's gun, and the keyboard (the same buttons we use) to control player motion.

    We could have simply mapped the Phantom's workspace to the total workspace (thus presenting no moving avatar at all), but we felt that the player motion aspect of the game adds excitement and more variety from shot to shot.

    In general, just using the Phantom for 6-dof control of the paddle is extremely complex, especially for the first few times a new user plays the game. Adding additional complexity to the Phantom interface - e.g. moving the player in addition to moving the paddle - would have made it very difficult to learn the game.

    The contact between the ball and the paddle is modeled as a mass penetrating a plane with a fixed spring constant. With spin disabled, the force exerted on the ball is always perpendicular to the plane of the paddle and proportional to the ball's penetration through the plane of the paddle. This leads to a fairly intuitive model of contact from the player's perspective, and provides the basic physical properties that you'd like to have in a ball-paddle collision (a faster-moving ball bounces off faster, a faster-moving paddle makes the ball move faster (due to longer contact time), etc.).

    Force-feedback is used to haptically render the contact between the ball and the paddle. Our qualitative experiments showed us that force-feedback was essential to hitting controlled shots, which was encouraging; it seems like force-feedback actually can contribute significantly to complex gameplay.

    Originally, we set the force rendered on the phantom to be proportional to the force exerted on the ball at all times. This actually was not intuitive from a player's perspective, and generally led to very brief contacts that were difficult to control. We experimented with a variety of force models, and ultimately decided that the simplest contact model - a constant force that is not dependent on the velocity of the ball or the penetration distance of the ball - was the best approach. This actually feels quite convincing once you are able to control the paddle.

    The only problem with this approach, initially, was that the Phantom tended to vibrate when a player tried to 'pick up' a stationary ball, due to the rapid and repeated initiation and release of contact with the ball. So currently at low penetration distances, we actually do apply a force to the phantom that is proportional to the force applied to the ball (and thus to the penetration distance), but above some threshold distance the force jumps up to an empirically determined constant.

    When spin is enabled, an angular velocity is imparted on the ball that is proportional to the motion of the paddle within the plane of the paddle face. A force is also applied to the Phantom in this plane as well. Once the ball has some angular velocity, it will bounce off all surfaces (walls, floor, and paddles) in a direction that is not perfectly perpendicular to the surface (it deviates according to the angular velocity of the ball). Combined with the graphical effect of the spinning textured ball, this seems to be a convincing representation of the spin that one might apply to a tennis or ping-pong ball.

    Force-feedback is also used for the "haptic attacks" that can be directed at an opponent using land mines. The simpler attacks (slow-paddle and heavy-paddle) are very simple haptic effects which can be very convincing to someone who has not used a Phantom before. This can make for a very exciting introduction to haptic feedback, and part of our goal in designing this game was to provide haptic sensations that would immediately impress a "gamer". The tele-operation attack in particular demonstrates the potential for players to interact in a physical way that has never before been possible in video games, which we anticipate would be exciting to most video game enthusiasts. It makes for a very convincing demo when one of the players detonates a remote-operation mine and lets go of his or her phantom; if the opponent is in the same room, players are immediately impressed by the ability of one Phantom to control another Phantom in space.

    Force-feedback is also used to provide a "kick" when a player fires his gun, to provide a "kick" when a player is hit by an opposing bullet, and to provide a "rumbling" sensation when a player is in contact with a detonated mine. These are simpler effects that are little more than what is available on a 1-dof feedback device (although they are accurate in the direction in which the force is applied), but they do add to the excitement of the game.

    We use a number of sound effects to provide realism; this actually helps players in getting the timing of the game down, and of course in building some intensity during gameplay. We also play MIDI music during the game to add additional 'ambience'; we selected the music from the Nintendo classic 'Mike Tyson's Punch-Out'.

