Posted by on under summary judgments, motis, mths, compas, apple |

I'm pissed. For months, I've been waiting for the Psystar vs Apple trial to hit the court. And now both companies are filing motions for summary judgments and potentially denying me a show? As a...
Tagi: summary judgments, motis, mths, compas, apple
Posted by on under mumbo jumbo, pressure sensors, double tap, motis, user interface, severity, stranger, butt, patent, amp, array, nokia, nbsp, dreams, zoom, united states |

Nokia's
no stranger to the
patent application process here in the United States, and while we've certainly seen some
strange ones emanating from its R&D labs, this one looks like something that should be implemented on the double. Explained as a "user interface for controlling an electronic device," the multitouch solution would essentially allow you to pinch, zoom and rotate objects as usual, but it would also employ an array of pressure sensors in order to give your motions a sense of severity. If executed properly, one could theoretically envision the use of a strong push to simulate a double tap (for example), or as a means to activate a secondary function that generally requires another button press or the use of a 'Function' key. Hit the read link for all the mumbo jumbo, but be sure to keep your expectations within check. Or not.
[Via
UnwiredView]
Filed under: Cellphones
Nokia patent app reveals dreams of pressure-sensitive multitouch interface originally appeared on Engadget on Sat, 24 Oct 2009 22:24:00 EST. Please see our terms for use of feeds.
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Tagi: mumbo jumbo, pressure sensors, double tap, motis, user interface, severity, stranger, butt, patent, amp, array, nokia, nbsp, dreams, zoom, united states
Posted by on under latency measurements, frame difference, eurogamer, ballpark idea, motis, ballpark figure, demo software, modern warfare, moti, burnout, counterpart, counterparts, sy, bearing, methodology, baseline, nintendo, playstation, developers, microsoft |

The $64,000 question about Sony's upcoming motion control system, the PlayStation Move, is how responsive it will be compared to traditional console controllers and its counterparts from Nintendo and Microsoft. Eurogamer slowed down videos of Sony's tech demo software to establish a rough baseline latency that developers will have to work with. Quoting:
"While exact latency measurements aren't possible in these conditions, a ballpark idea of the level of response isn't a problem at all. The methodology is remarkably straightforward. Keep your hand as steady as possible, then make fast motions with the controller. Count the frames between your hand moving, and the motion being carried out on-screen. Equally illuminating is to stop your movement suddenly, then count the frames necessary for your on-screen counterpart to catch up. While not 100 per cent accurate, repeat the process enough times and the frame difference becomes fairly evident. Bearing all of that in mind, and recognizing that we don't know how much latency the display itself is adding, I'd say that a ballpark figure of around 133ms of controller lag (give or take a frame) seems reasonable, certainly not the ultra-fast crispness of response we see from games like Burnout Paradise or Modern Warfare, but fine for most of the applications you would want from such a controller."

Read more of this story at Slashdot.



Tagi: latency measurements, frame difference, eurogamer, ballpark idea, motis, ballpark figure, demo software, modern warfare, moti, burnout, counterpart, counterparts, sy, bearing, methodology, baseline, nintendo, playstation, developers, microsoft