Novint Falcon

Doctors Without Borders: Video Game Edition

The strange alliance between medical technology and super-violent video games continues.  In addition to the Novint Falcon, an I/O device originally developed to convey tactile qualities of digital images to doctors, the E for All Expo also featured the 3rd Space FPS Vest, a device that delivers pressure to the body when a video game character gets shot.  Like the Falcon, the FPS Vest has medical origins—it was originally designed by Mark Ombrellaro, a practicing vascular surgeon from Bellevue, WA, as a way for doctors to perform examinations over the Internet.

"There's actually some similarities in skills between medicine and video games," Ombrellaro says, who started TN Games to market the entertainment version of the device.  "You have to be good with your hands—and there's also the science part."

Here's how Ombrellaro handles the science part with the vest: In response to real-time information from the game through a USB cable, the device sends up to 10 pounds of pressure from an air compressor to one or more of eight contact points in the front and back of the vest (you can see two of the points in the picture of the black vest).  Blasts of pressure can last up to five seconds.  TN Games will also be rolling out a different version of the vest with larger air bladders in it to simulate G-forces
in driving and flight simulator games (it's the red one in the photo). TN Games has created a software API to help game developers integrate support for the vest into existing titles in what Ombrellaro estimates to be no more than a week of programming and beta testing.

Ombrellaro is still seeking government approval for the medical version of the vest, since he has to prove that remote examinations are as reliable for detecting disease states as an in-person one would be.  In the meantime, since the medical research gave rise to the video game tech, he hopes to re-direct some of the profits from the 3rd Space FPS Vest back into the medical side of the business.

But particularly as a follower of the Hippocratic Oath, does he worry that some resourceful, anarchic gamer might hack his vest to deliver pressure at unsafe levels? 

"We can't eliminate modding," Ombrellaro says.  "But we don't recommend it.  We make all sorts of warnings in our materials."

I consider myself warned—given how 12-year-olds were already kicking my butt in the various shooters on display at the Expo, the last thing I need to add to my humiliation are a bunch of bruises.—Andrew Rosenblum

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Say Hello to My Little Friend

Pisto_grip Fans of the arcade classic Lethal Enforcers, with its blue and pink plastic guns, will be delighted at  recent advances in the realm of video game pistols.  The gun is still plastic, but now it's attached to the Novint Falcon, a complex I/O device that conveys tactile information from software to a set of motors in the the conical base, allowing the user to feel the computer's simulation of texture.  Pretty cool!  While Novint originally developed the device as a way for peripherals to respond to the tactile data in MRIs and other forms of medical imaging, earlier this year they released a version designed to kill off the traditional mouse, as falcons are wont to do. 

But now they're doing truly important work: making first-person shooters more realistic.  Here at the E for All Expo, they're showing off prototypes of pistol-grip attachments like the one above—the normal round grip swaps out for the pistol easily. And since Novint has modded Half Life Two to communicate with the gun, you get the experience of blasting away while contending with actual gun kick. The gun might be released commercially at the end of the year, or maybe sometime next year—they're still trying to decide how many buttons to have in addition to the trigger.

While the recoil isn't as strong as a real gun's would be, it's definitely palpable and it made me imagine future versions where shooter I/O gets even more tactile—for example, a gun might start heating up after repeated firing.  I asked Novint's Greg Schroeder to turn up the recoil to the highest level in software and unleash his inner Schwarzenegger for the camera.—Andrew Rosenblum


Sensory Overload

Interactive 3-D touch technology aims to change the way you work and play on your PC

There´s a reason you´re such a klutz when lopping off the head of a virtual ogre: You can´t feel what you´re doing. But game players will soon be able to get their hands on virtual-touch technology initially developed by Sandia National Laboratories and once reserved for such costly equipment as surgical simulators used to train medical residents. Novint Technologies´s desktop Falcon controller (novint.com), which will cost about $100, is the first interactive 3-D touch device for the home PC.

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