This article originally appeared on CTVNews.ca
Yesterday, at an exclusive event in downtown Toronto, members of the press were invited to the official launch of two new robotic products from Parrot S.A., the French company responsible for popularizing so-called “drones” – remote controlled quad-rotor flying platforms that contain a pair of cameras capable of recording high-definition video.
The company has had enormous success with their AR.Drone (now in its second generation), having sold over 700,000 of the $350 devices since 2010. And though there has been an explosion of growth in the drone market, both in the high-end commercial segment and the budget-friendly toy segment, Parrot has maintained a decisive lead by combining high-quality components and engineering with easy-to-master controls thanks to its use of Wi-Fi equipped smartphones and tablets as the “remote.”
Parrot’s two new products, part of a line they call “MiniDrones,” follow in the footsteps of the AR.Drone. The Rolling Spider is a $119 miniature quad-rotor flying vehicle that fits in the palm of your hand. Equipped with detachable wheels that give the Spider an angry-bee-trapped-in-a-hamster-wheel appearance, it can roll along floors, up walls and along ceilings without any danger of the tiny propellers coming in contact with nearby objects. Thanks to a plethora of on-board sensors and gyros, The Rolling Spider is simple enough for a child to operate. It even has a high-res, downward-facing camera that can snap still images during flights. The rechargeable and replaceable battery is good for about 8 minutes of continuous flight. You can fly the Rolling Spider indoors or outside, but because it’s connected via Bluetooth to your phone or tablet, the operational range is limited to about 66 feet.
In practice, the Rolling Spider is a hoot to fly. Amazingly stable yet highly responsive, it emits a high-pitched whine that makes comparisons to bees, wasps or even mosquitoes more apt than to a spider. Horizontal flight is buttery-smooth while vertical lifts and drops happen incredibly fast. Irritated by a pilot who decides to fly it too close to your head? Go ahead and swat the Spider out of your way – it will right itself and continue on its flight path as though nothing had happened. We can only assume it doesn’t take such acts of aggression personally.
Parrot uses the same flight control scheme from the AR.Drone with the Rolling Spider and it is truly easy enough to learn that you can fly the Spider confidently after a few minutes of experimentation. Getting the Spider to execute an aerobatic 360 degree flip in mid-air requires nothing more than a double-tap on the smartphone’s screen.
Finally, if you can bare to separate yourself long enough from the Rolling Spider to let your kid play with it, they’ll be delighted to find that Parrot has included a set of stickers that can be used to customize the Spider’s appearance. Most of them make the Rolling Spider look like something that’s about to bite you.
Their second product in the MiniDrone line is the $179 Jumping Sumo. A quirky blend of remote-controlled car, mobile camera platform and, well, grasshopper, this two-wheeled vehicle has more in common with a Segway scooter than a garden-variety RC car. Equipped with a wide-angle front-facing camera, the Sumo can stream live video of everything it sees back to the smartphone, giving its driver a first-person perspective. The diminutive vehicle can be driven manually, using the on-screen controls and can perform impressive maneuvers such as 90 or 180-degree turns in an instant, or you can pre-program a specific route which can then be executed at the tap of the screen.
But the Jumping Sumo’s most impressive trick is, as its name suggests, the ability to jump up to three feet into the air, with a level of precision that allows experienced drivers to land it on a surface not much larger than the Sumo’s own footprint. The jumps are accomplished via a powerful, spring-loaded piston that can be primed and released in less than two seconds. Flip the Jumping Sumo “upside down” (a hard position to identify when dealing with a robot that doesn’t seem to care which way is up) and it can use the same mechanism to launch itself away from fixed objects, or “kick” loose objects out of its path. In an impressive demonstration of strength, I watched as a Parrot employee put a sizeable dent in an empty pop can using this technique.
As frightening as it sounds, Parrot has even equipped the Jumping Sumo with a “personality.” With a Furby-like set of responses, the Sumo will emit different sounds under different conditions. Perhaps most disturbing is the language Parrot uses to describe these interactions in its marketing material: “Pet its head, pat its body and it reacts to make you understand its affection for you.” Hmm. “Make you understand”… is this merely an awkward translation from French, Parrot’s native tongue, or is it a sign that we are no longer the ones who are in control? If you still have any doubts, consider this: When the Jumping Sumo finds itself in an “uncomfortable” situation, its “eyes” turn from placid green to a menacing red. Stanley Kubrick tried to warn us about artificial intelligence with red eyes…
While it’s clear that these two MiniDrones—which go on sale in August—are very much designed to be toys (parents get ready for the holiday wish-list onslaught), make no mistake, these are highly sophisticated pieces of technology that have more in common with commercial and even military drone applications than their size and price would indicate. With the exception of their operating distances, battery life and perhaps durability, these two “toys” represent cutting-edge technology.