    One of the biggest difficulties players have in learning to play the game is adjusting to the level of depth perception that is required to control a game in 6-DOF. We found that adding projective shadows for the ball and the paddle (cast onto the ground) actually make a big difference in helping the player find the appropriate depth for contacting the ball. Similarly, the texture-mapping on the ball makes it much easier to perceive the spin of the ball when spin is enabled.

    Several other graphical features, including snazzy texture-mapped fire and the use of the familiar Quake III rocket launcher, add to the intensity of the game significantly.

    After playing only a few games of Haptic Battle Pong, we are able to reliably control the six-dof input device and make a variety of interesting shots. Various strategies have started to emerge, and the game has actually become quite exciting. The complexity of the game is still limited by the difficulty of 6-dof control, but we anticipate that if the Phantom were a more regularly-used device, this would cease to be a problem (i.e., Quake would probably have been hard to play before anyone had mice and keyboard).

    At the moment, a Phantom costs several thousand dollars. But the costs will inevitably come down, and the success of this project is encouraging for the future of high-degree-of-freedom gaming.

    Also, there are lots of guns and explosions.

  34. Haptics are extremely cool. by Anonymous Coward · · Score: 1, Interesting

    Wow, a Slashdot post I actually feel qualified to post about. I used to run a site on haptics when they first made their way into gaming (Force One), and actually had the chance to visit some of the people breaking ground in the industry, including Immersion and Sensable.

    The Sensable people are focused on industrial and research applications of force feedback (haptics) - and while the 6dof stuff looks like fun (and it is) there's no real application in any type of gaming for something like this. Someone else made the point that this would wind up in a sex chat room - and I agree! That's the mantra I've been chanting for years now.

    Immersion, on the other hand, is at the forefront of mainstream FF technology. They're behind almost every major force-enabled interface device on the mainstream market - they made everything for Logitech's FF joysticks and wheels, and even Microsoft's stuff as well (although MS bought another company for their preliminary products).

    I hope Sensable's technology gets the killer mainstream app it needs.

  35. Good Thing It's Not Quake by akiy · · Score: 2
    It's not Quake, but maybe this is the next big thing in video games?

    Personally, I don't want to suffer realistic force feedback from a game like Quake. I'd rather not feel what a launched rocket feels like, thankyouverymuch.

    --

    --
    http://www.aikiweb.com - AikiWeb Aikido Information

  36. Work out! by SunCrushr · · Score: 0

    "The Phantom's workspace roughly represents the 'reach' of the player, so you will usually have to move the player, in addition to the Phantom, to reach the ball."

    I dunno about this. It smacks of effort.

  37. Force Feedback Pong Preview by Guppy · · Score: 1

    Here's a simulated preview of a force feedback pong simulation:

    Tap.
    Tap.
    Tap.
    Tap.
    Tap.
    Tap.

    etc...

    Sounds a lot like Chinese water torture to me.

  38. News Flash: You Already Can! by Tony.Tang · · Score: 3, Funny

    Haptic Battle Pong has been around for quite a while. Head down to your local YMCA and play a game of racquetball. ;) Plenty of "haptic feedback" if you get in front of a moving ball. Let's see if this "battle pong" can match that!

    1. Re:News Flash: You Already Can! by kiris · · Score: 1

      Does this "racquetball" of yours include rocket launchers, huh, does it? Or how about mines, maybe a raquet that you can hold in the downward "eastern" orientation, or how about big flashing lights like a discotheque? .....
      I retract my previous retort and would wish to sign up for this YMCA **Hums "Young man ......"**

  39. too flimsy by mazariyn · · Score: 1

    I worked with one of these on a HCI project in college and while they work very well, it didn't seem sturdy enough to work well for a gamer. If they can make it more resilient to high forces, it would be fantastic.

  40. Modeled after sex? by patandkate · · Score: 1

    From the article:
    The contact between the ball and the paddle is modeled as a mass penetrating a plane with a fixed spring constant.

    They used sex as the model? I hope /.ers will understand the comparison. :-P

  41. Haptic Paddle Bong by Splork · · Score: 2

    ooo, these will be some good games.

