Virtual Sword Fighting
Faeton writes "SIGGRAPH is on, and Extremetech has the scoop on it. From Nvidia's N30 to ATI's monster 4x Radeon 9700 render board, the coolest thing was the virtual sword fighting simulator. With a VR headset and a gyroscopic force-feedback "sword", you could really be the badass knight you've always dreamed of. I want this at a local arcade soon!"
I think most of the slashdot community would use this be Jedi Knights.
WWJD.... for a Klondike bar?
It seems like VR stuff has advanced very slowly in the past few years - except the graphics part of it. We are now getting to the point with the new cards from ATi and Nvidia that movies can be rendered real time so the visual experience is great, but physically its still cumbersome. Why isn't the equipment wireless, using bluetooth or something similar for everything to communicate. Its not going to feel very realistic to me if I have a strand of wires attached to me. I think the VR industry needs to step back and worry less about pretty graphics and more about making the hardware more user friendly to help add to the experience.
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aphex
I Steal Music!
Eventually, we decided not to, because odds were that eventually, we'd want to play with them, and one of us would end up badly injured or dead. I think we made the right choice. Further evidence Darwin, and his theory of natural selection, is indeed, correct.
WWJD.... for a Klondike bar?
SIGGRAPH exhibits closed on Thursday evening, but here are some of the biggest highlights:
SGI annouced their Infinite Reality 4 option for the Onyx series... comes standard with 1gbyte of texture ram and 2.5gbyte of buffer, expandable to 10gbyte of buffer for a total of 11gbyte of onboard gfx ram. Up to 16 IR4 subsystems can be installed in a single machine. Each subsystem can drive up to 8 monitors... or all subsystems can run in parallel for greater performance. The Virtual LA Urban Simulation project demoed part of their 3D LA using IR4 and the older IR3. They currently have over 1TB of texture and geometry data from Los Angeles, mostly in downtown areas... though they have 20,000 square miles mapped out, 4,000 of which are quite detailed.
Sun was showing off their XVR-4000 gfx option, a cardset that uses the IPA slot found in most Ultra-series machines. It has about 8x the geometry performance of IR3 and about 50% of the fill performance of IR4... for a fraction of the cost. 1gbyte of texture and 144mbyte of buffer. Different market targets, but interesting none the less.
What? What did you expect to follow "insert"? Get your mind out of the gutter. :)
The Mongrel Dogs Who Teach
Why isn't the equipment wireless, using bluetooth or something similar for everything to communicate. Its not going to feel very realistic to me if I have a strand of wires attached to me.
SGI was showing off some examples of what you are describing. Basicly, the big iron (clusters, or large machines such as Onyxes) sit in the machine room, while the users have wireless webpads and such elsewhere. It's the only way we can currently tap the power of thousands of processors and dozens of 3D accelerators in a handheld using current technology.
http://www.sgi.com/visualization/van/
I think bruises would be the least of one's concerns in swordfighting...
Not really. The science of armor advanced to the point where it was quite equal to the sword, and an opponent has to work pretty darn hard to actually hurt someone wearing it.
I understand the SCA has quite a good safety record, considering they have guys in armor swinging swords at each other as a recreational activity.
Oh, and then there are *training swords* that don't have the sharp edges. And boffers. (toy "swords" made from some things easily obtainable at a hardware shop, that are far less effective than a fist when it comes to hurting someone.)
I want this at a local arcade soon!
This might be slightly off-topic, but it has to be remembered that since the 80s, arcades have REALLY had tough times.
Back in the 70s and 80s, the cost of the best games and technology was prohibitively high, so arcades did good business. Since the mid 90s (pretty much since PlayStation), however, you can buy something just as powerful as an arcade machine for home use and you don't need to go to the arcade at all.
I am somewhat saddened by the 'fall' of the arcade, and think they add a great social aspect to gaming. Imagine modern day arcades with 16 player Quake 3 style shoot-em-ups.. but it ain't going to happen for most arcades. Most arcades these days still have their crappy early 90s games (Test Drive, Sega Rally, etc) along with a bunch of lame shooting games.
Arcades are for tourists nowadays, not serious gamers. And that is sad.
mogorific carpentry experiments
Armed with my foam sword, and utterly unable to use it, I cheerfully bumbled about with the rest of 'em, swishing the odd swish and generally having a good time.
Until I came up against Nick.
Now Nick is an interesting person. He has reactions like no-one else I've ever played against in anything. To give an idea, I had never been defeated in air-hockey by anyone I played (and I played a lot) until I played Nick. And Nick I never beat even once...
Back onto the role-playing session, and in my wanderings I ran into Nick, who was holding two rather better constructed foam swords. Turning to me, he did some ridiculously cool flick with both hands - crossing swords whilst swinging them, like you see in the old pirate films - and began his advance.
Role-playing to the hilt, I briefly considered. "What would my character do in this situation? Would he a) buckle his swash and fight like a man or b) flee like the cringing curr he really is?".
I ran like hell...
Cheers,
Ian
---snip
I for one had an ancestor that killed three of his playmates with his first sword, on his 10th b-day no less.
---snip
ok, I'll bite...his _first_ sword? You mean he was given another one after this?
It's a parallax barrier system, this is for the 3-D to work. If it didn't spin it would have big black stripes and you wouldn't be able to fuse the images. This doesn't help with the low resolution as someone else suggested, they just used an LED display because it was much cheaper to buy billboard display blocks than lots of custom LCD displays. It is probably easier to drive the low res display. It takes a special display server with four digital video cables to drive IBM's high res display, this would probably be similar with the large 360 degree stereo view.
