Chance

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Robotics Researchers from the University of California at Berkeley have successfully developed an artificial skin that can sense different levels of pressure, granting it a primitive sense of touch. Right now, the electronic skin can sense pressure up to 15 kilopascals, which basically means that it can sense varying pressures of small, handheld objects. Depending on the pressure encountered, the skin will expand or contract. A robot outfitted with this skin would then be able to adjust its grip on different objects based on their weight and density. Fragile objects would be handled with care, and heavy objects would be gripped with appropriate force.

For advances in robotics technology, the sky is the limit for this artificial skin. According to the researchers, once pressure sensitivity has been perfected, other sensations like pain, heat, or even radioactivity could soon follow, at some point probably exceeding the capabilities of human skin. Robots could be used in quarantine zones for diseases, or in radioactive test sites, to safely conduct work that could be hazardous or lethal to humans. Of course, it also opens up the old science fiction vision of the robot house servant that washes the dishes, dusts the furniture and cleans the bathroom. The end of dirty work could be coming soon (of course, by soon, I mean the two or three decades it would take for this technology to be perfected and made applicable). Regardless of the time it takes this advance to give us our robot maids, there are some great uses that this skin could be put to in the near future.

Artificial skin that has the sense of touch could be revolutionary in the field of prosthetics. Before this discovery, a mechanical arm would be largely useless in practical human settings. Lacking a sense of touch, the person would literally not know their own strength, which would result in a lot of broken items scattered around the house and nothing but a firestorm of frustration to show for it. Now, mechanical limbs could have the ability to feel whether or not an object is fragile, and adjust accordingly.

Someday, this skin could even be used as a substitute for human skin on human limbs, for people with diseases or who have had accidents that have caused them to lose feeling in parts of their bodies. Again, this particular application is still some years away, as it is not yet known how to attach artificial receptors to human nerves. The possibility, however, remains, and will no doubt be a lucrative draw for many ambitious researchers.

The power of technology never ceases to amaze. Today, we’re one step closer to helping the disabled to walk again, and helping those who need prosthetics live the full, healthy lives they deserve. Who knows, we might even get some robot servants along the way (hopefully minus the violent uprising and subjugation of the human race). Perhaps there might even be some implants possible to make the ultimate virtual reality gaming experience. This is definitely a story worth keeping an eye on in the future.

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Eric McCann, a student at the University of Massachusetts Lowell Robotics Lab, has adapted an existing touch control system, called DREAM (Dynamically Resizing Ergonomic and Multi-touch) to work with Portal on Microsoft’s Surface platform. The Surface platform is an all touch-based/gesture recognition platform that is, for the most part, only used commercially (each unit costing upwards of $10,000). If you’ve seen the movie Minority Report, the touch-screen interface of Surface works in much the same way as the futuristic technology depicted in that film. The demo doesn’t work perfectly, but gives us an exciting look at how gaming could work on large-scale touch-based systems.

In the demo, found here, Portal (seen in the last half of the clip) is controlled by two virtual joysticks and a few virtual buttons placed near the joysticks. The virtual joysticks are used like their physical counterparts: the left controls movement and the right controls where the character looks. As the clip states, the video is playing at x2 playback, so the end result by itself isn’t overwhelmingly impressive. However, though the controls might be slow, they seem to at least be accurate and effective enough to make the game playable, which is still noteworthy given that this is a very hastily made creation.

The advantage of adapting the DREAM control system is that the controls adjust to the size and shape of the individual user’s hands. Any user can feel comfortable using these controls. Comfort might not be enough to pique the interest of gamers, in this case. Touch controls on a large-scale are going to be a tough sell to those accustomed to the accuracy and corporeal presence afforded by joysticks. For certain genres of games, though, I think a control scheme like this one could be a major hit.

Imagine if StarCraft II had touch-based controls similar to those in Minority Report. Instead of hotkeys, there could be a few virtual buttons that could be used to hotkey production buildings. During a battle, one hand could micro individual units while the other hand could be working on producing more units or purchasing upgrades. Mass unit selection could be done with the drag of a finger, and attack and move orders could be issued with a point. A different control scheme than DREAM would be needed, as joysticks and a fixed hand position would not mesh will with StarCraft II, but if this initial technology is already up and running, it wouldn’t come as a huge surprise if an appropriate control scheme for a real-time strategy game popped up soon.

Right now, none of this is official technology in the gaming realm. This is just a fun student project that happens to be really, really intriguing. All we can hope for now is that major players in the gaming scene will share in that intrigue, and start the discussion of how touch-based gaming can make existing genres of games like RTS not only novel, but better than their controller or mouse-and-keyboard counterparts. In time, I think the speed that will be gained by free-form movements unrestricted by physical controllers and the unique precision with which we use our own bodies will end up being more desirable to gamers than many realize right now.

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Overshadowed by the news coming out of Apple’s Special Event on September 1st about iTunes 10, Apple TV and the new lineup of iPods, Epic Games’ announcement of its upcoming title for the iPhone, iPad and iTouch quietly changed the way many people look at the games market for mobile phones. The game, tentatively called Project Sword, will at the very least feature a social gaming network, allowing you to challenge friends in online multiplayer, and third-person sword-based combat, controlled by making flicking and sliding movements across the screen in vertical or horizontal directions. All of this isn’t too groundbreaking, but the real star of the show was the graphics, which look they belong on a genuine mobile gaming platform like a Nintendo 3DS or a Sony PSP Go.

These graphics are stunning. A tech demo called Epic Citadel shows off a gorgeous fortified city, with well-rendered cobblestone streets and cathedrals, reminiscent of Stormwind in World of Warcraft. Epic Citadel, as well as Project Sword, run on Epic’s Unreal Engine, which looks to completely shatter expectations of how a game should look on a mobile phone. The lighting and texture effects are what I would have assumed to be impossible on a mobile phone before seeing this announcement. The tech demo is free to download, which allows you to run around this small world and look around from a first-person perspective at the wonders that surround you. Just one look at one of the screenshots above should tell you all you need to know about how big of a game-changer this game is going to be. Those screens are from a game on an iPhone 4!

Many people have been reluctant to accept the iPhone and other smartphones as legitimate mobile gaming platforms, often because of the simplicity of games released, in terms of gameplay and graphics. It was not thought proper to consider these smartphones to be in the same market as the 3DS or the PSP Go, but Project Sword looks like it might be changing a few minds. If the iPhone 4 has the chops to be able to run something like this, the bar has been raised for complexity in general on all mobile phone games. If Project Sword finds success, I would expect many big name publishers and developers to start taking a much more serious look at creating mobile phone games. I think this could usher in a mobile gaming renaissance.

Granted, from the video provided of the developer showing off the game, the gameplay itself looks fairly simple, as directional dragging and swiping have already become standard gameplay devices on mobile phones. Still, I think that if graphics this impressive can be made, more advanced gameplay can only be a few steps behind. It might even get Apple and other smartphone companies to start focusing more on gaming when developing new products.

My only concern as of now is battery power: app-based gaming on smartphones tends to drain the battery very, very quickly, and a game with graphics like this I can only assume will drain it even faster. If you need to constantly have a charger with you to play the game for an appreciable amount of time, it casts doubt on whether or not the game can even be considered “mobile.” We’ll find out for sure when Project Sword hits the iTunes store later this year.

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