During the I/O 2011 Building Android Apps for Google TV session (at 37:50 in the YouTube video) Googlers TV guys have said: "Probably not the accelerometer"... Actually why not? What about an accelerometer inside the remote-controller (and there is already one if you use your phone/tablet as a remote-controller)? Just imagine playing a 1st person car racing game on your TV using your remote as a driving-wheel (Wiimote style) !
As far as I can understand this will be doable, but it will require two different android apps: One for Google TV and one running on what you are using as a controller (tablet/phone).
The controller app would then use the acceleromter functionality and communicate with Google TV in the same way as the official remote.
Take a look at an android application I wrote called "iCruZn." It uses the accelerometers in your android phone to control Google Earth on your dekstop. iCruZn transmits the accelerometer data over WiFi to a browser on your desktop running Google Earth. You can use this same mechanism to control an application your write for the Google TV. The only reason iCruZn won't work with Google TV is because the Google Earth Plugin is not compatible with the Google TV Chrome browser.
Looks like new Sony TV has accelerometer in its remote -
http://www.techradar.com/news/television/hands-on-sony-nsz-gs7-review-1063737
Related
I'm trying to compare the possibilities of use beetween Apple WatchOS and Android Wear when it comes to using them without the phone nearby. And without conection to internet (Wi-Fi).
I own a Android Wear and have tested the possibilities but cant get an Apple Watch and all the info I can find is this: https://support.apple.com/en-us/HT205547
It says that with wifi you can: Use apps that support Wi-Fi. But what does it mean to support Wi-Fi? Does that mean third party apps cannot be used without internet in any case?
Thanks very much for the help!
Third party apps can run on watchOS without a network connection even if the Watch is not connected to the paired iPhone.
That piece of documentation you linked is only showing which system apps can be used without being connected to an iPhone with/without network connection.
If your watchOS app is not network based, it can fully function even when the Watch is not connected to the iPhone and there are no known Wifi networks available.
On my desk there are two beacons set up with Eddystone URLs.
The manufacturer's app (Estimote) can see both beacons.
On the same device, Chrome's Physical Web reports "No nearby Physical Web pages found". The device is Sony Experia E2535, with Android 5.0, Chrome 52.
Physical Web app detects and displays both beacons.
What are my debugging/investigation options to establish why Physical Web doesn't display the beacons?
use verify.physical-web.org on the URLs that you've set in each beacon. It diagnoses most reasons why the beacons don't show up.
My solution, on Scott Jenson's advice (via github), was to update Google Play Services (in Google Play).
Sonys website of the NSZ-GS7 devices says "There's also a 3-Axis motion sensor for gaming." in the description of the controller.
http://store.sony.com/webapp/wcs/stores/servlet/ProductDisplay?langId=-1&storeId=10151&catalogId=10551&productId=8198552921666462151
But when I ask the SensorManager for a list of sensors like on any other android device, there are none. Do I miss something here?
Sadly, the google page on Google TV supported features tells me that no sensors are supported, too.
https://developers.google.com/tv/android/docs/gtv_android_features#Hardware
So, any idea whats going on here? Is the Sony website lying? Or is there a motion sensor inside this device but not exposed by the OS? whats the point of a sensor you can't use, then? Will it work in future Google TV versions?
Sony support seems not to like me, as they answered none of this quaestions :(
Sony developed proprietary API's for their devices to allow developers to get access to sensor data from their physical remotes or the Sony MediaRemote app. You need to integrate their libraries into your app to get to use these API's. Sony has a developer web site with more information: https://android.developer.sony.com/pages/documents/view/?id=4000080
Just be aware that other Google TV devices do not support these API's.
I've got an idea for a tool I would like to make for Google TV once honeycomb + market lands on it, but it would function worlds better if I could also turn on the TV rather than having to make the user do it themselves
My idea is simple: Schedule your favourite shows, tv turns on, activates the STB then tunes to the proper channel when the show starts.
For reference I would be devving this on a Revue, which I know has the IR blaster and such needed to send the remote signals.
Yes, you can do that and more using the Anymote Protocol. For sample code, take a look at the source of the Google TV Remote app: http://code.google.com/p/google-tv-remote/
If you can control the IR device, then turning on the TV should be a snap. Additionally, some newer TVs have an HDMI functionality that lets you turn it on using it; however, not all TVs support this. All TVs do support infrared, though.
You'd want to look for "System Standby" here:
http://en.wikipedia.org/wiki/Hdmi#CEC
The TV would have to technically be in its "sleep" mode for the device to turn it on, similar to how PC monitors work.
I'm new to developing applications for the iPhone and iPod touch. Is it possible to communicate directly between 2 devices in the same room by using WiFi or perhaps even BlueTooth on the iPhone?
I've seen a demo of a fire application where one iPhone "lights" other iPhone when they get close to each other. How is this accomplished?
The point of all this is that I am exploring the option of developing a game that you can play with another person in the same room.
The iPhone supports Bonjour based service discovery and several applications take advantage of this to do things like syncing with a PC on the same network. Explore the samples and guides in the iPhone SDK. WiTap and BonjourWeb are good examples to start with. NSNetServices and CFNetServices are the APIs you'll be dealing with for Bonjour
iPhone - iPhone communication can also be accomplished over bluetooth using GameKit.