There are actually groups that do this frequently. There is the origional, Dagorhir, The rescent spin-off called Belegrath MCS, and if you want more role-playing, Amtgard. I've never participated in Amtgard, but I have in Dagorhir and Belegarth, and while the concept of dressing up in medeval clothing and fighting with foam swords and sheilds on central campus seems strange to some people, it it actually a lot of fun, and it's completly safe...doing it several hours a week for a year, the worst injury I ever sustained was a bloody nose.
The article text is:
One of the more amusing displays was this sword-fighting simulator that used a VR headset along with a "virtual sword" that had two gyro motors running it that allowed for tactile force feedback. Apparently, one overly exuberant combatant in a moment of pique jumped up to deliver the death-blow, and upon landing smashed the sword into one of the posts you see in this picture, leaving it in pieces, and the device's creators nearly in tears. But, they were able to put Humpty Dumpty back together again, and the virtual combat raged on. This system also used multi-channel audio to help the player localize sounds and better immerse them in the scene, and also used video compositing to put an image of that particular player into the rendered 3D scene.
If this became a home entertainment unit, can you imagine the sort of waiver the company would want the average geek to sign before using it?
"The undersigned (hereafter, "they") agrees that Swashing Buckles Incorporated (hereafter, "we") were just sitting around innocently when the undersigned came in and DEMANDED to be given one of these virtual sword units, despite the fact that we warned them OVER and OVER that they hadn't done anything more strenuous than click a mouse in TEN YEARS, and therefore would ALMOST CERTAINLY strain EVERY MUSCLE IN THEIR BODY within minutes of engaging in a virtual battle. The undersigned further agrees that we warned them that they would QUITE LIKELY destroy a valued POSSESSION, PET, or LOVED ONE, while leaping about blindly inside the virtual reality helmet. The undersigned agrees NOT TO COME CRYING TO US when these things happen."
This wasnt even close to the coolest thing at SIGGRAPH! Takeo Igarashi's work on predictive interfacing making easier 2d and 3d drawing tools was cooler. Digiplasty , a kind of 3d exquisite corpse as shown by Stewart and Makai was cooler. (For that matter the Studio, manned by Makai, Stewart, Scott and many others, where you could create 2d and 3d art and print 2d and 3d was AWESOME - you could work in there for hours, vs. the few seconds of playing with a silly virtual sword.) Scotts Dodecahedron was a wonderful example of taking something abstract and virtual and making it real and usable. Isa's overview of wearable tech and cyberfashion (she took out the notes, dammit!) was refreshing, if not so new to a frequent slashdotter. (She's a burner too!) Some of the mixed reality work being done at the University of Singapore was really neat. (This is an example of some of the most exciting stuff there. Several researchers showed some great work being done in augmented reality, and combining that with some of the reasonable priced wearable and wirelessable computing, we can see some real headway being made. One researcher even composites a virtual face back onto a fellow participant in the augemented reality environment, masking the HMD, even going so far as to track the eyes and simulate the gaze.) The results of last years meditation chamber research installation was an interesting and possibly VERY useful application of VR technology. W. Bradford Paley's work on applying alternative interfaces to explore other media was fascinating, where you can use this LARGE java tool named TextArc to examine graphically over 400 literary works. The Web3D Consortium's release of the final working draft of X3D (with tools) could end up being much more important than the newest video card from ATI. Dietmar Offenhuber's work on non-isotropic spaces at wegzeit was an interesting approach to mapping and representing real places. Zachary Simpson et al's delightfully simple shadow interactivity was many times more fun than the virtual swordfight. Fabric.ch's knowscape was also exciting, both for the viewers and the presenter, as he would find additions from his European counterparts each morning when he logged on to the shared 3d space. Kenneth Huff's beautiful art using maya was just one example of some wonderful digital work being done. Lastly, Michael J. Lyons soon-to-be-published research on the aesthetics of Tokyo's Kyoto Gardens was both informative and inspiring. And this is just a TINY PART of what happened there!
Really, SIGGRAPH was NOT just an exhibition floor with cheesey swag (although the little green LED lights were very nice) and some cool new toys. It was presentation after presentation by resesarchers, some barely able to speak engrish, but all excited about their work and open to collaboration. It was hours and hours of animation, some (Like Allain Escalle's "Le Conte du monde flottant") were so stunning as to make you forget where animation ended and life began. Disney's work on replacing one actors face with another, retaining ALL facial expression, was downright scary. And the Spiderman gag footage, his spidey-suit oddly replaced with a fully reflective silver surface, like most of the rest of SIGGRAPH'S less entertaining presentations, were surely an indication of things to come.
Take the time to go to SIGGRAPH2002 and look around. If you find something interesting, write the author. This is where the new VR and AR comes from - not ATI!
Foam weapons would have been good in that situation, even though the few rare combats were actually run by dice rolls and cards. I think anytime adults play at fighting and heavy objects are involved there should be either protective gear or a lot of empty space sepating the business end of the blunt object and the target (eg. virtual fighting on opposite sides of the room).
As a kid I used to thump at other kids with a six foot wooden staff (the nature of monkey was irrepressible), but that usually involved hitting at the other kids staff or lots of slow motion theatrical stuff. If a kid with a blunt object loses it people are less likely to get hurt than if an adult loses it.
With something like this setup and two people in the same room with virtual headsets I can forsee someone beating the guy in marketing to a bloody pulp with the gyroscopicly stablised VR sword during what would start as a friendly game. Keep it virtual, stay in your corner.