Kiwi Wearables Shows Off A Way To Use Its Personal Tracker Device To Make Music

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Single-function wearable devices are old-school and a massive waste of potential, according to a new Toronto-based startup called Kiwi Wearable Tech that’s building a hardware device as well as a cloud-based platform for leveraging data gathered from their wearables to build a wide variety of different experiences. The Kiwi team was at the Disrupt Hackathon this year, and built a demo app to show the power of its platform, which translates motion captured by its device into music using cloud-stored MIDI files.

Kiwi co-founders Zaki Hasnain Patel and Ashley Beattie say that the hack can use any kind of instrument that can be made into a MIDI-based output, and that since it works via the cloud, it’s possible for a number of “players” to use Kiwi-based instruments simultaneously for collaborative music creation.

The purpose of Kiwi is to turn its Move platform into something that developers can use to build a wide range of apps – you could have a fitness-tracking app like RunKeeper use it to track your activity, for instance, then use it for monitoring motions during a baseball swing in order to try to derive the optimal body movement for big hits, and then have the same device turn on your connected home lighting system and activate your home theatre when you get home using a series of gestures (in addition to measuring movement, the Kiwi Move can detect things like double taps on this surface and sides, too).

That’s only the beginning, however. Patel and Beattie say that they’re working on ways in which the Kiwi could help with early alerts for health problems – detecting heart attacks in advance, for instance, by keying into early warning sings. Beattie says that current methods make it possible to detect a heart attack up to 13 hours in advance, and that working with developers in the medical community, Kiwi could be able to provide a warning at least roughly 3 hours ahead of time, based on their current research. It’s another example where they’d be relying on the community to take advantage of their platform to advance the possibilities, but it’s an interesting example of what could be accomplished by not limiting wearable tracking to just a single purpose.

Kiwi has yet to ship any hardware, but it has a working prototype, is currently taking pre-orders via its website and plans to launch a crowdfunding campaign on September 24. Kickstarter is their target crowdfunding platform, since its launch in Canada and high-profile makes it a good option for a Toronto-based startup, but says it could consider other options, as well.



PrioVR Full Body Sensor: Mo Sensors, Mo Capture

Last year when I saw YEI Technology’s Unreal Engine demo of their 3-Space Sensors, I mentioned how it might be able to integrate with the Oculus Rift for a more immersive virtual reality experience. Turns out the company had the same plan all along. YEI recently launched a Kickstarter fundraiser for PrioVR, an improved and affordable version of the 3-Space Sensors.

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The PrioVR sensors are significantly smaller than the 3-Space Sensors and will also include an input unit. The latter is for plugging in additional external input, i.e. physical controllers such as a joystick or a gamepad. Data from sensors and input units will be sent to a “centralized wearable wireless hub architecture”, which in turn will beam the data to a base station that has a USB output.

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PrioVR currently comes in two developer kits: PrioVR Lite includes 11 sensors, 1 input unit, the wireless hub, the base station plus the straps needed to wear all of the electronics. The PrioVR Pro kit adds 6 more sensors and 1 more input unit to the Lite kit. As expected, the kits will come with SDK and API so developers can adapt or build games around PrioVR. YEI Technology also said that “major game engines will be supported” and that they will also release “demo projects and open source code examples.”

Pledge at least $450 (USD) on Kickstarter to get a PrioVR dev kit as a reward. I wonder what gaming companies and console makers think of all these virtual reality hardware. The Omni VR treadmill in particular seems to be in direct competition with the PrioVR. I also find it hilarious that Nintendo, Sony and Microsoft seem to have given up on motion-controlled gaming when in fact they popularized it with their respective efforts, especially with the Wii and the Kinect. I guess they weren’t able to connect the dots to virtual reality. Perhaps no one really did until the Oculus Rift hit the scene.

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However, while the PrioVR and other VR hardware have immense potential, I think it’s safe to say that we’re still years away from seeing consumer versions of any of them. I think the manufacturers need to sort out who their partners will be and eventually release a complete package for consumers and game developers alike. They can’t expect us to buy various VR hardware separately without knowing which games they’ll work with. Remember, as of now these sensors and headsets are separate from PCs and consoles – you know, the machines that actually run games. If folks are already balking at the Xbox One’s price, imagine how they’ll react when they find out you have to shell out hundreds of dollars for a console or a gaming PC, $300 for the Oculus Rift and then $450 more for the sensors. Holy crap. A subscription-based cloud gaming setup – with free-to-play games – almost makes sense from my wallet’s perspective.

[via PrioVR]

SMI Eye Tracking Glasses 2.0 will record to a smartphone

SensoMotoric Instruments (SMI) have returned with a new pair of the Eye Tracking Glasses. We saw SMI unveil what they were referring to as the first pair of 3D glasses with full eye-tracking capabilities back in February and as of today they have returned with Eye Tracking Glasses 2.0. And along with the 2.0 tag, […]

Let’s Stop Pretending the Kinect Is A Gaming Device

When I look around the technology space, I can’t think of any single product that is so poorly associated with another device than Microsoft’s Kinect. The sensor, which is supposedly designed with gamers in mind, actually delivers very little value to gamers nowadays. In fact, the Kinect is designed for computers and entertainment – gaming is an afterthought.

