Re: the advent of audio/tactile games for the VIPs

2009-08-06 Thread hank smith

where can you get the sdk at? and is it hard to learn?
I like your game idea and await it
smily
On Aug 5, 2009, at 4:58 AM, Yuma Decaux wrote:


 Hi everyone,

 Just as an addendum to this conversation, i was meditating of sorts
 about some game theory and the controls of a game app which could be
 ported to a gprs/navigation application. Here goes:

 1 The 3d positional audio used on two vectors of sound propagation.

 I will give an example of an RTS game for this concept.

 Since i think relating the true distance of a sound from the back or
 the front could be quite daunting, to the least having a high learning
 curve, i was thinking  that spatial references can be laid out on a
 bird's eye view perspective. IE: front and back= top and bottom while
 left and right stay the same.
 If i imagined this as a physical boundary, the x and y axises would be
 quote flattened unquote to y and z axises. So an object at one's back
 at the limit of the set boundary of spatial dimension, the sound would
 be heard at the bottom, or the chin area of the wearer. whilst the
 opposite would be heard at the top of the forehead. left and right
 would retain their relative positions, but the difference would be
 felt when an object is ahead on a diagonal position. That would
 translate to a top/left audio cue and so forth.
 I think of this application or flattening of sound as most of the time
 when we are walking around, we take much less notice of height factors
 as unless we are as taller than basket ball players, we don't often
 have to crouch to walk somewhere.
 So going back to the RTS game, if we have this flat two axis
 representation of space over a map, the one channel whoch would be
 back can be used for, well...background or ambient sounds. Cues would
 be relevant to such things as the type of terrain one is in, etc. And
 the front audio within a central boundary would represent unit
 responses and general game command voice responses.

 2 controls and gestures.
 Taking the rts element to the table, the main advantage paused for
 controls which can be easily accessed without cluttering the actual
 space of the screen would be using the rotor for various menus and
 functions. For instance,
 one finger drag=feel around the game space with audio cues on hitting
 an object or contextual item
 2 finger dragaround screen to displace the map to the opposite
 direction of the fingers being dragged to explore more of the map
 3 finger drag for faster scroll of the map area
 2 finger rotor once tapped on an object for actions choice: patrol,
 attack/ build, etc...Each instance of a double-tap would go one level
 deeper into the contextual menu for choosing for example which
 building to build and the sorts.
 3 finger rotor for other behavioral actions or quote special unquote  
 abilities.
 1 finger flick once double tapped on an object slash soldier=
 selecting the next or previous unit
 2 finger flick= selection of next building

 and the list goes on.

 I will continue to add to this as i think through the possibilities,
 sort of a diary to myself as well so i can gather all the notes for
 eventually starting the programming part once i get my hands on that
 SDK :)

 Hope i'm not a total bore...

 


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Re: the advent of audio/tactile games for the VIPs

2009-08-06 Thread Yuma Decaux

Hi,

You can grab the sdk on the apple site

http://developer.apple.com/iPhone/program/download.html

Its a 2 gig download so make sure you know what you're doing before
venturing into this. If you do know. then forgive my pretense :)

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Re: the advent of audio/tactile games for the VIPs

2009-08-05 Thread Yuma Decaux

Hi everyone,

Just as an addendum to this conversation, i was meditating of sorts
about some game theory and the controls of a game app which could be
ported to a gprs/navigation application. Here goes:

1 The 3d positional audio used on two vectors of sound propagation.

I will give an example of an RTS game for this concept.

Since i think relating the true distance of a sound from the back or
the front could be quite daunting, to the least having a high learning
curve, i was thinking  that spatial references can be laid out on a
bird's eye view perspective. IE: front and back= top and bottom while
left and right stay the same.
If i imagined this as a physical boundary, the x and y axises would be
quote flattened unquote to y and z axises. So an object at one's back
at the limit of the set boundary of spatial dimension, the sound would
be heard at the bottom, or the chin area of the wearer. whilst the
opposite would be heard at the top of the forehead. left and right
would retain their relative positions, but the difference would be
felt when an object is ahead on a diagonal position. That would
translate to a top/left audio cue and so forth.
I think of this application or flattening of sound as most of the time
when we are walking around, we take much less notice of height factors
as unless we are as taller than basket ball players, we don't often
have to crouch to walk somewhere.
So going back to the RTS game, if we have this flat two axis
representation of space over a map, the one channel whoch would be
back can be used for, well...background or ambient sounds. Cues would
be relevant to such things as the type of terrain one is in, etc. And
the front audio within a central boundary would represent unit
responses and general game command voice responses.

2 controls and gestures.
Taking the rts element to the table, the main advantage paused for
controls which can be easily accessed without cluttering the actual
space of the screen would be using the rotor for various menus and
functions. For instance,
one finger drag=feel around the game space with audio cues on hitting
an object or contextual item
2 finger dragaround screen to displace the map to the opposite
direction of the fingers being dragged to explore more of the map
3 finger drag for faster scroll of the map area
2 finger rotor once tapped on an object for actions choice: patrol,
attack/ build, etc...Each instance of a double-tap would go one level
deeper into the contextual menu for choosing for example which
building to build and the sorts.
3 finger rotor for other behavioral actions or quote special unquote abilities.
1 finger flick once double tapped on an object slash soldier=
selecting the next or previous unit
2 finger flick= selection of next building

and the list goes on.

I will continue to add to this as i think through the possibilities,
sort of a diary to myself as well so i can gather all the notes for
eventually starting the programming part once i get my hands on that
SDK :)

Hope i'm not a total bore...