  42. true 6-D freedom by lingqi · · Score: 2, Informative
    Think Descent -- I can't find a link to the original one -- but ever since the early 90's, when iD is still doing sprite graphics w/ doom/dII, descent has already made a FULL 3-D game with 6D freedom. remember this is a couple years (2-4? not sure) before anybody had 3D accelerators. It was so ahead of its time that it never really picked up as much steam as it should have, since people tend to get motion sick (wimps) -- Personally i liked it much better than the doom series (flame me all you want, but don't do it unless you have at least beaten both games).

    there was even a special controller for it, SpaceOrb 360. I got one and it's terribly hard to use in real life -- so it was back to joystick w/ hat control. but the theory is good. i have heard of people getting really good on that thing. the company seem to be out of business now -- their "space orb" technology used to be marketed as a specialized input device for molecular visualization / CAD etc... but i guess that never picked up either; again, great theory, TOUGH (i mean it) learning curve.

    waiting for direct mind contolled video games

    --

    My life in the land of the rising sun.

    1. Re:true 6-D freedom by |_uke · · Score: 2

      At one point I got REALLY good at using the SpaceOrb 360 in descent. I never did like it for games like doom or quake but it was AWESOME in descent. When you first start using the orb you kinda move around a bit at random by accedent... And you are just struggling to keep your ship moving in a strait line...

      But after you get used to the thing, my god its amazing!!!

      I used to play deathmatch and co-op with one of my friends. He had a full joystick, throttle and peddles... I used to be able to do circles around him.

      I mean literally, I could do circles around him while staying pointed at his ship... while moving through different degrees of a sphere.

      I was pretty nifty seeing him trying to stay pointed at ME while I did that.

      Another thing I noticed.. you pretty much HAD to turn autoleveling OFF in the game. Once you got used to the orb, you pretty much gave up on the consept of 'up' and 'down' and you pretty much oriented your self however was usefull.

      As far as the things breaking... I have never had that problem honestly. I think maybe people where just pushing too hard on the devices or something. My only problem now is lack of support with the device. LOL.

      I love the consept of spaceorb devices... but honestly I think they are more nitch than usefull. Atleast for games. Im positive for 3d cad and modeling its probally fairly usefull.

      As far as the comment about using the commercial spaceorb for controlling the mars robots... It was not for the actual robots but for modeling them beforehand.

      hehehe, just my 2c.

      --
      Luke
    2. Re:true 6-D freedom by lingqi · · Score: 1

      See that's cool:

      What you described was exactly what the thing was advertised as, and the place where i hoped to achieve; but i guess the force was not with me on that one, Luke ;)

      speaking of which -- how long did it take for you to get to a point where you say to yourself -- hey i am pretty damn good now?

      I believe that the spaceorb is a really great idea and it would have picked up much more market share if it only had a smoother learning curve. i mean -- for me anyway -- it was really hard! i can at most manage 2-3 axis at one time (turning and strafing) -- and if i push myself beyond those means, i always forget that i am pushing a certain direction and die (or forget that i am push a certain direction, and there is a wall there, etc etc.

      can't quite imagine a way to make it easier though -- there are 6 axis and you just have to know them -- really well -- i think humans might be too much set for the 2D world.

      sigh. luckily joystick and hat control worked out alright -- not great, but enough so i finished descent 1,2,3 with it.

      --

      My life in the land of the rising sun.

  43. Novel ball movement. by phriedom · · Score: 1

    With the right spin, or lack thereof, you can get a ball to speed up, slow down, skip, jump, wiggle, and otherwise behave in novel ways. Table tennis balls are also quite flammable, though I've never seen one catch fire during a match.
    I've also played "Pain Pong" where you can get a point in the traditional manner OR for hitting your opponnent on the fly. Thats not quite the same as a rocket launcher though.

