[sci.virtual-worlds] Interfacing Mattel/Nintendo PowerGlove to Macs?

sandro@lhc.nlm.nih.gov (Michael D'Alessandro) (11/19/90)

I have seen some discussion in this newsgroup on how to interface a
PowerGlove to a Mac to produce a poor mans Dataglove, but have not
been keeping track of the discussion.  Could someone summarize for 
me how to do this?  I have a few simple medical applications I'd like
to try to do with such a set up, and I don't have the cash for a real
Dataglove.

Michael
--
Michael D'Alessandro, M.D.
The Lister Hill National Center for Biomedical Communications
Educational Technology Branch
The National Library of Medicine               sandro@lhc.nlm.nih.gov

jsurine@amo.Wichita.NCR.COM (Jim Surine) (11/21/90)

In article <11371@milton.u.washington.edu> sandro@lhc.nlm.nih.gov (Michael D'A
>
>I have seen some discussion in this newsgroup on how to interface a
>PowerGlove to a Mac to produce a poor mans Dataglove, but have not
>been keeping track of the discussion.  Could someone summarize for 
>me how to do this?  I have a few simple medical applications I'd like
>to try to do with such a set up, and I don't have the cash for a real
>Dataglove.
>
>Michael
>The National Library of Medicine               sandro@lhc.nlm.nih.gov

Well, currently we are all waiting for more information about how to
get the power glove into its extended mode. (no one at Mattel/VPL/??? will
tell us) The current information about the glove to get it to emulate a
Nintendo controller was determined by reverse engineering the signals
while it was hooked up to the machine. NOW THAT THE GAME "GLOVE BALL" is
finally out for the Nintendo which uses the extended mode of the power
glove someone should be able to reverse engineer this sucker so we can
all build nice serial interfaces to our computers and make virtual realities
for ourselves. (HINT HINT, I don't own a Nintendo so someone else will have
to do this) Anyways that's the current dirt on the subject.


-- 
                                         ____________________________________
j.surine@Wichita.NCR.COM (Jim Surine)   |                                    |
NCR Peripheral Products Division        | I did not say this, I was not here | 
work (316)636-8586 home (316)721-6280  /_____________________________________|

bkuo@girtab.usc.edu (Benjamin Kuo) (11/22/90)

In the same line, has anyone had any success with the schematics/docs about
hooking up the Nintendo 3D vision glasses that floated out on the net
about a half a year ago? A friend of mine was able to rig it up to do
3D, still (ie simple objects like boxes, etc.), but has no software
to take advantage of the LED screens (ie dual screens for each separate
eyepiece).  I imagine you could get quite impressive 3D action by defining
two screens for each eye and manually do animation in a program (I believe
John Calhoun, the programmer of the Mac games Glypha, Pararena, and Glider
also did a one-screen 3D game...).

It seems that this should be an "easy" addition to the Mac, since all it
involves is a bit of wiring and software. Even just playing with blue/red
glasses and a Mac II (w/Videoworks) significantly makes for a more "real"
environment.

We had the idea of a "3D Finder", where alternate screens would shift
certain images the proper pixels/colors to achieve 3D windows, maybe a
3D mouse (left-right, up-down, back-forth).

Also, if anyone has the complete text to those schematics/etc. could they
please mail me? Thanks.

Benjamin Kuo