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sony's brain thing...

PostPosted: Tue Apr 12, 2005 1:48 pm
by TacitBlue
just check out this article, its hard to explain.
http://www.cnn.com/2005/TECH/fun.games/04/07/sony.brain.reut/index.html

I wonder if this could be used to make you think you are experiencing G-forces, and be used with FS.

Re: sony's brain thing...

PostPosted: Tue Apr 12, 2005 1:59 pm
by Craig.
G-forces? i dont think so as its a physical reaction. This looks to be only sensory related. It could however give you the sense of motion i think.

Re: sony's brain thing...

PostPosted: Wed Apr 13, 2005 4:00 am
by beaky
You could probably use that to simulate the squeezing of a G-suit... but give them time; eventually people will be "jacking in" a la Neuromancer or The Matrix...

Re: sony's brain thing...

PostPosted: Wed Apr 13, 2005 4:50 am
by Craig.
But some people already have homebuilt g-suit simulators anyway.

Re: sony's brain thing...

PostPosted: Wed Apr 13, 2005 5:37 am
by Hagar
I was reading about this last week. They've been talking about "Smell-O-Vison" for almost as long as I can remember. Seems it might soon become reality.

Realism in your front room is all very well but I'm not sure I like the idea of transmitting impulses of any sort direct to the brain. This might be fine if it's used sensibly by fit & healthy people but so often these things are not. Most young children sit far too close to the TV now & some spend hours sitting there. I already have to be careful what I watch on ordinary TV as some of the effects they use nowadays give me a migraine & make me feel dizzy.

Re: sony's brain thing...

PostPosted: Wed Apr 13, 2005 5:44 am
by C
thinking about this, G forces could be simulated quite easily...

1 - a G -suit, and some kind of interface to a valve to allow air into it dependant on the "G".

2 - Lap and shoulder straps, again, to tighten on G application.

3 - possibly a moveable seat pan.

4 - Helmet, and some sort of device (straps) to apply force to it...

Re: sony's brain thing...

PostPosted: Wed Apr 13, 2005 6:49 am
by Craig.
thinking about this, G forces could be simulated quite easily...

1 - a G -suit, and some kind of interface to a valve to allow air into it dependant on the "G".

2 - Lap and shoulder straps, again, to tighten on G application.

3 - possibly a moveable seat pan.

4 - Helmet, and some sort of device (straps) to apply force to it...

Which some home cockpit builders have done. Theres a show on discovery wings with some guy whos built an F-18 with full G-suit simulator that uses air preassure to inflate and deflate the suit when pulling a g-turn. But to get the real effect you really have to be flying.

Re: sony's brain thing...

PostPosted: Wed Apr 13, 2005 7:09 am
by Hagar
Which some home cockpit builders have done. Theres a show on discovery wings with some guy whos built an F-18 with full G-suit simulator that uses air preassure to inflate and deflate the suit when pulling a g-turn. But to get the real effect you really have to be flying.

You can get almost the full effect in a proper commercial flight simulator with a six-axis motion system. I never quite figured out how it's done but you can simulate prolonged braking, even when the full travel on the hydraulic rams is reached. The way it was explained to me is that the system doubles back on itself giving an uninterrupted effect. G effects can be simulated in the same way.

Knowing the lengths some people go to with simpits for the M$ sims, building a functional system to inflate-deflate a G suit (anti-G suit as they were originally called) should not be difficult. The engineering part is basic pneumatics & the necessary valves, plumbing and the suit itself should be readily available on the surplus market. The main difficulty would be in linking this to the sim. I don't know how accurately G is simulated in FS.

Re: sony's brain thing...

PostPosted: Wed Apr 13, 2005 9:24 am
by JBaymore
Hagar + all,

The hardware interfacing is actually pretty easy to get the computer data "out" to a series of hydraulic proportional valves.