<![CDATA[Kotaku: Gadget]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Gadget]]> http://kotaku.com/tag/gadget http://kotaku.com/tag/gadget <![CDATA[ First iPhone Game Redacted Review ]]> Freeverse dropped us a note to let us know that they've released a "preview" of one their iPhone game Wingnuts Moto Racer, a heavily redacted preview.

Turns out that the developer, best known perhaps for their work on Marathon: Durandal for XBLA, is under an NDA with Apple and can't talk about the game just yet.

There are still some tidbits to be found on the site though.

Moto Racing will make use of the iPhone's accelerometer to steer a motorcycle through races, and the intern who wrote up their "preview" says the game feels like an arcade title. Judging by the bits found around the giant red redactions, it looks like the game will indeed use tilting to steer and that, at least according to an intern at the place that makes it, it works well.

They didn't include any screens because of the NDA, but there is some art from their Mac level building utility to give you at least a taste of the art style.

Last we heard Freeverse was also working on a Sports pack for the iPhone, but no word on how that is progressing.

Freeverse tells us that while they will be at next week's WWDC, they don't plan on revealing anything new.

Wingnuts Moto Racer for the iPhone: A First Look [Freeverse]

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Kotaku-5014036 Fri, 06 Jun 2008 15:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5014036&view=rss&microfeed=true
<![CDATA[ iPhone Games to Get WWDC Appearance ]]> iPhone games will be getting some face time at Apple's WWDC show next week, according to the CEO of LemonQuest, who believes games for the device will likely cost 17 to 18 Euros a pop (about $28 USD).

CEO Ignacio Cavero declined to talk about their game but said it's based on a big UK license and uses all of the capabilities of the iPhone. He goes on to say that developing for the iPhone is more costly and that those costs are going to be passed on to the consumers.

"We're going to see a new generation of games," he tells PocketGamer.biz. "Instead of being sold for €5 in Europe, they'll be closer to €10 or €12. Take a look at what Apple is preparing for iPhone. Their games will be sold in iTunes for €17-18."

Make sure to check back here Monday for ongoing coverage of the gaming news that shakes loose from WWDC.

LemonQuest talks iPhone, ARM and industry consolidation [Pocket Gamer.Biz]

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Kotaku-5013914 Fri, 06 Jun 2008 10:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5013914&view=rss&microfeed=true
<![CDATA[ A First Look at Afrika's Beanie-Wearing, Robot-Controlling Player ]]> Not only does Afrika let you take pictures of lots of high-res animals, but you get to control those little remote camera bots and run! Seriously though, I am looking forward to this game. It looks like it's going to be a blast. I do hope they squeeze in some need facts about the animals while they're at it, this could be a great, fun educational game.

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Kotaku-5013852 Fri, 06 Jun 2008 08:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5013852&view=rss&microfeed=true
<![CDATA[ Virtual Word Teaches Deaf Children Math ]]>

A group of computer graphics tech students at Purdue's Envision Center for Data Perceptualizatoin have thrown together a bunch of cool technologies to create a virtual world designed to teach deaf children math.

The world relies on stereoscopic glasses, a device to track head movement, a wrist tracker and telemetric "pinch gloves" to monitor hand and finger movement

The idea is that the child can go into this virtual world and interact with a cartoon rabbit, robot and pig with sign language, learning to count and do basic math in the process.

They wear lightweight stereoscopic glasses so the virtual reality images appear three-dimensional. A device monitors the student's head position so the environment is consistently redrawn to match the user's perspective. A wrist tracker and telemetric "pinch gloves" monitor the student's hand and finger movements allowing interaction with the virtual environment and prompting responses from the characters.

The virtual reality program is designed to provide early elementary school age students with disabilities with a number of active, individualized learning conditions:

The ability to control their environment.

The ability to engage in learning activities at their own pace.

The ability to repeat activities as needed.

The ability to see or feel items or processes in concrete terms.

The ability to practice daily living tasks in a safe and barrier-free
environment.

Motivation to succeed.

For example, in a virtual candy store environment the student communicates to the storekeeper in sign language, some of which is specific to mathematics. Pinch gloves allow students to count candies and to add and subtract by putting candy on or off the counter. The task can be repeated over and over at the student's own pace while providing consistent and understandable feedback.

What an amazing use of technology and computer games. While I'm blown away with the concept and its real word use a tiny part of me can't help but think "When can I play Gears of War with this set up?"

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Kotaku-189395 Mon, 24 Jul 2006 15:00:40 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=189395&view=rss&microfeed=true
<![CDATA[ Griffin's PSP Car Dock ]]> In June, Griffin Technology is going to start selling the RoadDock for $30. This cool little device straps a PSP to a vehicle headrest. Once you install the dock you can just snap in the PSP or yank it out without having to go through the hassle of a reinstall. The thing also allow you to tilt or rotate your PSP 360 degrees. Now if they could only come out with a way of dealing with the horrendous screen glare.

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Kotaku-177025 Tue, 30 May 2006 13:00:12 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=177025&view=rss&microfeed=true