DJI’s new FPV Drone gives you the superpower of flight… well almost!

DJI‘s latest drone doesn’t want you to simply operate it… it wants to put you in a virtual cockpit. The DJI FPV Drone isn’t so much about being an incredible drone as it is about boasting of its one, standout feature – the FPV or First Person View. Armed with a pretty futuristic-looking pair of goggles, a low-latency video transmission unit, and a redesigned set of controllers, the DJI FPV drone is about giving YOU the thrill of the flight by allowing you to see exactly what the drone sees… in real-time!

At the heart of the DJI FPV drone are two incredibly revolutionary innovations. Firstly, its HD Low-Latency Transmission of video that gives you the ability to view high-definition footage from the drone in stunning real-time; and secondly, its set of hardware controllers, which allow all sorts of users to experience the FPV’s glorious adrenaline rush, whether you’re a novice or a pro drone-flyer.

The quadcopter drone was built for the thrill of racing. Its uniquely curved and aerodynamic design is engineered for minimal drag, as well as to house all of the drone’s modular, removable, and replaceable parts, including the battery, camera, gimbal, landing gear, and the top shell (which acts as a helmet, protecting the drone from head-on collisions). Needless to say, if your drone ever feels the wrath of a tree or a boulder, it can, for the most part, be fixed or repaired.

The Aircraft

Built for the thrill of racing, the DJI FPV drone boasts of a camera that’s arguably as cinematic as the ones found on its Phantom series of drones. The DJI FPV aircraft can record 4K/60fps video at up to 120 Mbps, capturing crisp details that make footage look as exhilarating as the flight. Electronic Image Stabilization reduces jitter during flight, while DJI boasts of being able to beam videos from the aircraft to the goggles with as little as 28 milliseconds of latency, up to a distance of a whopping 10 kilometers or 6.2 miles. With that kind of speed comes responsibility too, which is why the aircraft comes built-in with a whole set of preventive measures and fail-safes to ensure your drone doesn’t crash or plummet from the sky as its battery dies out. Multiple sensors located on the aircraft allow it to dodge obstacles, while smart RTH features ensure the drone makes its way back home when it’s low on battery. In fact, the gear comes pre-equipped with Automatic Dependent Surveillance-Broadcast (ADS-B), which receives flight location information of manned aircrafts in the area, sending alerts directly to your goggles to avoid problems.

The Goggles

The goggles/headset forms the primary sensory element of the FPV experience, allowing you to see what the drone sees. It isn’t like your everyday VR headset, but rather sports a super-wide 150° FOV (so obstacles never sneak up on you), along with a max frame rate of 120 FPS, giving you ultra-smooth video transmission with practically no delay… so you can zig-zag to avoid obstacles like a fighter-jet, make freefall dives like a falcon, or perform stunts like a, well, stuntman! The goggles even offer a virtual training experience with the DJI Virtual Flight App for your smartphone, allowing you to race through VR environments before you actually take to the skies.

The Controllers

To maneuver the drone, DJI offers two controllers that unlock the aircraft’s true potential. You have the standard handheld controller which lets you operate the drone as you would any other, albeit with three different modes. The S-Mode unlocks simplified flight, giving you the freedom of fully manual flight with simplified controls. The N-Mode, however, is ideal for new users and novices, offering a traditional flight experience with safety features like obstacle-sensing. The M-Mode gives you complete manual control, intended at seasoned FPV drone racers. You can customize parameters and enjoy limitless control over your aircraft, including acceleration speeds of 0-100km/h in a mind-numbing 2.0 seconds!

The second controller feels a lot like entering into VR territory. Styled like a joystick, or the kind of controller you’d get with a VR headset, DJI’s Motion Controller (sold separately) lets you literally control the drone with your hands. You can maneuver the drone by simply tilting and moving the joystick around, giving you an incredibly intuitive and natural controlling experience. Moreover, a dedicated stop-and-hover button lets you instantly pause the drone in mid-air (a feature that’s great in emergencies), and a return-to-home button allows you to summon the drone back with a simple push of a button. Every aspect of the DJI FPV aims at giving you unbridled control over the drone, and putting you in the drone’s virtual cockpit. Unlike DJI’s other drone offerings that are made for videography, the FPV is for the sheer thrill of being able to fly like a bird, jet, or quite frankly, like Tony Stark… minus the weapons and hand-repulsors of course!