If you’ve ever spent time wondering what your kids will be equipped to do when they enter the job market, perhaps it’s time to introduce them to a MiniDrone. It could set them up for an upwardly mobile career path in our increasingly robotic world.
See the Rolling Spider in action:
See the Jumping Sumo in action:
Perhaps more than any other company in the consumer electronics industry, Sony has repeatedly baffled customers and analysts alike with its product strategies. Music players that could only playback proprietary formats, cameras that could only use proprietary memory cards, a tablet that could control your entire home theatre but not your Sony PS3, an iPod-competitor that isn’t PlayStation-certified, and phones that could provide a great mobile gaming experience but couldn’t display those games on your TV.
That’s just a short list.
Much of these decisions can be attributed to Sony’s desire to exert the kind of control over user experiences that Apple is famous for. Walter Isaacson’s Steve Jobs bio even lends credence to the idea that Apple learned this lesson from Sony. The other explanation is that Sony is a company divided. With interests in consumer electronics and media publishing, the fabled Japanese tech giant has been fighting for harmony amongst its divisions for decades, with few visible successes.
But this might be changing.
Consider the new Xperia S, the first Sony smartphone in Canada to ditch the old Sony-Ericsson branding. It’s a dual-core, HD smarpthone running Google’s Android 2.3 OS (upgradeable to Ice Cream Sandwich later this year) and like it’s predecessor, the Sony-Ericsson Xperia Play, it’s PlayStation Certified which means you can enjoy a catalog of games from Sony including older PlayStation 2 titles that have been optimized for the mobile device.
Unlike the Xperia Play, these games are no longer confined to the phone’s 4.3″ touchscreen. Equipped with a micro-HDMI port, the Xperia S lets you enjoy video and gaming on your HDTV.
Sounds like a solid feature right? Well, yes and no. Yes, the ability to view your mobile games on the big screen makes a ton of sense. Not only will they look better on an HDTV, but friends and family can watch the action without having to sit shoulder-to-shoulder with you. But there’s a down-side too. The Xperia S, unlike the Play, is a touch-screen only device. There is no slide-out set of physical buttons (the Play’s slider featured a PSP Go layout). So while you’ll be able to view games on your TV, it will likely be impossible to control the gameplay without looking down at the phone to make sure you’re swiping and tapping the control areas accurately.
Let’s hope that Sony brings back the Play’s slider form-factor on their next model so gamers can really harness the HDMI-out feature to its full extent.
The Xperia S also features a 12.1-megapixel camera that can shoot 1080p video along with NFC (Near Field Communication) – a technology that will enable everything from mobile payments via Google Wallet to content sharing between compatible devices, so gaming isn’t the only reason to consider this smartphone.
Pricing has been set at a very reasonable $99 on a 3-year phone & data package from Rogers Wireless. The Xperia S will be available exclusively through Sony Stores when it launches April 17th.
Have I shared with you my enthusiasm for remote-controlled helis and their quad-rotor brethren?
No? Well I love ’em.
I’m 42-years-old and there’s just something about these little indoor choppers that fulfils a boyhood dream which I’ve apparently been harbouring for a long time.
Whatever the reason, I think these things are awesome so I was delighted to learn that the coolest remote-controlled toy on the planet, the Parrot AR.Drone 2.0 will be up for pre-order at The Source starting March 9th. General release for the device is May of this year.
What’s this? You’ve never heard of the AR.Drone? Allow me to introduce you: The Parrot AR.Drone is remote-controlled quadrocopter (4 rotors instead of the usual 1) that can be controlled via your iOS or Android device of choice over Wi-Fi and comes equipped with 2 on-board cameras – one that looks forward, the other looks straight down.
The latest version (2.0) of the AR.Drone lets you watch the feed from the forward-facing cam on your controlling device in real-time to give you a “pilot’s eye-view” of the action, but you can also record this video feed for acquiring the bragging rights to an especially impressive flight. These videos can be recorded to your smartphone/tablet’s memory or saved via the built-in USB port on the AR.Drone.
We got a chance to see the AR.Drone 2.0 in action at CES 2012 this year and their demo was impressive.
Of course, the original intent behind the cameras was to enable AR gaming (thus the AR or Augmented Reality in the AR.Drone’s name) is still very much the focus of this craft, and with the optional game downloads you can engage in air-to-air combat with other AR.Drone pilots.
Just like the original AR.Drone, version 2.0 comes with a removable set of indoor “hulls” – basically styrofoam bumpers that surround the blades of each of the four rotors. You can keep these on when flying outdoors for greater crash protection, but the vehicle will be much less stable in windy conditions.
