Tag Archives: wii

Keyboards, consoles and living rooms: Trust Thinity reviewed

Computers are for the study, consoles for the living room, right? Kind-of, but we are seeing some convergence. The box under your TV might actually be a Mac Mini or a PC, or you might be browsing the web on your Sony PS3. From time to time you hit a problem: game controllers are lousy for text input.

I was an early adopter for Microsoft’s Media Center PC, and hit exactly this problem. Microsoft’s media center remote was good in its way, but sometimes I needed a keyboard and mouse. I ended up getting a wireless keyboard. However I also discovered that a keyboard, while great for a desk, is an awkward thing to have lying around in a living room.

This is the problem Trust is trying to address with its Thinity Wireless Entertainment Keyboard. This is a small keyboard – think netbook-sized – with an integrated trackpad. It comes with a USB wifi adaptor and a stand/charger.

image

When sat in its charger it is reasonably stylish as these things go, but still looks like a keyboard.

image

The Thinity is compatible with Windows PCs – why not Mac? – Sony PlayStation 3, and Microsoft Xbox 360. There is no need to install drivers, just plug in the USB device and it works. That said, there is no caps lock indicator on the keyboard, so you can download a software indicator for Windows if you want.

The trackpad is actually multitouch, and as well as having hardware left and right buttons,  tapping with three fingers makes a right button click, and it behaves as a scroller if you drag with two fingers.

How is it then? Well, it does the job and is easier than using a game controller to type URLs and passwords. I cannot rate it highly though, since it is not a particularly well-designed keyboard. The keys are close together and it is hard to type at speed. I would not enjoy using it as a main PC keyboard; I wrote most of this review with it but found it a struggle.

It is also a shame that there are no configuration options for Windows. I would like to turn off tapping, which I personally find a nuisance because of accidental clicking though I know others who love it.

Although the Trust brand is associated with budget gear, I get the impression that the company set out to make at least a mid-range product, with multi-touch keypad and a long-lasting li-ion battery. Unfortunately it needs a bit more design effort, making it seem over-priced for what it is. There are little annoyances, like the fiddly on-off switch, the support tabs on the back that are hard to prise open, and the fact that the keyboard flexes a little more than it should.

Logitech’s Google TV, the Revue, has a keyboard/trackpad that is only a little larger, but is more usable.

But do you want a keyboard in the living room at all? Personally I am doubtful. They are a transitional necessity. I am a fan of apps rather than remotes. The virtual keyboard on an Apple iPad does all that is necessary for occasional text input in a more elegant and living-room-friendly manner. Nintendo is taking this same direction with the Wii U, which has a touch controller with its own screen.

Of course these devices cost more and do more than a simple wireless keyboard, but they are inherently better suited to the task. One factor is that when you type, you do not want to be 12 feet away from where the letters are appearing on a screen. With a screen-equipped remote, they are right in front of you.

That does not solve the immediate problem with a PS3, Xbox or Media Center PC, so you will still need something like the Thinity, though I would suggest you check out the competition too. Long term though, I do not think we will see many keyboards in the living room.

Nintendo bringing dual screen to the Wii with smart controller

Nintendo has announced the Wii U, set for release sometime in 2012. If the unique feature of the original Wii was the motion controller, this new one is characterised by a smart controller that is in effect a mini-console in its own right, complete with 6.2″, 16:9 touch screen, accelerometer and gyroscope. In fact, it sounds a lot like a tablet with game controller buttons.

image

image

As for the console, it is not so different from before except that it now includes an IBM Power-based multi-core processor and from what was seen at E3, a substantial advance in graphical power. The original Wii Remote controllers are still supported, as are accessories like the Wii Balance Board.

image

The console has internal flash memory, but you can attach an external USB hard drive. The disc drive reads a new proprietary high-density format as well as existing Wii titles, with which it is backward-compatible.

Why two screens? Well, it opens up many new possibilities for game play as well as non-gaming uses. At E3 it was shown being used for video chat.

image

Nintendo spoke of the Wii U having a “strong bond between games, the TV and the internet,” and the new controller could be used for social interaction while the main screen is showing TV or internet content.

