Jun 09

Someone hook me up with the SDK/OpenNI drivers.. Works on Android, iOS, and Windows Phone..

Check out Engadget for the details..

image

About Immersive Motion

 

According the the Aiken Labs Website:

“The mobile edition will offer the following:

  1. MONet support (Motion Network) - Using our embedded radio solution, Immersive Motion will allow mobile applications to detect and connect to other players WITHOUT a connection on the cell network or Wi-Fi! This means that you can create games that are interactive BETWEEN players in an ad-hoc fashion without having to pre-configure Wi-Fi settings or pair over Bluetooth. This feature is PLATFORM INDEPENDENT meaning that applications can attach and share data whether Android, iOS, or Windows Mobile based! Find other mobile players easily and in real-time! Enter the next level in SOCIAL GAMING!

  2. Full-Feature Gesture Control - The SDK allows for you to ship pre-defined gesture libraries for controlling your application OR allow for user created gestures to be used in your game. The mobile SDK will offer enhanced gesture creation and management tools so that you can dynamically tailor gesture control for your game or application.

  3. Motion Recording/Playback - The mobile edition hardware and SDK provides for "unattended" modes of operation. This means you can request that motion data or gestures be recorded and saved for future analysis or control via your mobile app.

  4. Access to onboard FLASH storage - Via the API, the mobile user has read/write access to reserved flash areas for storage or off-loading of motion data or game state! It doesn't matter if your mobile device does not have removable storage, the mobile edition provides this for all Immersive Motion connected titles!

  5. Enhanced power and communication control - Given that mobile apps need to be energy efficient, the API offers additional control over both sensor and communication functions to create customized power profiles…

The Unity3D SDK features:

Aa complete set of CSharp scripts to allow developers to easily embed the Immersive Motion technology into ANY version of Unity. We even support the free edition, so you can play and experiment with ease!

They will soon be releasing the Immersive Motion Unity SDK, free of charge, to all registered developers. In addition we will have a special forum area for Unity developers so that we can answer specific questions regarding integration and usage. Basically, we are working now on freezing, and cleaning the scripts and the documentation before we release this to the community.

Functionality
  1. Direct binding of GameObjects to sensors - Rotation via quaternions or euler angles with XYZ translation support. It is as easy as attaching a provided script to your GameObjects and it is suddenly direct motion enabled!

  2. Wake and Sleep Events - This allows the developer to detect when a sensor is moved or has become "quiet" to allow for dynamic creation/deletion of game objects. For example, map a sensor to a sword in game and create the sword on Wake and then hide/delete the sword on sleep.

  3. Access to ALL levels of sensor data - As a developer you can use the fused positional data from the sensor OR you can access the direct sensor data (gyro, accel, or magno) as needed. This is interesting to measure FORCE data to use in game; for example, with Immersive Motion you can not only determine that someone punched, but also how hard!

  4. Zero/Offset Correction - Developer has full control of the absolute or starting ZERO position of each sensor attached to the Immersive Motion receiver. This allows you as a developer to control the zero point of an object or player in 3 space.

  5. Programmatic sensor calibration - As a developer, you can embed sensor setup and calibration directly in your game.

  6. Emulation control - In addition to full motion and raw sensor streams, you can also configure the Immersive Motion sensors to EMULATE standard devices such as joystick, gamepads, mouse, and even keyboard macros through gestures!

  7. Configuration Profiles - The SDK also gives the ability for the developer to create and store game/user profiles to the receiver's onboard flash. This means that your user profiles for sensor settings, calibrations, and mappings can saved RETENTIVELY as accessed by your game at any time! This allows multiple users to use the same games with different calibrations and tuning without the developer having to worry with player state for the motion system.

  8. Mobile Support - With the announcement at E3 of our Immersive Motion Mobile Edition, the SDK offers support for both Android, Windows Mobile, and with an approved product plan, Apple iOS. First release will include basic sensor support via our BlueTooth sensor server.

Tags: |