Until now, the only Canadian retailer who carried the AR.Drone was BestBuy, but it seems Parrot has established a slightly larger distribution network for the 2.0 release of the product by partnering with The Source. This move makes tons of sense. Not only are there way more The Source locations in Canada (over 700) but The Source is already the go-to shop for RC enthusiasts. I doubt there is another bricks and mortar retailer with a greater selection of RC toys and the AR.Drone is the perfect complement to that collection. The Parrot AR.Drone 2.0 will be $329 when it goes on sale later this year.
Tony Hawk Ride is a ground-breaking game that seeks to bring the virtual a real worlds ever closer by introducing a special skateboard-deck controller into the gaming arsenal. So while traditional game reviewers can certainly weigh in on what they think of the game, someone needs to ask the question: What do real skaters think? So I asked. The answer came from my colleague, Matt Forsythe, editor over at Push.ca and no stranger to the asphalt-and-road-rash-real world of skateboarding. Better yet, Matt has clocked some serious hours with previous titles in the Tony Hawk game franchise. Here is his take on THRIDE for the Xbox 360…
Despite the Tony Hawk games turning into roller coaster simulations over the past few releases (boring, over-the-top, easily setup tricks [see chart]), I’ve got a soft spot for the series. Being the first game to do a decent job of representing skateboarding, I put more playtime into the demo of the original Tony Hawk Pro Skater (THPS) than I have into other full games, sticking with the series until Tony Hawk’s Underground. After losing ground to EA’s competing Skate franchise, the Tony Hawk team has gone for broke with a complete reboot of their series in Tony Hawk Ride. You won’t be able to miss the package in stores: the calling card of Ride is the included motion-sensing skateboard controller that’s a requirement. It seemed like as good a reason as any to give Tony another chance.
Like anyone who skates, first thing I wanted to know right out of the box is if you could actually get some pop on this thing. Thanks to a solid build and some weight, the board doesn’t feel like a cheap toy; you don’t want to shin yourself with this thing. Four visual sensors on the top of the board give it a serious “this thing is high-tech and I shouldn’t break it” feel. I passed on the ollie in case the safety warnings were true (and it wouldn’t be possible to review the game with a broken fake skateboard).
Some advice when getting started: make sure you’ve got a controller handy because if you’ve ever tried navigating a menu with a skateboard, it’s not easy. The inconsistencies of when you can and can’t use the board to get around make things worse. The board has full buttons and a d-pad, but if you’re reaching to the floor for that, you may as well grab your controller (or turn it into a sweet “multiplayer” game. I call menu guy, dibs!).
The basic mechanics of the game consist of balancing this mock skateboard to steer, while making different foot motions to pull off tricks while skating through different levels. There’s three options for how much work you’ll have to do: “Casual” keeps you on rails, leaving you to focus on tricks, “Confident” removes the rails, but supposedly stills helps (I did not get that feeling), and “Hardcore” moves when you move. The funny thing is that the “Hardcore” control setting seemed easier than the “Confident” setting, feeling more like the response of an actually skateboard (well, as close as you might get without trucks and wheels…and actually rolling).
Actually getting to the levels is the next trick. The load times are yawn-inducing, with the constant insistence of re-orienting your board (choosing regular or goofy, which should just be a menu option) adding insult to the wait when you think you’re finally ready to play.
When you get to the “skateboarding”, things get weird. Turns out, you’re going to need actual balance skills to make a real go at the game (which is odd, because real world skill and videogames rarely mix), and that’s just to keep you going in a straight line. Tricks, on the other hand, are a shot in the dark. Performing specific tricks is a crapshoot, devolving to strange ritual dance motions that translate to sick moves on screen. It’s supposed to help that there’s a small on-screen display mirroring your motions on the board, but putting your hand over one of four sensors to perform grabs gets old fast when you can see the display registering your movements, but not translating to tricks in the game.
Any hardcore THPS fan will be familiar with the repetitive stress injuries associated with “start, down, X”, the pause/menu combo used to restart a level while trying to complete one particular, stressful thing in early Tony Hawk games. Without having a controller in your hand, and dealing with vague controls, you have to suffer through chains of challenges with one incomplete piece, waiting for the end of a run to start over…again and again.
With so many points working against it, it was no surprise that I saw more kids at the skate park this weekend in below zero temperatures than were playing this game online.
At a $120 admission price, you’ve got to want to go fake skateboarding pretty badly to get on this Ride. And without anything to lose, I did try: you can actually get some pop on the board. It results in some possibly damaging noises, yet it’s still not as fun as the real thing.
— Thanks Matt!