Having a second screen also means you have use one for navigation and the other for content, which makes a lot of sense.

I admire Nintendo’s ability to innovate. Now that the other consoles have picked up the idea of motion controllers, Nintendo is branching in a different direction, and this looks like a good upgrade for the Wii.

At the same time, the similarity of the new controller to an Apple iPad or RIM PlayBook or Android tablet gives me pause for thought.

First, it is going to be expensive relative to the original Wii.

Second, what are the possibilities for gaming if Apple put together the iPad and the Mac, or if Microsoft broke with its past and actually integrated Windows 8 on a tablet with the Xbox 360?

image

15 minutes with the Nintendo 3DS

Today I got to try a Nintendo 3DS for the first time. A few first impressions.

It is a neat unit though it feels a little flimsy compared to the original DS or the DS Lite. I like the charging dock that comes in the box. Here it is, complete with genuine user fingerprints. The joystick (or circle pad) on the left is beautifully responsive.

image

My first question was: what is the 3D like? The answer is that it really works.

I spent some time playing with the Augmented Reality game, where you lay cards on a table, point the 3DS rear cameras at them, and see magic happen as three dimensional creatures emerge, intermingled with the real world around them.

Photographing this takes more skill than I possess, but to give you the idea, here are four Augmented Reality cards (all in the box as standard) that I have laid on the desk:

image

and here is a snap of the 3DS top screen viewing those cards in the AR game:

image

You cannot see it from this image, but the 3D effect is vivid, and the background is the desk on which the cards are placed. A gimmick, but an engaging one.

The built-in AR game is a lot of fun and makes use of the AR background in that you have to pan the camera around the targets to shoot successfully, something which cannot be reproduced in a purely screen-based game.

What about eye strain? I am not sure; but the 3D screen did seem to strain my eyes slightly. There is a slider which lets you reduce or disable the 3D effect easily, so the eye strain possibility should not deter you, except that since you are paying for a 3D device it is a shame not to use it.

There is a lot more packed into the 3Ds though. It has an accelerometer and gyroscope, one front and two rear (for 3D) cameras, and wireless LAN that supports WPA/WPA2 at last – this was an annoyance with the older WEP-only models.

The software has the usual Nintendo quality, complete with the ability to create Mii avatars similar to those on the Wii, but this time they can be based on a snapshot of someone’s face taken with the built-in camera.

The downside versus the original DS is the battery life – just 3-5 hours.

Still, DS fans will love the 3DS. But will it grow its market? I’m doubtful. A lot of the market for casual gaming has passed to smartphones now; and for someone with a modern smartphone, the 3DS duplicates a lot of functionality. Few smartphones have 3D of course, though I did see the LG Optimus 3D at Mobile World Congress last month.

But how important a feature is 3D? That is an open question, and I guess depends on how much difference it makes to gameplay. My quick impression is that while it is truly impressive when first encountered, it is something you soon feel you could manage without – but that is only a quick impression and I could be proved wrong.

First impressions of Microsoft Kinect – great hardware waiting for great software

The moment of magic comes when someone walks through the gaming area and Xbox flashes up the message that they have signed in. No button was pressed; this was face recognition working in the background during gameplay.

So Kinect is amazing. And it is amazing: it is controller-less video gaming that works well enough to have a lot of fun. That said, I also have reservations about the device, though these are first impressions only, and feel it is let down in a big way by the games currently available.

My device arrived on the UK launch day, November 10th. It is a relatively compact affair, around 28 cm wide on a stubby stand. The first task is positioning it, which can be a challenge. You are meant to place it above or below your TV screen, at a height of between 0.6m to 1.8m. I was lucky, in that our TV is on a stand that has space for it; the height is fractionally below 0.6m but it seems to be happy. Alternatively, you can purchase a free-standing support or a bracket that clips to the top of a TV. I imagine there are some frustrated first-day purchasers who received a device but cannot satisfactorily position it.

You also need free space in front of the set. Our coffee table got moved when the Nintendo Wii arrived, so the 6ft required for one-player play is not a problem.  Two-player is more difficult; we can do it but it means moving furniture, which is a nuisance. Overall it is more intrusive than the Wii, but less than Rock Band or Guitar Hero with the drum kit, so not a deal-breaker.

