PlayStation Move technology thread

http://www.iwaggle3d.com/2011/04/interview-john-mccutchan-senior.html

Move.me related interview, with also a link to where you can already download client-side demo code (both C and C#) which includes the sword overlay demo.

The app, which will become available on the PSN store for download, does support up to 4 Move controllers at once, but the server application on PS3 also supports connecting to up to 4 clients at once, so you can control up to 4 PCs with one Move controller at the same time, and some of those can also be on the other side of the world ...
 
Ok, so I SVN'd the client software (using TortoiseSVN on PC), and after installing OpenTK (www.opentk.com) which it requires, I could run the demo applications already. Now it is just a matter of waiting for the server app to appear on PSN. Can't wait! Well, not that I'll have enough time to spend, but at worst I'll be able to try stuff other people created, or collaborate on stuff.
 
I played with Move.me in an evening over the break. Ported the client library test to run on Mac OSX. Setting up a Windows env to run the CSharp demo, but got sidetracked. I wanted to "emulate" DS3 dual stick input using dual Move controller fine-grain wrist movement. In short, I'm curious to see if Move can enhance/replace DS3 control schemes in core games (and where the shortfalls are).

The SDK is fairly comprehensive but "low level". Have to write your own gesture recognition from scratch. The sensors give you a lot of data such as temperature, 3-axes rotation (quaternion), velocity, acceleration, angular velocity, angular acceleration, distance from camera, light ball color, camera pitch angle, exposure, dpad input, projection of the light ball position on the screen, and many more.

Some of the above parameters have separate values for the handle and the light ball. I don't know if DS3 gives the developer analog stick acceleration or velocity, but they are there for Move.

Am a little surprised I don't get a compass reading since there is a magnetometer in the controller. I guess it's only used for adjusting the input data automatically. There is no documentation on whether or how temperature affects the input data, or how to detect and correct drift. In fact, documentation is very sparse since I don't know the unit of measurement for all the above data. It only tells me the datatypes. -_-

Looks like it's going to be a long haul learning process. Have other ideas related to the Internet but I will have to take baby steps.

The sample code has a simple AR test (The sword demo) and a mouse input simulator too.
 
Yeah, I found example sourcecode even before Move.Me was released, and still have it here, but I never actually got Move.Me as I was basically waiting for a European release for it. But it looks like I may have to wait a long time ...
 
The SDK is fairly comprehensive but "low level". Have to write your own gesture recognition from scratch. The sensor gives you a lot of data from temperature, 3-axes rotation, velocity, acceleration, angular velocity, angular acceleration, rotation (quaternion), distance from camera, light ball color, camera pitch angle, exposure, dpad input, projection of the light ball position on the screen, and many more.
Can OpenCV be used?
 
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