Thread: ForceWear: The evolution of controller vibration?

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  1. #1 ForceWear: The evolution of controller vibration? 
    Senior Member I Modded My PSP
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    Feb 2006
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    http://www.psu.com/node/8134

    <div class='quotetop'></div><div class='quotemain'>Currently, the video game industry uses vibration as a rough proxy for tactile events within the video game environment. With Forcewear, tactile events and impact within the game are actually imparted to the user. The vest contains 8 points of contact (4 in front and 4 in back) and can generate up to 10 lbs of force at each contact point. With Forcewear, various impacts such as single gunshot wounds, multiple gunshot wounds (machine gun and shot gun), through and through missile injuries, blasts, kicks, and punches can be directed to the player. ForceWear is also directional so that action-taking place outside the player?s field of view can also be felt. A player facing forward who is being hit by gunfire from behind will actually feel the gunfire in their back while they may not be otherwise aware of this using standard visual display cues.

    In addition to shooter information, ForceWear can also be used to impart G-force effects for Driving/racing or aerial flight content.</div>

    Very interesting, I'm going to have to check this out.
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  2. #2 ForceWear: The evolution of controller vibration? 
    Senior Member PSP Mad Hacker
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    I suppose next they could have that and a treadmill add on for the wii. Then it'd be like the real thing. Oh, we're going to need a fan too. 3-D glasses?

    Anyway, Agamo, that sounds cool. Expensive, not really necessary, but cool. Wonder how much it'll go for?
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  3. #3 ForceWear: The evolution of controller vibration? 
    Senior Member PSP Elite Hacker
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    That sounds cool..and also dangerous to an extent.

    Heh..Wiimill.
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