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Re: the advent of audio/tactile games for the VIPs

2009-08-01 Thread Chris Hofstader
Hi Cara,

Thanks for the kind words.  I never quite know where and when I get a  
bit too esoteric or use too much jargon that will bore people to  
tears.  Sometimes, X-Celerator, my guide dog, will leave the room when  
I'm dictating an original work as I think he understands enough to  
know that almost all people who study language are, as Dr.  Johnson  
wrote in the first true dictionary of the English language, a  
harmless drudge who toils about words and meanings.

I actually wrote an NSF proposal to study the amount of semantic  
information that flows tactically between a guide dog and his human  
partner.  We got a pretty good score but not good enough to get the  
cash.

Happy Hacking,
cdh



On Jul 31, 2009, at 6:56 PM, Cara Quinn wrote:

   Hi Chris and all;

   the API used on both the Mac and IPhone is OpenAL, which is (as  
 you may know) an open-source cross-platform 3D audio API.

   It's actually only one of the ApIs built in to Leopard by default.  
 The IPHone however, relies on OpenAL exclusively for it's 3D audio.

 HTH and thanks so much for all of the great material!…

 Smiles,

 CQ :)
 ---
 View my Online Portfolio at:

 http://www.onemodelplace.com/CaraQuinn

 Follow me on Twitter!

 https://twitter.com/ModelCara

 On Jul 31, 2009, at 4:59 AM, Chris Hofstader wrote:

 The most accurate spatial audio information uses a technique  
 called Head Relative Transform Functions (HRTF) which simulates  
 relatively precise tonal qualities of sounds that one perceives from  
 a specific direction.

 Some of the research into what became  these functions had humans  
 sitting with dozens of very tiny microphones set up in an array in  
 their ears.  there was more than enough similarity for the  
 physicists to resolve the raw data into a number of mathematical  
 equations and the output of said functions is amazing.

 the problem with HRTF is that it is very compute intensive.  Of  
 course, when I first started diddling about with it, I was on what  
 is now a six year old Dell desktop.  A dual core, 64 bit laptop  
 should be able to handle these equations in real time much more  
 easily.

 Microsoft has for a number of years now included HRtF in DirectSound  
 (the audio component of Drect X) and my experiments with them showed  
 very promising results.  I don't know the Macintosh API too well so  
 I don't know if they have something similar, identical or not.  The  
 Microsoft documentation does warn about relying too much on these  
 functions as they can bog down the processor and cause other threads  
 to behave kind of badly (again, all of the faster new computers  
 should be able to calculate these sounds in real time.

 I've loads of ideas for a combination of really accurate sound  
 combined with a haptic interface using the Falcon  to simulate a  
 whole lot of 3 dimensional real world objects.

 cdh




 On Jul 30, 2009, at 5:06 PM, Chris Blouch wrote:

 I've heard there is a lot more to spacial placement than just  
 fiddling with the pan to adjust volume levels. At least this seems  
 obvious to me when a little pan to the left makes the sound fly way  
 off to the left of the sound field. Probably a lot more going on in  
 the ear that isn't fooled by that trick. So, that said, do you have  
 any idea if the VoiceOver positional audio is doing real sound  
 field magic or is it just a subtle pan?

 One underrated feature on the new iPhone is the compass. With this  
 an application can not only know where you are but also which way  
 you (or at least your phone) is pointed. This makes possible real  
 walking directions from where you're at using left and right rather  
 than assuming the user has their cardinal orientation correct. Even  
 feedback to say what is in front of you in the direction you are  
 pointing. Should be good things coming.

 CB

 Chris Hofstader wrote:

 Including the two textbook chapters (one entirely on games and  
 another
 with a portion on audio games), a couple of peer reviewed articles  
 on
 the matter, a pile of blog articles 
 (http://www.blindconfidential.blogspot.com
 )  and the odd item here and there, I have studied a handful of  
 audio
 games in depth, fooled around with a few others and talked to a  
 lot of
 their authors but the breadth of my knowledge is far more narrow  
 than
 a dozen hardcore gamers I know and rely on for brief descriptions  
 for
 new entries  so I can quickly ascertain how they may move the  
 science
 in a new and/or different and interesting direction.

 As I said this morning, I am far too boring to actually build a real
 game and, when you scratch beyond the surface, you will find that
 first and for mostly, I think about putting technology in the  
 hands of
 blinks that will provide them with the tools they may choose to  
 employ
 in a job or school situation.


 If you are interested in mixing sound and tactile feedback, get a  
 look
 at a Falcon 3D tactile controller.  I think they have 

Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Yuma Decaux

http://www.creativeapplications.net/iphone/face-it-iphone/

Here's the answer to your question about 3d audio.

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Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Chris Hofstader
The most accurate spatial audio information uses a technique called  
Head Relative Transform Functions (HRTF) which simulates relatively  
precise tonal qualities of sounds that one perceives from a specific  
direction.

Some of the research into what became  these functions had humans  
sitting with dozens of very tiny microphones set up in an array in  
their ears.  there was more than enough similarity for the physicists  
to resolve the raw data into a number of mathematical equations and  
the output of said functions is amazing.

the problem with HRTF is that it is very compute intensive.  Of  
course, when I first started diddling about with it, I was on what is  
now a six year old Dell desktop.  A dual core, 64 bit laptop should be  
able to handle these equations in real time much more easily.