Microsoft takes full advantage of over-the-wire updates with Kinect. After connecting, the Xbox, the device firmware, and the bundled Kinect Adventures game all received patches; but the procedure went smoothly.

Kinect is a sophisticated device, a lot more than just a camera. There are three major subsystems in Kinect: optical, audio and motor.

  • Motor is the simplest – the stubby stand also contains a motor assembly that swivels the device up and down, enabling it to allow for different positions and to find the optimal angle for players of different heights.
  • The optical subsystem includes two cameras and an infra-red projector. The projector overlays a pattern on the field of view. This allows the first camera, a depth sensor, to map the position of the players in three dimensions. This lets the system detect hand movements, for example, which are usually closer to the camera than the rest of the body. The second camera is a colour device more like the one in your webcam, and enables Kinect to take pictures of your gaming antics which you can share with the world if you feel so inclined, as well as presumably feeding into the positioning system.
  • The audio subsystem includes no less than four microphones. The reason is that Kinect does voice recognition at a distance, so needs to be able to compensate for both the sounds of the video game and other background noise. Using multiple microphones enables the audio processor to calculate the position of sounds, since each microphone will receive a sound at a fractionally different time.

These sensors systems are backed by considerable processing power – necessary because the Xbox itself devotes most of its processing to the game being played. The trade-off in systems like this is that the more processing means more accurate interpretation of voice and gestures, but taking too much time introduces lag. As I saw at the NVIDIA GPU conference in September – see here and here for posts – very rapid processing enables magic like robotic pinhole surgery on a beating heart – and like Kinect, that magic is based on real-time interpretation of physical movement. Kinect is not at that level, but has audio and image processor chips and 512MB RAM, along with other components including for some reason an accelerometer, mounted on three circuit boards squashed into the slim plastic container. See for yourself in the ifixit teardown.

But how is it in practice? It certainly works, and we had a good and energetic time playing Kinect Adventures and a little bit of Joy Ride. Playing without a controller is a liberating experience. That said, there were some annoyances:

  • Kinect play is more vulnerable to interference than controller gaming. If someone walks across the play area, for example, it will interfere.
  • In the Kinect system, there is no such thing as a click. Therefore, to activate an option you have to hover over it for a short period while a progress circle fills; when the circle is filled, the system decides that you have “clicked”. It is slower and less reliable than clicking a button.
  • The audio system enables voice control which seems to work well when available, but most of the time it seems not to be available. Considering the amount of hardware dedicated to this, it seems rather a waste; but presumably more is to come. Controlling Sky player by voice, for example, would be great; no more hunting for the remote.
  • The Kinect seems to work best when you are standing. For something like a driving game, that is not what you want. Apparently seated gameplay is supported, but does not work properly with the launch games; so watch this space.

Launching stuff before it is really ready seems to be ingrained in Microsoft’s culture. Is Kinect another example? To some extent I suspect it is. I recall the early days with the Nintendo Wii as exciting moments of discovery: the system worked well from the get-go, and the bundled Wii Sports game is a masterpiece. The Kinect games so far are less impressive.

In fact, my overwhelming impression so far is that this is great hardware waiting for software to show what it can do. The 20,000 Leaks mini-game in Adventures is not very good – you are in a glass cage underwater and have to cover leaks to stem them – but it is interesting because you have to use head, hands and feet to play it. It could not be duplicated with a conventional controller, because a conventional controller does not allow you to move one thing this way, and another thing that way, at the same time.

It follows that Kinect should enable some brilliant new gaming concepts. I’d love to see a stealth adventure done for Kinect, for example; there are new possibilities for realism and excitement.

As it is, the Kinect launch games show little imagination and seem to be heavily Wii-influenced – and if you compare Kinect with Wii on that basis, you might well conclude that the Wii is better in some ways, worse in others, but cheaper and with better games, and without the friction of Kinect’s somewhat fussy requirements.

Such a comparison is not fair to Kinect, which in concept and hardware is a generation ahead of Wii or PlayStation Move. It now awaits software to take advantage.