    All that aside though your point is a good one, that video games allow the impossible. For example a "tribes" style jetpack to add more movement in the 3rd dimension isn't possible in my meatspace.

    The other big thing video games have going for them in my life is that I can find an opponent on the internet at 10pm on a Wednesday night after the kids are in bed, and I would have trouble finding a table tennis partner at that time, even if they had a table at my local gym.

    And yes, like the above poster, all the Indians I know are quite good too, though our mainland Chinese are just as good.

    --
    Don't moderate flamebait as Troll. Know the difference or you will be Meta-moderated.
  44. All your pong by Lancej · · Score: 1

    IN YEAR 2155 PONG WAR WAS BEGINING... Dan: What happen? Neel: Someone set up us the "land mine" Neel: We get signal Dan: What! Neel: Main screen turn on. Dan: It's you!! Xoltar: How are you slaves!! Xoltar: All your balls are belong to us Xoltar: You are on the way to bankruptcy Dan: What you say? Xoltar: You have no chance to profit make your time Xoltar: Ha ha ha .... Neel: Dan!! Dan: Take off every 'STYLUS'!! Dan: Vibrate 'STYLUS'. Dan: For great haptic attack!

  45. I've got a working SpaceOrb by Wag · · Score: 3, Informative

    I still have one, I actually learned how to play on it before keys+mouse. Funny thing, I actually got pretty decent on it playing FPS games like Quake but I could never quite master the free-space type games like Descent and Forsaken (which came with a free Orb).

    Also, a major problem with the Orb was that they broke. They broke quite often. Hardcore Orb-ers had at least one backup sitting around. The spring would pop and it would be useless. Part of the reason they went out of business.

    They were going to produce a USB version but gave up on it. I'm fairly certain one of the Mars robots was controlled by the Orb prototype device by the same company before they went belly-up.

    I never use this thing as key+mouse is way superior, but if anyone's interested in purchasing it from me to fool around with (working ones are hard to come by), drop me a line at ericfi_1@yahoo.com.

    1. Re:I've got a working SpaceOrb by lingqi · · Score: 1

      haha i have an old orb too; should still work -- no idea where i am going to find drivers though...

      some day (yeah, some day) i might figure out a use for it... maybe connect it w/ a lego mindstorm contraption and what not. supposedly it has 10-bit resolution on each of the 6 axis -- no too shabby -- maybe it will make a better real-world control than a game one? it's an RS-232 connector so should not be too hard to figure out...

      i believe the design of the orb was not optimal -- a sphere, while seemingly intuitive for the 6-D thing, actually was very hard to hold onto, and much worse when your hand gets all sweaty from trying to get this group of bots that have homing missiles; i keep thinking that a "whole hand" -- i.e. glove type would be better for the 6-D thing, but i don't think there are any out there; well, for the game market, at least.

      i never really thought keys+mouse on a free-space type game was approporiate because you are, in the end, throwing away all the benefits of the free-space-ness -- then again i never really got good at it, but i know there are many that has. so i stick to joysticks for those... speaking of which, joysticks sure are rare these days.

      --

      My life in the land of the rising sun.

  46. There are devices on the market by Dolly_Llama · · Score: 2
    Currently, the presence of haptics in the mass market is limited primarily to traditional non-force-feedback devices (mice, etc.) and simple single-dof feedback devices (e.g. vibrating game controllers).

    This isn't entirely true. Immersion and Logitech produced the Wingman Force Feedback Mousewhich allowed true force feedback over 2-dimensions, with plugins to (then) current games. There also exists a full hand haptic device, though not for games (way too expensive) would rock the world at pong (i guess it would be more like handball with that..)