Microsoft has for a number of years now included HRtF in DirectSound  
(the audio component of Drect X) and my experiments with them showed  
very promising results.  I don't know the Macintosh API too well so I  
don't know if they have something similar, identical or not.  The  
Microsoft documentation does warn about relying too much on these  
functions as they can bog down the processor and cause other threads  
to behave kind of badly (again, all of the faster new computers should  
be able to calculate these sounds in real time.

I've loads of ideas for a combination of really accurate sound  
combined with a haptic interface using the Falcon  to simulate a whole  
lot of 3 dimensional real world objects.

cdh




On Jul 30, 2009, at 5:06 PM, Chris Blouch wrote:

 I've heard there is a lot more to spacial placement than just  
 fiddling with the pan to adjust volume levels. At least this seems  
 obvious to me when a little pan to the left makes the sound fly way  
 off to the left of the sound field. Probably a lot more going on in  
 the ear that isn't fooled by that trick. So, that said, do you have  
 any idea if the VoiceOver positional audio is doing real sound field  
 magic or is it just a subtle pan?

 One underrated feature on the new iPhone is the compass. With this  
 an application can not only know where you are but also which way  
 you (or at least your phone) is pointed. This makes possible real  
 walking directions from where you're at using left and right rather  
 than assuming the user has their cardinal orientation correct. Even  
 feedback to say what is in front of you in the direction you are  
 pointing. Should be good things coming.

 CB

 Chris Hofstader wrote:

 Including the two textbook chapters (one entirely on games and  
 another
 with a portion on audio games), a couple of peer reviewed articles on
 the matter, a pile of blog articles 
 (http://www.blindconfidential.blogspot.com
 )  and the odd item here and there, I have studied a handful of audio
 games in depth, fooled around with a few others and talked to a lot  
 of
 their authors but the breadth of my knowledge is far more narrow than
 a dozen hardcore gamers I know and rely on for brief descriptions for
 new entries  so I can quickly ascertain how they may move the science
 in a new and/or different and interesting direction.

 As I said this morning, I am far too boring to actually build a real
 game and, when you scratch beyond the surface, you will find that
 first and for mostly, I think about putting technology in the hands  
 of
 blinks that will provide them with the tools they may choose to  
 employ
 in a job or school situation.


 If you are interested in mixing sound and tactile feedback, get a  
 look
 at a Falcon 3D tactile controller.  I think they have an SDK for Mac
 and they do .5 mm tactile resolution (most humans can feel no better
 than .1 mm) so you can do extraordinary things with this device and
 they only cost about $ 100 (really).

 I like the idea of using the iPhone for orientation and to provide
 information about one's surroundings.  I'm not especially impressed  
 by
 the iPhone's Maps application but its location services are pretty
 excellent.  I thought of this while walking through Harvard Yard  
 after
 lunch today and wondered how a student new to the university would
 find the library as opposed to the historical center next door as  
 none
 of these buildings have traditional street addresses and are arrived
 at by foot paths.  Your idea could give a student a lot of good
 information and can be used as a fallback if they get confused.

 Cool idea.
 cdh















 On Jul 30, 2009, at 12:29 PM, Mark Baxter wrote:


 I really wonder why no one's heard of AudioQuake with MindGrid.  The
 project has somewhat stalled out over the past two years, but the
 Jedi Quake, version, written by Cara Quinn and others, is the best
 3D audio simulation I've seen.  I can't speak for the parallel-
 processing  audio capacity of the brain, but immediately this game  
 and
 its maps made me start thinking about mobility orientation,
 applications.  Having only ever encountered a 

Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Chris Hofstader

Hi,

Would it be useful if I started a 3dau...@lists.hofstader.com?  I  
think we have a few people interested and private communication will  
cause some ideas to slip through , leaving some of the gang with a  
different set of notions than others which can cause real confusion as  
conversations advance.

Also, I would propose that we spend some time researching the API and  
sharing our thoughts on it and then, perhaps, start a project for the  
team to do as a group.

Happy Hacking,
cdh

On Jul 30, 2009, at 9:54 PM, Yuma Decaux wrote:


 Hi everyone,

 Thanks for the amazing response and information pertaining to this
 indeed very intriguing field. I can't get the concept out of my head
 as this promises many new applications for the visually impaired
 provided the technologies discussed herein are actually possible
 within the API set of the iphone's SDK.
 I agree that one of themoreimportant aspects of a true audio is
 positional audio.
 For the example of a audio based RPG/adventure game, the tactile
 experience adding further dimension to the experience comparable to a
 wii interface can be extremely satisfying as there is a contextual
 assimilation of imaginary interpretations within the application.

 I think i will document myself extensively on the iphone SDK and
 figure some avenues yet to be explored for the blind community.

 If anyone is interested in brainstorming over this subject, and if
 anyone has some previous experience little or lots on the SDK, you can
 contact me on skype as shainobi1 and triple7 for twitter.

 Again, thank you so much for the varied responses and i hope this
 discussion can generate some form ofdevelopement of a new gaming
 experience in the future to come.

 


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Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Chris Blouch
Apple's audio APIs do support HRTF on OSX:

http://developer.apple.com/audio/overview.html

but apparently HRTF has not made it to the iPhone:

http://www.steamboatmountaindesigns.com/blog/2009/02/openal-for-iphone-does-not-support-hrtf.html

Would be nice if these guys ported the Mac fmod sound system to iPhone:

http://www.garagegames.com/community/blogs/view/16489

CB

Chris Hofstader wrote:
 The most accurate spatial audio information uses a technique called 
 Head Relative Transform Functions (HRTF) which simulates relatively 
 precise tonal qualities of sounds that one perceives from a specific 
 direction.  