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Since its release years ago, the Kinect has been bundled with Microsoft’s Xbox 360 and will make a showing in the Xbox One box. Microsoft, meanwhile, continues to pretend that the Kinect is a great tool for gamers who want to get more out of their titles.

Unfortunately, a few game developers have helped Microsoft extend this myth. Electronic Arts, for example, used the Kinect in all kinds of ways in its last version of Madden NFL. But after the novelty wore off and wives got tired of their husbands calling an audible in the middle of the night, gamers went back to their controller and stopped the nonsense.

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Let me be clear: Microsoft’s Kinect is by no means a bad product. In fact, it’s arguably one of the most sophisticated devices on the market, and one that’s worth trying out for just about anyone. But to say that it’s a gaming product ignores the true value of the device and what it can offer to tech lovers around the world.

“To say that it’s a gaming product ignores the true value of the device.”

As Microsoft showed with its Xbox One presentation, the Kinect thrives as an entertainment device. Its support for voice commands means controlling devices and entertainment is simple. And with a few waves of a hand, the Kinect can perform all kinds of functions for those who need a more intuitive experience. Gaming, meanwhile, never comes into play.

On the PC side, the Kinect is even more compelling. The device is being used by developers in all kinds of interesting ways, including allowing folks who are used to the mouse and keyboard to enjoy a more intuitive experience when interacting with Windows. More entertaining developers have found ways to leverage its camera for all kinds of fun tricks.

Meanwhile, developers continue to bundle some Kinect functionality into their video games. However, the vast majority of those installations have proven to be unnecessary add-ons that lack innovation and uniqueness and seem like they were tacked on for the sake of placating Microsoft.

The Wii’s dramatic rise and fall should prove to us all that while motion gaming was fun for awhile, it’s yet another idea that has been ignored by savvy gamers.

Getting more out of consoles, however, is not something that savvy gamers mind. In fact, it’s what they’re coming to expect. And in that regard, the Kinect is delivering. The device is the ideal living room companion, the best alternative to a remote, and is quickly becoming a gateway to entertaining content.

In other words, the Kinect has less and less to do with gaming each passing day.

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Let’s Stop Pretending the Kinect Is A Gaming Device is written by Don Reisinger & originally posted on SlashGear.
© 2005 – 2013, SlashGear. All right reserved.

New Kinect for Windows borrows Xbox One’s updated sensor

The Xbox One introduced a new generation of Kinect motion-sensing earlier this week – now it’s time for Microsoft to show how the Kinect for Windows sensor will be evolving as well. This update brings on the Xbox One’s Kinect sensor in a package that’ll have Windows machines making full use of a sharper HD color camera, noise-isolating microphone array, and a wider field of view than in past Kinect units.

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This newest Kinect for Windows works with “Active Infrared”, meaning the user will be able to work in nearly any lighting condition. This allows the user to work with four senses where before, Kinect worked with three: audio, depth, color, and active IR. The ability to sense the human body without needing high lighting conditions will allow the sensor to work in more “real-world” settings – hand position, facial features, and body movement all included.

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Kinect for Windows newest hardware will bring improved skeletal tracking. More points than on any previous model are being tracked – tip of the hand and thumb now included. This system also allows tracking of up to six skeletons at once. More users means more opportunity for multi-player games and, as Microsoft suggests, physical fitness solutions.

The expanded field of view on the new Kinect for Windows will allow for both a wider place for people to be able to stand and be tracked and more fluid gesture recognition. This new unit works with a high definition color camera with advanced Time-of-Flight technology from Microsoft. This technology measures the time it takes for each little photon to leave and bounce back to bring on “unprecedented accuracy and precision.”

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This Kinect for Windows platform will be delivered “next year” according to Microsoft, with a new Kinect for Windows sensor and software development kit (SDK) to go along with it. It’s not yet known if the SDK will be delivered before the actual unit, but BUILD 2013 has been noted by the company as a place where “developers and designers can begin to prepare to adopt these new technologies so that their apps and experiences are ready for general availability next year.” That’s in June – stay tuned!

SOURCE: MSDN


New Kinect for Windows borrows Xbox One’s updated sensor is written by Chris Burns & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Xbox One requires Kinect to function

This week as the Xbox One is introduced to the world, the company opposing Sony and their PlayStation 4 have taken an entirely different approach to its first reveal: console, Kinect, and controller included. If you decided that you weren’t about to connect a motion-tracking device to your gaming console no matter what the trends

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Oculus Rift development kits now shipping

The Oculus Rift virtual reality headset is becoming more of an actual reality now. The company announced today that developer kits of the Oculus Rift are now shipping out to developers. In fact, the company says that units actually started shipping out Wednesday, so some developers may have already gotten theirs.