    --

    Somewhere, something incredible is waiting to be known. -- Carl Sagan

  47. Tried one once by Scutter · · Score: 2

    I had an opportunity to play with a prototype of this (or possibly a competitor's, it was a long time ago) at a trade show a few years ago. It was extremely cool. Basically, it strapped to your index finger and your thumb. It was connected to a very simplistic software demo, which basically involved stacking cubes. Each of the cubes had a different size and weight, some of them were "slippery" and some weren't. The tactile feedback was quite remarkable. And the way the unit was balanced and motored, made it feel like it part of your hand. I really hope this type of HID becomes more prevalent, so they can be manufactured and sold under the $150 price point. There's just something sexy about playing Quake and shooting by pointing at the screen and going "ptew! ptew!" :)

    --

    "Tell me doctor, with all of your defenses, are there any provisions for an attack by killer bees?"
  48. hey, does anyone have one of these? by ICE_LAZER · · Score: 1

    Anyone who has one and wants to try it out, let me know, we have both the 3dof and the 6dof here at work, I actually write apps for it :P

  49. Echanting storyline... by Dark+Lord+Seth · · Score: 1

    Simply a souped up version of an already existing game with lots of useless gadgets addded, all slapped together with a nicely incoherent storyline and a new flashy title. Did these guys work for Squaresoft?

  50. 6DOF by Anonymous Coward · · Score: 0

    I believe Descent 3 was the first force-feedback 6DOF game. And, as D3 is the game which fully exploits 6DOF to its logical end, it is the game which will demonstrate whether this device has an advantage over the classic Joystick with Twist-Grip (R-AXIS) and 8-way HAT switch.

    Somehow, I just can't picture it being superior.

    The Phantom appears to have no Hand-Rest - and as such, extended hours of non-stop gaming would seem to be out of the question. At least a joystick doesn't give you cramp.

  51. How to say "we got slashdotted" in 33 words... by antirename · · Score: 1

    "Welcome to SensAble Technolgies' website. To alleviate temporary high traffic levels, we've replaced our normal home page with this text version. We apologize for any inconvenience and expect normal service to return shortly."

  52. fufme by Merlin42 · · Score: 1

    Hmmm... maybe fufme could use this as their model M ... so when does the phantom model F arrive ;) Maybe they could rename it from the sensable phantom to the sensual phantom.

  53. Haptic Painting by metlin · · Score: 3, Interesting

    University of North Carolina at Chapel Hill has an interesting project on using Haptic Brushes for virtual painting, which is pretty neat.

    They have something called Interactive Haptic Painting with 3D Virtual Brushes which was also presented at Siggraph. Very cool.

  54. Somewhat off-topic, but amusing nonetheless... by ChristianBaekkelund · · Score: 2


    An amusing pong-oriented animation

  55. $50 not the barrier. by phriedom · · Score: 1

    While that may be YOUR price point for a controller, I think the sucess of the MOMO steering wheel has proved that many people are willing to pay more to change the experience. Some people buy an entire console system for ONE game.

    The big problem will be software. Games will pretty much have to be written for this device.

    --
    Don't moderate flamebait as Troll. Know the difference or you will be Meta-moderated.
  56. Actual Program by Anonymous Coward · · Score: 0

    Does anyone have a link to the actual program to play around with... (as I look at my Phantom next to my desk here at work....)

    M

  57. Painstation by Anonymous Coward · · Score: 0

    Didn't you read the Slashdot article on the Painstation?

  58. there by Anonymous Coward · · Score: 0

    their != there

  59. I've used something like this... by adpowers · · Score: 1

    At the Seattle robitics fair last summer they had something very similar to this connected to an SGI 0xygen machine. It was very cool. You moved the device around in 3d and it moved a ring on screen. If you tried to move it through some of the stationary stuff that was also on screen, it would resist. You could even put the ring on a hook on screen and the device would just rest there in midair. It was very cool.

  60. Physical Exertion? Bah! by cornjchob · · Score: 1

    How many of you would actually want to keep your arm(s) suspended for hours on end? Because to take full advantage of this newfangled thingamcbob, you'd often have to raise your arm, and more likely then not, for extended periods of time. If Pong (crosses fingers) actually does come out for it, you know you won't be able to stop. Until they get some sort of rest on this thing, 'twon't appear on my desk. That, and until they find a way for it, right out of the box, to rearrange the emtpy Coke cans on my desk to make room for the thing :)

    --
    We now have confirmed reports from an informed Orange County minister that Ethel is still an active communist.
  61. Forget Battle Pong... by devphil · · Score: 2


    ...I want a Brockian Ultra Cricket game.