 Some of the research into what became  these functions had humans 
 sitting with dozens of very tiny microphones set up in an array in 
 their ears.  there was more than enough similarity for the physicists 
 to resolve the raw data into a number of mathematical equations and 
 the output of said functions is amazing.

 the problem with HRTF is that it is very compute intensive.  Of 
 course, when I first started diddling about with it, I was on what is 
 now a six year old Dell desktop.  A dual core, 64 bit laptop should be 
 able to handle these equations in real time much more easily.

 Microsoft has for a number of years now included HRtF in DirectSound 
 (the audio component of Drect X) and my experiments with them showed 
 very promising results.  I don't know the Macintosh API too well so I 
 don't know if they have something similar, identical or not.  The 
 Microsoft documentation does warn about relying too much on these 
 functions as they can bog down the processor and cause other threads 
 to behave kind of badly (again, all of the faster new computers should 
 be able to calculate these sounds in real time.

 I've loads of ideas for a combination of really accurate sound 
 combined with a haptic interface using the Falcon  to simulate a whole 
 lot of 3 dimensional real world objects.

 cdh




 On Jul 30, 2009, at 5:06 PM, Chris Blouch wrote:

 I've heard there is a lot more to spacial placement than just 
 fiddling with the pan to adjust volume levels. At least this seems 
 obvious to me when a little pan to the left makes the sound fly way 
 off to the left of the sound field. Probably a lot more going on in 
 the ear that isn't fooled by that trick. So, that said, do you have 
 any idea if the VoiceOver positional audio is doing real sound field 
 magic or is it just a subtle pan?

 One underrated feature on the new iPhone is the compass. With this an 
 application can not only know where you are but also which way you 
 (or at least your phone) is pointed. This makes possible real walking 
 directions from where you're at using left and right rather than 
 assuming the user has their cardinal orientation correct. Even 
 feedback to say what is in front of you in the direction you are 
 pointing. Should be good things coming.

 CB

 Chris Hofstader wrote:
 Including the two textbook chapters (one entirely on games and another  
 with a portion on audio games), a couple of peer reviewed articles on  
 the matter, a pile of blog articles 
 (http://www.blindconfidential.blogspot.com 
 )  and the odd item here and there, I have studied a handful of audio  
 games in depth, fooled around with a few others and talked to a lot of  
 their authors but the breadth of my knowledge is far more narrow than  
 a dozen hardcore gamers I know and rely on for brief descriptions for  
 new entries  so I can quickly ascertain how they may move the science  
 in a new and/or different and interesting direction.

 As I said this morning, I am far too boring to actually build a real  
 game and, when you scratch beyond the surface, you will find that  
 first and for mostly, I think about putting technology in the hands of  
 blinks that will provide them with the tools they may choose to employ  
 in a job or school situation.


 If you are interested in mixing sound and tactile feedback, get a look  
 at a Falcon 3D tactile controller.  I think they have an SDK for Mac  
 and they do .5 mm tactile resolution (most humans can feel no better  
 than .1 mm) so you can do extraordinary things with this device and  
 they only cost about $ 100 (really).

 I like the idea of using the iPhone for orientation and to provide  
 information about one's surroundings.  I'm not especially impressed by  
 the iPhone's Maps application but its location services are pretty  
 excellent.  I thought of this while walking through Harvard Yard after  
 lunch today and wondered how a student new to the university would  
 find the library as opposed to the historical center next door as none  
 of these buildings have traditional street addresses and are arrived  
 at by foot paths.  Your idea could give a student a lot of good  
 information and can be used as a fallback if they get confused.

 Cool idea.
 cdh















 On Jul 30, 2009, at 12:29 PM, Mark Baxter wrote:

   
 I really wonder why no one's 

Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Chris Hofstader
Hi,


I'm not sure that an orientation application would need HrtF as  
buildings and such are big enough to not require pinpoint accuracy.   
Also, typical mobile computing ear buds are probably not accurate  
enough (unless you go for something like those from Shure at about  
$250) to deliver the audio information in enough detail to really use  
the HrtF capabilities.  I think it would be dangerous to wear a good  
enough headset while walking places where we might encounter vehicles  
or other dangerous obstacles - dangerous, of course, until we develop  
virtual landscapes based on laser scans of our surroundings.  The  
latter idea is, as of right now, purely science fiction but I can  
imagine how it would work and can probably talk some of my electronic  
hardware hackers to use laser range finders used by hunters to build a  
real time wireframe models of our surroundings which, of course, would  
see cars coming almost instantly and then we need to figure out how  
to tell the user all of the information our vision synthesizer (audio  
has had synthesizers for a long time, why not vision?)  has collected  
and then couple that with location services and points of interest and  
the like.

Happy Hacking,
cdh

On Jul 31, 2009, at 10:19 AM, Chris Blouch wrote:

 Apple's audio APIs do support HRTF on OSX:

 http://developer.apple.com/audio/overview.html

 but apparently HRTF has not made it to the iPhone:

 http://www.steamboatmountaindesigns.com/blog/2009/02/openal-for-iphone-does-not-support-hrtf.html

 Would be nice if these guys ported the Mac fmod sound system to  
 iPhone:

 http://www.garagegames.com/community/blogs/view/16489

 CB

 Chris Hofstader wrote:

 The most accurate spatial audio information uses a technique  
 called Head Relative Transform Functions (HRTF) which simulates  
 relatively precise tonal qualities of sounds that one perceives  
 from a specific direction.