The DJI FPV drone currently retails for $1,299 on DJI’s retail website, with an additional $199 for the Motion Controller.

Designer: DJI

Kinect for Windows SDK gets accelerometer and infrared input, reaches China and Windows 8 desktops

Kinect for Windows SDK update arrives with accelerometer and infrared input, spreads its wings to China

Microsoft had hinted that there were big things in store for its update to the Kinect for Windows SDK on October 8th. It wasn't bluffing; developers can now tap a much wider range of input than the usual frantic arm-waving. Gadgets that move the Kinect itself can use the accelerometer to register every tilt and jolt, while low-light fans can access the raw infrared sensor stream. The Redmond crew will even even let coders go beyond the usual boundaries, giving them access to depth information beyond 13 feet, fine-tuning the camera settings and tracking skeletal data from multiple sensors inside of one app. Just where we use the SDK has been expanded as well -- in addition to promised Chinese support, Kinect input is an option for Windows 8 desktop apps. Programmers who find regular hand control just too limiting can hit the source for the download link and check Microsoft's blog for grittier detail.

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Kinect for Windows SDK gets accelerometer and infrared input, reaches China and Windows 8 desktops originally appeared on Engadget on Mon, 08 Oct 2012 16:30:00 EDT. Please see our terms for use of feeds.

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Winscape virtual window makes the leap to Kinect in 4K-capable, 6-screen glory (video)

Winscape virtual window leaps to Kinect, jumps to 4K footage and 6 screens video

RationalCraft brought its surreal Winscape virtual window to market when the Wii was virtually the only game in town for affordable motion tracking. Microsoft's Kinect has certainly changed the rules of the game since then, so it's almost natural that a fourth-generation Winscape has just launched to make use of the much more sophisticated sensor. For a start, there's no need to dress like Flavor Flav anymore: the camera can recognize anyone, even passers-by, without an oversized necklace. The larger-than-life footage used to generate the window effect has been given its own bump, too, and the app can now handle 4K video as long as the Mac underneath (sorry, Windows folks) is powerful enough to drive it. For those who truly want to be disconnected from reality, there's even six-display support provided it's all hooked up to a Mac Pro and a pair of three-output Radeon HD 5770 video cards. RationalCraft's software is free to try out now, although the requirement for at least two big TVs, a Kinect controller and a fast Mac should say all there is to know about the practical cost of pretending the Golden Gate Bridge is visible from inside a living room in Cleveland.

Continue reading Winscape virtual window makes the leap to Kinect in 4K-capable, 6-screen glory (video)

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Winscape virtual window makes the leap to Kinect in 4K-capable, 6-screen glory (video) originally appeared on Engadget on Tue, 10 Jul 2012 21:04:00 EDT. Please see our terms for use of feeds.

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Tomy BattroBorg 20 throws motion-controlled punches, rocks ’em and socks ’em Wii-style (video)

Tomy BattroBorg 20 runs on motioncontrolled punches, rocks 'em and socks 'em Wiistyle

The last time we saw someone move the game on for Rock'em Sock'em Robots, it was a motion-controlled experiment that was unlikely to see the light of day. Tomy must have been frustrated enough waiting for the practical reality to take matters into its own hands, as it's just unveiled the BattroBorg 20, a fighting robot that... lets you take matters into your own hands. The toy uses a Wii-style nunchuk motion controller that translates the player's own thrusts into the plastic robot's punches. Each robot can tell if it's been decked, although it takes just five punches to win by TKO -- these aren't exactly Queensbury rules. At an estimated $50 for each robot and matching controller on the July 14th release date, the BattroBorg isn't the cheapest way to relive the glory days of pint-sized fisticuffs, but it's certainly the most involving.