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It feels like yesterday when we were hearing about the prototype of the VR headset, and after an extremely successful Kickstarter campaign back in August, the Oculus Rift has made headlines all other the internet. The company even made an appearance at CES, where it showed off the VR technology to attendees.

The company says they shipped over 10,000 developer kits, so we should be seeing quite a surge in support for the VR headset before it officially ships out to Kickstarter backers and the general public. The first game, however, to receive official support for the VR headset is Valve’s Team Fortress 2.

Furthermore, with dev units shipping out, Oculus has opened up its developer portal on its website. There you’ll find everything you need to get started creating content for the VR headset. In the meantime, if you’re not a developer, you get the honor of waiting it out before the public will have the chance to receive their own units.


Oculus Rift development kits now shipping is written by Craig Lloyd & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

DUO 3D sensor shows up on Kickstarter, claims that “anyone can build” it

We’ve been hearing a lot about motion tracking as of late, the Leap Motion being the most popular device that is making its way to the public. However, a new mechanism is looking to gain some ground and has popped up on Kickstarter. The DUO 3D sensor claims to be the “world’s first and only DIY 3D sensing solution.”

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The DUO 3D sensor is open source, meaning that you can do anything with it that you please. It comes with open hardware plans, and you can get it in kit form where you assemble it or you can get fully assembled devices. The drivers and SDK are also open source, so there’s quite a bit that you can do with it right off the bat.

The company even claims that the sensor is practically plug-in-play, where you just plug it in, download the necessary software, and start playing around with it “within minutes.” From the video itself, the DUO looks to be extremely accurate, tracking fingers with every slight move. From the looks of it so far, it’ll definitely give the Leap Motion a run for its money.

The “DIY” portion comes into play with the open source hardware blueprints that you can purchase (or “back” in this case). The hardware plans will provide you with everything you need, but it’ll be up to you to get the parts and assemble it. However, you can modify the plans however you wish and truly make it your own.

Pledging $10 gets you the SDK, while $20 will get you the hardware plans, as well as the SDK. $40 will get you everything previously, as well as a custom-molded case for your 3D sensor. $140 will get you a fully-assembled kit, while $110 will score you all the parts you need to assemble it yourself.


DUO 3D sensor shows up on Kickstarter, claims that “anyone can build” it is written by Craig Lloyd & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Samsung Galaxy S IV to come with eye-tracking functionality

The Galaxy S IV announcement — or so we think that’s what we’ll see — is just 10 days away, and the rumors are simply not stopping, nor should we expect them to. The latest one to feast your eyes on is the supposed implementation of eye-tracking technology in the Galaxy S IV, which will allow users to scroll web pages or apps with their own eyeballs.

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According to the New York Times, the new phone will watch where your eyes are looking and will scroll down the page for you when your eyes reach the bottom. It’s said that Samsung has trademarked the term for this technology and are calling it either “Eye Scroll” or “Eye Pause.” Eye Scroll sounds a lot better, but we’ll see what Samsung does come March 14.

The anonymous source, who is a Samsung employee and was not authorized to speak to media (tisk tisk), didn’t say what technology was being used to track eye movement, and we probably won’t know exactly until the Samsung press conference. However, the source said that software features of the Galaxy S IV will outweigh the importance of the hardware overall.

However, Samsung’s chief product officer, Kevin Packingham, noted that he disagreed that the software would take attention away from the hardware, saying that the rumored device is “an amazing phone.” Of course, we’ll ultimately find out come March 14, but unless the Galaxy S IV comes with better hardware specs than the HTC One or other recent devices, hardware may not really be a huge deal.

[via New York Times]


Samsung Galaxy S IV to come with eye-tracking functionality is written by Craig Lloyd & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.

Leap Motion sees its potential as a possible musical device

As Leap Motion dev units have begun shipping out, developers have been toying with the motion-tracking device to find unique uses for it. One developer in particular ended up using his unit to help him out with his music recording. Stephane Bersot used the Leap Motion to play air drums, change the pitch of his guitar, and even control the EQ on his piano keyboard.

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Essentially, the Leap Motion is able to change the pitch of the guitar chords based on the position of the guitar’s headstock, meaning that there’s no need for players to use a tremolo bar or bend the strings while playing. The device can also track specially-made drum sticks that allow the Leap to track the end points of the sticks to play the beats.

However, that seemed to be Bersot’s most difficult challenge. He says “it wasn’t easy to play drums with it,” and it actually needs more work to make it more stable. Essentially, Bersot used the velocities and positions of the drum sticks on the X axis, and had it play the note at just the right time during the down motion.

We’re assuming Bersot’s project is just for fun, since it doesn’t seem like he plans to release something like it anytime soon, but it goes to show the potential of the Leap Motion device. While it can be used to track your hands to move objects on a screen, the implications of such a device go way beyond what one might think.

[via MAKE]


Leap Motion sees its potential as a possible musical device is written by Craig Lloyd & originally posted on SlashGear.
© 2005 – 2012, SlashGear. All right reserved.