 Some of the research into what became  these functions had humans  
 sitting with dozens of very tiny microphones set up in an array in  
 their ears.  there was more than enough similarity for the  
 physicists to resolve the raw data into a number of mathematical  
 equations and the output of said functions is amazing.

 the problem with HRTF is that it is very compute intensive.  Of  
 course, when I first started diddling about with it, I was on what  
 is now a six year old Dell desktop.  A dual core, 64 bit laptop  
 should be able to handle these equations in real time much more  
 easily.

 Microsoft has for a number of years now included HRtF in  
 DirectSound (the audio component of Drect X) and my experiments  
 with them showed very promising results.  I don't know the  
 Macintosh API too well so I don't know if they have something  
 similar, identical or not.  The Microsoft documentation does warn  
 about relying too much on these functions as they can bog down the  
 processor and cause other threads to behave kind of badly (again,  
 all of the faster new computers should be able to calculate these  
 sounds in real time.

 I've loads of ideas for a combination of really accurate sound  
 combined with a haptic interface using the Falcon  to simulate a  
 whole lot of 3 dimensional real world objects.

 cdh




 On Jul 30, 2009, at 5:06 PM, Chris Blouch wrote:

 I've heard there is a lot more to spacial placement than just  
 fiddling with the pan to adjust volume levels. At least this seems  
 obvious to me when a little pan to the left makes the sound fly  
 way off to the left of the sound field. Probably a lot more going  
 on in the ear that isn't fooled by that trick. So, that said, do  
 you have any idea if the VoiceOver positional audio is doing real  
 sound field magic or is it just a subtle pan?

 One underrated feature on the new iPhone is the compass. With this  
 an application can not only know where you are but also which way  
 you (or at least your phone) is pointed. This makes possible real  
 walking directions from where you're at using left and right  
 rather than assuming the user has their cardinal orientation  
 correct. Even feedback to say what is in front of you in the  
 direction you are pointing. Should be good things coming.

 CB

 Chris Hofstader wrote:

 Including the two textbook chapters (one entirely on games and  
 another
 with a portion on audio games), a couple of peer reviewed  
 articles on
 the matter, a pile of blog articles 
 (http://www.blindconfidential.blogspot.com
 )  and the odd item here and there, I have studied a handful of  
 audio
 games in depth, fooled around with a few others and talked to a  
 lot of
 their authors but the breadth of my knowledge is far more narrow  
 than
 a dozen hardcore gamers I know and rely on for brief descriptions  
 for
 new entries  so I can quickly ascertain how they may move the  
 science
 in a new and/or different and interesting direction.

 As I said this morning, I am far too boring to actually build a 

Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Mark Baxter

I get an internal server error, with that site.


Mark BurningHawk

Skype and Twitter:  BurningHawk1969
MSN:  burninghawk1...@hotmail.com
My home page:
http://MarkBurningHawk.net/


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Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Mark Baxter

Why would you want to disable VO?


Mark BurningHawk

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MSN:  burninghawk1...@hotmail.com
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Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Chris Hofstader

Which site?
On Jul 31, 2009, at 11:48 AM, Mark Baxter wrote:


 I get an internal server error, with that site.


 Mark BurningHawk

 Skype and Twitter:  BurningHawk1969
 MSN:  burninghawk1...@hotmail.com
 My home page:
 http://MarkBurningHawk.net/


 


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Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Chris Hofstader

Hi,

There is most certainly a UNIX like driver for the touch screen  
operations.  If you really feel like getting silicon under your  
fingernails, you can probably hack that part of the system to do what  
you want.  This action, however, is way outside of Apple coding  
guidelines and may even invalidate the warranty as you would be  
changing, in a fairly direct sense, how the hardware functions.  This  
is how most Windows screen readers  work at least in some areas which  
inserts that constant level of potential instability as such actions  
might behave inconsistently because you are not supposed to be  
wrapping drivers and since the driver doesn't know you (it can't) you  
may run into some operational collisions.

Happy Hacking,
cdh


On Jul 31, 2009, at 1:09 PM, James Dietvz wrote:


 The site is http://www.fmod.org.

 If I was programming an interactive game it would probably speak for
 itself. I'd want to create my own gestures, and from what I understand
 VO uses it's own special gestures. On the Mac VO uses special keys,
 leaving the rest of the keyboard undisturbed and willing to interact
 normally with the rest of the OS (though this will apparently change
 with Snow Leopard... grumble).  Anyway I just want to get raw input.


 James

 On 7/31/09, Chris Hofstader c...@hofstader.com wrote:

 Which site?
 On Jul 31, 2009, at 11:48 AM, Mark Baxter wrote:


 I get an internal server error, with that site.


 Mark BurningHawk

 Skype and Twitter:  BurningHawk1969
 MSN:  burninghawk1...@hotmail.com
 My home page:
 http://MarkBurningHawk.net/








 


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Re: the advent of audio/tactile games for the VIPs

2009-07-31 Thread Cara Quinn
   Hi Chris and all;

   the API used on both the Mac and IPhone is OpenAL, which is (as you  
may know) an open-source cross-platform 3D audio API.

   It's actually only one of the ApIs built in to Leopard by default.  
The IPHone however, relies on OpenAL exclusively for it's 3D audio.

HTH and thanks so much for all of the great material!…

Smiles,

CQ :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On Jul 31, 2009, at 4:59 AM, Chris Hofstader wrote:

The most accurate spatial audio information uses a technique called  
Head Relative Transform Functions (HRTF) which simulates relatively  
precise tonal qualities of sounds that one perceives from a specific  
direction.