Continue reading Tomy BattroBorg 20 throws motion-controlled punches, rocks 'em and socks 'em Wii-style (video)

Tomy BattroBorg 20 throws motion-controlled punches, rocks 'em and socks 'em Wii-style (video) originally appeared on Engadget on Tue, 19 Jun 2012 01:46:00 EDT. Please see our terms for use of feeds.

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Insert Coin: Clang, a motion-controlled swordfighting game by no less than Neal Stephenson (video)

In Insert Coin, we look at an exciting new tech project that requires funding before it can hit production. If you'd like to pitch a project, please send us a tip with "Insert Coin" as the subject line.

Insert Coin Clang, a motioncontrolled, realistic swordfighting game by none other than Neal Stephenson

We won't lie: this might be the ultimate Insert Coin. It's not often that you get the author of Snow Crash and Cryptonomicon asking for Kickstarter funding, after all. Neal Stephenson and Subutai Corporation are tired of swordfighting in video games being reduced to abstract button presses, and they want to produce both a video game and a control system that will replicate what it's really like to fight steel-to-steel, complete with pommel hits, blocks and distinct techniques. The initial game, Clang, will focus on two-handed longsword dueling with an "off-the-shelf" controller to get out the door quickly. In the long run, however, the plan is to work on custom controllers, and the project will involve an open framework known as MASE (Martial Arts System Embodiments) that will let anyone build their own fighting game. You could create a realistic Wushu simulator... or an extremely detailed Teenage Mutant Ninja Turtles beat-em-up.

Any pledge will help the cause, but if you'd like a credit in the game or an actual copy, you'll want to spend a respective $10 or $25. The rewards escalate quickly after that: $50 and $75 pledges first give downloadable concept art and later a digital fighting manual, while $100, $150 and $250 donations will add a very real t-shirt, a hard copy of the manual, a signed poster with a patch and eventually a signed poster. Are you a high roller? Spending $500 or $1,000 adds a signed manual as well as either the first book or whole collection of the related The Mongoliad trilogy, plus (at the higher tier) invitations to Subutai parties in Seattle. Pledges at $5,000 will supply the actual concept art; at the peak $10,000, you'll get a real longsword, lunch with Subutai and a tour of the offices. If you're game in the literal sense of the word, you'll have until mid-day on July 9th to help Neal reach the lofty $500,000 funding target.

Continue reading Insert Coin: Clang, a motion-controlled swordfighting game by no less than Neal Stephenson (video)

Insert Coin: Clang, a motion-controlled swordfighting game by no less than Neal Stephenson (video) originally appeared on Engadget on Sun, 10 Jun 2012 06:57:00 EDT. Please see our terms for use of feeds.

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Neuroscientists develop game for stroke rehabilitation, give the Wii a run for its money

Neuroscientists develop game for stroke rehabilitation, give Wii run for its money

Think the Wii has the market cornered on gaming rehab? Think again -- neuroscientists at Newcastle University are developing a series of motion controlled video games to make stroke rehab more fun and accessible. The team's first title, dubbed Circus Challenge, lets patients digitally throw pies, tame lions and juggle to help them build strength and regain motor skills. As players progress, the game ratchets up its difficulty, presumably to match pace with their recovery.

Although Limbs Alive, the game's publisher, has only described their motion controller as "next-generation," it affirms that the game will be playable on PCs, laptops and tablets later this year. In an effort to lower costs and provide at-home therapy, the team hopes to leverage a £1.5 million award from the UK's Health Innovation Challenge Fund to build a system that will allow therapists to monitor patient progress remotely. The whole enchilada still needs some time to bake, but you can hit the break for a video and the full press release.

Continue reading Neuroscientists develop game for stroke rehabilitation, give the Wii a run for its money

Neuroscientists develop game for stroke rehabilitation, give the Wii a run for its money originally appeared on Engadget on Sun, 20 May 2012 00:56:00 EDT. Please see our terms for use of feeds.

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