Microsoft's Moving Xbox Ad Was the Best Thing About the Super Bowl (cnet.com)
Mark Serrels, writing for CNET: Super Bowl 53 has come and gone and, for me at least, there was one clear highlight. This Microsoft commercial. [...] Essentially a commercial for Microsoft's Xbox Adaptive Controller, this ad follows up on an earlier ad from the Christmas period, which highlights young kids with limited mobility playing video games. It's incredible.
It tells the story of kids with limited mobility and their love for video games. All kids love video games and if you're a person with limited mobility, video games can often provide a pathway to experiences that are often difficult in the real world. But in some cases, particular types of limited mobility can make even the games themselves difficult to play -- which is where the Xbox Adaptive Controller comes in. Further reading: Xbox wire; and Why Xbox spent a year designing the Adaptive Controller packaging.
It tells the story of kids with limited mobility and their love for video games. All kids love video games and if you're a person with limited mobility, video games can often provide a pathway to experiences that are often difficult in the real world. But in some cases, particular types of limited mobility can make even the games themselves difficult to play -- which is where the Xbox Adaptive Controller comes in. Further reading: Xbox wire; and Why Xbox spent a year designing the Adaptive Controller packaging.
This is not correct, highlights a very minority opinion, and belongs on the toilet paper of some insufferable blogger's tackily decorated rental mobile home.
At least people care about football athletes. Try cheerleading if you really want to feel expendable.
Star Wars peaked early, specifically in that episode where Picard used the Tardis to help Frodo escape from the Cylons so he could save Princess Leia from Thanos.
The controller, I mean?
Since I've been creating input devices for people who cannot use "normal" ones for one reason or another for many years now, I'm curious. How close are they to actually providing an interface that offers a comparable accessibility to people with reduced mobility or fine motor skills? What sorts of input do they already provide?
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
I'd expect to see one at a GameStation near you pretty soon. I'd be very curious to hear about your work. How, for example, do you deal with the "smoothing" problem? With differentiating between small muscle or neurological impulses and the significant signal that people actually want action for, as quickly as possible, without waiting too long to accumulate a valid signal? I'm looking at https://www.sciencedirect.com/..., which gives a good detailed analysis of the problem. The necessary delay to accumulate a reliable signal is roughly 200 milliseconds. That is fairly slow for a reactive "twitch" combat game.
Is it comparable to the delay of electro-mechanical devices you've used? I'm quite curious if you've seen limits to response time with your techniques, or to hear what basic mechanical or electrical designs you use. With some luck, if they're continuing with this project, perhaps they would provide some funding or consulting work for children their design does not quite work for.