Some of the research into what became  these functions had humans  
sitting with dozens of very tiny microphones set up in an array in  
their ears.  there was more than enough similarity for the physicists  
to resolve the raw data into a number of mathematical equations and  
the output of said functions is amazing.

the problem with HRTF is that it is very compute intensive.  Of  
course, when I first started diddling about with it, I was on what is  
now a six year old Dell desktop.  A dual core, 64 bit laptop should be  
able to handle these equations in real time much more easily.

Microsoft has for a number of years now included HRtF in DirectSound  
(the audio component of Drect X) and my experiments with them showed  
very promising results.  I don't know the Macintosh API too well so I  
don't know if they have something similar, identical or not.  The  
Microsoft documentation does warn about relying too much on these  
functions as they can bog down the processor and cause other threads  
to behave kind of badly (again, all of the faster new computers should  
be able to calculate these sounds in real time.

I've loads of ideas for a combination of really accurate sound  
combined with a haptic interface using the Falcon  to simulate a whole  
lot of 3 dimensional real world objects.

cdh




On Jul 30, 2009, at 5:06 PM, Chris Blouch wrote:

 I've heard there is a lot more to spacial placement than just  
 fiddling with the pan to adjust volume levels. At least this seems  
 obvious to me when a little pan to the left makes the sound fly way  
 off to the left of the sound field. Probably a lot more going on in  
 the ear that isn't fooled by that trick. So, that said, do you have  
 any idea if the VoiceOver positional audio is doing real sound field  
 magic or is it just a subtle pan?

 One underrated feature on the new iPhone is the compass. With this  
 an application can not only know where you are but also which way  
 you (or at least your phone) is pointed. This makes possible real  
 walking directions from where you're at using left and right rather  
 than assuming the user has their cardinal orientation correct. Even  
 feedback to say what is in front of you in the direction you are  
 pointing. Should be good things coming.

 CB

 Chris Hofstader wrote:

 Including the two textbook chapters (one entirely on games and  
 another
 with a portion on audio games), a couple of peer reviewed articles on
 the matter, a pile of blog articles 
 (http://www.blindconfidential.blogspot.com
 )  and the odd item here and there, I have studied a handful of audio
 games in depth, fooled around with a few others and talked to a lot  
 of
 their authors but the breadth of my knowledge is far more narrow than
 a dozen hardcore gamers I know and rely on for brief descriptions for
 new entries  so I can quickly ascertain how they may move the science
 in a new and/or different and interesting direction.

 As I said this morning, I am far too boring to actually build a real
 game and, when you scratch beyond the surface, you will find that
 first and for mostly, I think about putting technology in the hands  
 of
 blinks that will provide them with the tools they may choose to  
 employ
 in a job or school situation.


 If you are interested in mixing sound and tactile feedback, get a  
 look
 at a Falcon 3D tactile controller.  I think they have an SDK for Mac
 and they do .5 mm tactile resolution (most humans can feel no better
 than .1 mm) so you can do extraordinary things with this device and
 they only cost about $ 100 (really).

 I like the idea of using the iPhone for orientation and to provide
 information about one's surroundings.  I'm not especially impressed  
 by
 the iPhone's Maps application but its location services are pretty
 excellent.  I thought of this while walking through Harvard Yard  
 after
 lunch today and wondered how a student new to the university would
 find the library as opposed to the historical center next door as  
 none
 of these buildings have traditional street addresses and are arrived
 at by foot paths.  Your idea could give a student a lot of good
 information and can be used as a fallback if they get 

Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Mark Baxter

I haven't been to the site, because I just woke up, but if AudioQuake  
is not featured and highly praised on this site, I will be sorely  
disappointed.  Audio Quake, from
http://www.agrip.org.uk/
is, from what I've seen, still the best audio game ever devised.  The  
only first-person shooter game that is not a side-scrolling two- 
dimensional only game, its basic design was vastly improved upon by  
Cara Quinn and others in 2007-2008.  Look upon this game, ye blind,  
and enjoy. :)


Mark BurningHawk

Skype and Twitter:  BurningHawk1969
MSN:  burninghawk1...@hotmail.com
My home page:
http://MarkBurningHawk.net/


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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Chris Hofstader

I don't know of this game or if it's on audiogames.com but I'm sure  
those guys would add it if it isn't already there.

If you're looking for first person shooter, David Greenwood's Shades  
of Doom is amazing on Windows.  He has some other 3D games that are  
masterfully crafted as well and all have free demo versions.

Being a theorist and former VP of Software at Freedom Scientific (I  
left almost five years ago) I have been working with some other  
egghead types to figure out how a game can use 32 simultaneous audio  
tracks without overwhelming the user but a screen reader can only  
provide a syllable, a pause or a beep at a time.  Why can't we build  
systems that exploit 3D audio for productivity and academic/scholastic  
purposes?

I published an article in AFB's Access World on What Screen Readers  
can Learn from Audio Games a few years back.  If you are interested  
in a lay version of this new science, read that piece as it covers a  
lot in a relatively short read.