    Actually, the first time I typed in the subject line, I accidentally wrote "Battle Ping," which sounds like one of those competition hacking events at network security conferences.

    --
    You cannot apply a technological solution to a sociological problem. (Edwards' Law)
  62. I don't get it by Anonymous Coward · · Score: 0

    How is this thing suppose to be used for games? From the screenshots that I saw on the website, it seems that you put your finger on top of this thing bar and push it around? How does pushing a little metal stick around, translate to feeling the 3D model on your screen?

  63. I worked on one. by Anonymous Coward · · Score: 0

    i used to work for www.ReachIn.se.
    their force-feedback solution uses
    the phantom. the phantom has 6DOF
    orientation, but the FF is only 3DOF.
    i.e. there's no rotational FF around
    the stylus's tip. these things require
    1000 update/s rate to feel accurate.
    compare that with 60 frames/s for
    video and you know how much computing
    power it requires. unless you've used
    one before, it's hard to imagine how
    real it can feel. the main dude at
    ReachIn did a little game that simulated
    centrifugal force by using the stylus
    to swing a ball around. it IS very real.
    i also had an idea of 'haptic texture'
    which can simplify the geometry
    calculations a great deal. it works
    much like how 2D textures give a new look
    to a flat polygon. haptics is a great
    thing. its just waiting for the lay
    public to wake up to its possibilities
    and then *boom* prices drop and apps
    abound. but before that happens, the
    public has to wake up to the possibilities
    of stereo 3D first...

  64. History of failure by owlicks58 · · Score: 1

    I've yet to see any periphreal that's supposed to get you "more into the game" succeed. Remember the Nintendo Power Glove? I think they sold bout 10 of them. Remember the Nintendo Virtual Boy? Of course you don't, it was the lowest selling video game system of all time cuz it made you sick after about 15 minutes of play (though I'd still like to pick one up off ebay :) Anyways, I don't see this as turning out any different than any of those. Granted, I feel like I'm missing something when I play a game without my dualshock PS2 controllers now, but this magical chair will go down the same road as those other devices methinks

    --
    -Alex
    1. Re:History of failure by Anonymous Coward · · Score: 0

      I have a Virtual Boy. It's pretty cool. The games are lame, and indeed, the graphics make you pretty dizzy after a while.

      If it had force feedback, and a much higher-resolution display, it'd be pretty cool. :)

  65. remote poking device by j1mmy · · Score: 1

    http://www.sensable.com/haptics/products/images/se 3large.jpg + webcam + face tracking image recognition + back orifice = remote poking device

  66. Why? by NoseBag · · Score: 1

    With "six-degree-of-freedom, precision-force-feedback" yada yada....why don't these folks just play real ping pong?

    --
    Cloned foods give the statement "We had that last week!" a whole new meaning.
  67. Techhouse strikes again! by Anonymous Coward · · Score: 0

    The guys responsible for the force feedback Pong were also involved in that giant tetris thing two years ago, which was reported here at the time.

  68. first attempt a 6 dof? by HaggiZ · · Score: 1

    I had a SpaceOrb some years ago that I couldn't bear to live without for all my first-person shooter games. Basically a little ball that you push/pull/swivel for the direction you wanted to run, walk, or jump/duck. And being fully analog, meant that a hard push forward was running and a moderate push was a jog or walk. Unfortunately no product support since win98 has meant I've had to go back to a mouse now.

    1. Re:first attempt a 6 dof? by Anonymous Coward · · Score: 0

      It works in Linux.

  69. I want my by Anonymous Coward · · Score: 0

    SPORB!