Happy Hacking,
cdh




On Jul 30, 2009, at 11:26 AM, Mark Baxter wrote:


 I haven't been to the site, because I just woke up, but if AudioQuake
 is not featured and highly praised on this site, I will be sorely
 disappointed.  Audio Quake, from
 http://www.agrip.org.uk/
 is, from what I've seen, still the best audio game ever devised.  The
 only first-person shooter game that is not a side-scrolling two-
 dimensional only game, its basic design was vastly improved upon by
 Cara Quinn and others in 2007-2008.  Look upon this game, ye blind,
 and enjoy. :)


 Mark BurningHawk

 Skype and Twitter:  BurningHawk1969
 MSN:  burninghawk1...@hotmail.com
 My home page:
 http://MarkBurningHawk.net/


 


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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Mark Baxter

I really wonder why no one's heard of AudioQuake with MindGrid.  The  
project has somewhat stalled out over the past two years, but the  
Jedi Quake, version, written by Cara Quinn and others, is the best  
3D audio simulation I've seen.  I can't speak for the parallel- 
processing  audio capacity of the brain, but immediately this game and  
its maps made me start thinking about mobility orientation,  
applications.  Having only ever encountered a mobility orienting  
instructor for the first time in memory last year, I don't know much  
about how most blind people do it, but I'm sure my skills aren't that  
different from the norm, and I saw implications for map-making and  
environment-learning, which is where I wanted to go with apps for the  
Iphone.  I still have a Windows laptop running XP; I'll check out  
shades of doom.


Mark BurningHawk

Skype and Twitter:  BurningHawk1969
MSN:  burninghawk1...@hotmail.com
My home page:
http://MarkBurningHawk.net/


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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Chris Hofstader

Including the two textbook chapters (one entirely on games and another  
with a portion on audio games), a couple of peer reviewed articles on  
the matter, a pile of blog articles (http://www.blindconfidential.blogspot.com 
)  and the odd item here and there, I have studied a handful of audio  
games in depth, fooled around with a few others and talked to a lot of  
their authors but the breadth of my knowledge is far more narrow than  
a dozen hardcore gamers I know and rely on for brief descriptions for  
new entries  so I can quickly ascertain how they may move the science  
in a new and/or different and interesting direction.

As I said this morning, I am far too boring to actually build a real  
game and, when you scratch beyond the surface, you will find that  
first and for mostly, I think about putting technology in the hands of  
blinks that will provide them with the tools they may choose to employ  
in a job or school situation.


If you are interested in mixing sound and tactile feedback, get a look  
at a Falcon 3D tactile controller.  I think they have an SDK for Mac  
and they do .5 mm tactile resolution (most humans can feel no better  
than .1 mm) so you can do extraordinary things with this device and  
they only cost about $ 100 (really).

I like the idea of using the iPhone for orientation and to provide  
information about one's surroundings.  I'm not especially impressed by  
the iPhone's Maps application but its location services are pretty  
excellent.  I thought of this while walking through Harvard Yard after  
lunch today and wondered how a student new to the university would  
find the library as opposed to the historical center next door as none  
of these buildings have traditional street addresses and are arrived  
at by foot paths.  Your idea could give a student a lot of good  
information and can be used as a fallback if they get confused.

Cool idea.
cdh















On Jul 30, 2009, at 12:29 PM, Mark Baxter wrote:


 I really wonder why no one's heard of AudioQuake with MindGrid.  The
 project has somewhat stalled out over the past two years, but the
 Jedi Quake, version, written by Cara Quinn and others, is the best
 3D audio simulation I've seen.  I can't speak for the parallel-
 processing  audio capacity of the brain, but immediately this game and
 its maps made me start thinking about mobility orientation,
 applications.  Having only ever encountered a mobility orienting
 instructor for the first time in memory last year, I don't know much
 about how most blind people do it, but I'm sure my skills aren't that
 different from the norm, and I saw implications for map-making and
 environment-learning, which is where I wanted to go with apps for the
 Iphone.  I still have a Windows laptop running XP; I'll check out
 shades of doom.


 Mark BurningHawk

 Skype and Twitter:  BurningHawk1969
 MSN:  burninghawk1...@hotmail.com
 My home page:
 http://MarkBurningHawk.net/


 


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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Chris Blouch
I've heard there is a lot more to spacial placement than just fiddling 
with the pan to adjust volume levels. At least this seems obvious to me 
when a little pan to the left makes the sound fly way off to the left of 
the sound field. Probably a lot more going on in the ear that isn't 
fooled by that trick. So, that said, do you have any idea if the 
VoiceOver positional audio is doing real sound field magic or is it just 
a subtle pan?

One underrated feature on the new iPhone is the compass. With this an 
application can not only know where you are but also which way you (or 
at least your phone) is pointed. This makes possible real walking 
directions from where you're at using left and right rather than 
assuming the user has their cardinal orientation correct. Even feedback 
to say what is in front of you in the direction you are pointing. Should 
be good things coming.

CB

Chris Hofstader wrote:
 Including the two textbook chapters (one entirely on games and another  
 with a portion on audio games), a couple of peer reviewed articles on  
 the matter, a pile of blog articles 
 (http://www.blindconfidential.blogspot.com 
 )  and the odd item here and there, I have studied a handful of audio  
 games in depth, fooled around with a few others and talked to a lot of  
 their authors but the breadth of my knowledge is far more narrow than  
 a dozen hardcore gamers I know and rely on for brief descriptions for  
 new entries  so I can quickly ascertain how they may move the science  
 in a new and/or different and interesting direction.

 As I said this morning, I am far too boring to actually build a real  
 game and, when you scratch beyond the surface, you will find that  
 first and for mostly, I think about putting technology in the hands of  
 blinks that will provide them with the tools they may choose to employ  
 in a job or school situation.


 If you are interested in mixing sound and tactile feedback, get a look  
 at a Falcon 3D tactile controller.  I think they have an SDK for Mac  
 and they do .5 mm tactile resolution (most humans can feel no better  
 than .1 mm) so you can do extraordinary things with this device and  
 they only cost about $ 100 (really).

 I like the idea of using the iPhone for orientation and to provide  
 information about one's surroundings.  I'm not especially impressed by  
 the iPhone's Maps application but its location services are pretty  
 excellent.  I thought of this while walking through Harvard Yard after  
 lunch today and wondered how a student new to the university would  
 find the library as opposed to the historical center next door as none  
 of these buildings have traditional street addresses and are arrived  
 at by foot paths.  Your idea could give a student a lot of good  
 information and can be used as a fallback if they get confused.

 Cool idea.
 cdh















 On Jul 30, 2009, at 12:29 PM, Mark Baxter wrote:

   
 I really wonder why no one's heard of AudioQuake with MindGrid.  The
 project has somewhat stalled out over the past two years, but the
 Jedi Quake, version, written by Cara Quinn and others, is the best
 3D audio simulation I've seen.  I can't speak for the parallel-
 processing  audio capacity of the brain, but immediately this game and
 its maps made me start thinking about mobility orientation,
 applications.  Having only ever encountered a mobility orienting
 instructor for the first time in memory last year, I don't know much
 about how most blind people do it, but I'm sure my skills aren't that
 different from the norm, and I saw implications for map-making and
 environment-learning, which is where I wanted to go with apps for the
 Iphone.  I still have a Windows laptop running XP; I'll check out
 shades of doom.


 Mark BurningHawk

 Skype and Twitter:  BurningHawk1969
 MSN:  burninghawk1...@hotmail.com
 My home page:
 http://MarkBurningHawk.net/


 


 
   

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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Yuma Decaux

Hi everyone,

Thanks for the amazing response and information pertaining to this
indeed very intriguing field. I can't get the concept out of my head
as this promises many new applications for the visually impaired
provided the technologies discussed herein are actually possible
within the API set of the iphone's SDK.
I agree that one of themoreimportant aspects of a true audio is
positional audio.
For the example of a audio based RPG/adventure game, the tactile
experience adding further dimension to the experience comparable to a
wii interface can be extremely satisfying as there is a contextual
assimilation of imaginary interpretations within the application.

I think i will document myself extensively on the iphone SDK and
figure some avenues yet to be explored for the blind community.

If anyone is interested in brainstorming over this subject, and if
anyone has some previous experience little or lots on the SDK, you can
contact me on skype as shainobi1 and triple7 for twitter.

Again, thank you so much for the varied responses and i hope this
discussion can generate some form ofdevelopement of a new gaming
experience in the future to come.

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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Mark Baxter

Just to throw out the rest of my ideas for Iphone apps, what I'd  
really like to do is develop a way for blind people to build up a  
map, of their area/environment and, using the Iphone's inertial  
guidance capacity (accelerometer, compass, tilt meeter, GPS when  
available, etc.) to Place, a blind person on this map.  I've even  
thought about using RFID tags, if the Iphone can transceive at the  
right RF frequency, which a blind person could mark, their  
environment with.  This would allow the blind user to add various  
details to a larger map or build a separate one for inside buildings,  
etc., places where GPS doesn't reach yet.  Another direction to take  
this would be the use of 3D sound and brief sonic cues to get a sense  
of where a person is.  I haven't figured out yet whether the camera  
may be used to give additional cues, and all this depends upon the  
Iphone being held in a stable position, and I haven't even gotten into  
the SDK yet, so there's my brain storm, for what it's worth.


Mark BurningHawk

Skype and Twitter:  BurningHawk1969
MSN:  burninghawk1...@hotmail.com
My home page:
http://MarkBurningHawk.net/


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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Mark Baxter

Yes, the Iphone uses an OOP--in fact, from what I understand, you can  
program in anything--C++, for example, so yes; the architecture of the  
objects would have to swap data back and forth, but it's pretty  
modular.  One way around the processing load might be to establish a  
link back to the user's home computer--desktop, laptop, whatever,  
which might be able to do some of the work, depending on band width,  
comm reception, etc.  Thanks for the reading matter; I'm going to have  
to look into this further.  Since I don't have an Iphone, nor a job to  
generate the money for one, I'll have to find someone's Iphone to  
field test the stuff on; I intend to contact Apple about beta testing  
some stuff, too.  Right now, I'm sorta in a stuck mode, spinning my  
wheels (which makes my dog look at me funny), though. working on that,  
too...

Your description of tactile interface  between environmental  
components and the user leads me to wonder, How will the computer  
know to produce a splashing sound for water, or rustle of leaves for  
plants? That kind of pattern recognitions and intuitive guess work is  
far beyond anything I've ever seen done with a computer.  This is one  
of the major problems with an environment like Second Life, even  
with Max the Guide Dog's assistance; too hard to recognize ambiguous  
environmental components.  Definitely got some reading to do.


Mark BurningHawk

Skype and Twitter:  BurningHawk1969
MSN:  burninghawk1...@hotmail.com
My home page:
http://MarkBurningHawk.net/


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Re: the advent of audio/tactile games for the VIPs

2009-07-30 Thread Yuma Decaux

For the subtle interaction of tactile search and audio feedback of
components, i revert to shape actions i used a lot for interaction in
flash. The secret of monkey island used to be a comic 2d style of
graphics. I believe it has made the jump to 3d but wouldn't it
possible to associate a second layer comprised of rgb values to which
the area of tactile search would ignite a sound? I see a problem in
this as a game of the scale of monkey island (i term this game a lot
so that the discussion stays consistent) would be having a huge
library of predefined sounds from which the program would pick. But
when you are in a linear style of adventure gaming, there is so much
to cue oneself from.

I also have a lot to read on, and i also see a logistics issue which
needs to be adressed were i to get into this.

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