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Show HN: Swip.js, a library to create multi device experiments

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Re: Show HN: Swip.js, a library to create multi device experiments

#11
post #2

Using the devices as planes for the golf demo is incredibly creative! https://www.youtube.com/watch?v=ZE0gxa-p8HY I know you can use HTML5 DeviceOrientation for angle and the "swip" for relative positioning. But how did you get the physical size of the screen of each device?

This is an amazing demo and a great reminder of the sheer cool factor of having tiny computers in our pockets.

Re: Show HN: Swip.js, a library to create multi device experiments

#13

Does anyone know how well you can time via an app? I wonder how it sounds to play sound across devices. Streaming and clock syncing can happen beforehand, just the playback has to be very sync to an absolute timing. Maybe one can do something crude sound propagation synthesis by playing with timing, sound runtime, gps and a crowd. If you synthesize the sound the app even stays very small. You could e.g. make an ocean…

I'd gone to a hackathon a few years back (I think it was Michigan's MHack), and one of the teams did exactly that. It was actually really cool.

They split the room into 3 sections, and then controlled each section to play it's own tune.

Re: Show HN: Swip.js, a library to create multi device experiments

#14
post #2

Using the devices as planes for the golf demo is incredibly creative! https://www.youtube.com/watch?v=ZE0gxa-p8HY I know you can use HTML5 DeviceOrientation for angle and the "swip" for relative positioning. But how did you get the physical size of the screen of each device?

We haven't figured out a way to do this automatically. Currently we prompt the user to enter the size of the device when the app is opened for the first time.

How do you know which device is positioned higher than the other (on a bunch of books)?

Re: Show HN: Swip.js, a library to create multi device experiments

#16

Earlier quoted context omitted.

We haven't figured out a way to do this automatically. Currently we prompt the user to enter the size of the device when the app is opened for the first time.

How do you know which device is positioned higher than the other (on a bunch of books)?

Based on the demo they showed, this isn't needed. As long as they know the orientation of the device relative to a flat plane they can move the virtual items within the bounds of that device's screen. When it crosses over on to another device, it only needs to calculate movement based on it's relative orientation.

Re: Show HN: Swip.js, a library to create multi device experiments

#17
post #16

Earlier quoted context omitted.

How do you know which device is positioned higher than the other (on a bunch of books)?

Based on the demo they showed, this isn't needed. As long as they know the orientation of the device relative to a flat plane they can move the virtual items within the bounds of that device's screen. When it crosses over on to another device, it only needs to calculate movement based on it's relative orientation.

Yes, exactly. If it enters the space of a tilted device, a force (depending on the rotation of the device) is applied to ball.

Re: Show HN: Swip.js, a library to create multi device experiments

#18

Wow, great work. I assume the pinch gesture calibrates the positioning and is always center of the screen? The bounce off the screen edge on pong is satisfying.

You're right, when the server receives two swipe events at the same time in opposite directions we assume that both devices are aligned at this point. It doesn't matter though where on the screen you pinch them together,.

Re: Show HN: Swip.js, a library to create multi device experiments

#19

Does anyone know how well you can time via an app? I wonder how it sounds to play sound across devices. Streaming and clock syncing can happen beforehand, just the playback has to be very sync to an absolute timing. Maybe one can do something crude sound propagation synthesis by playing with timing, sound runtime, gps and a crowd. If you synthesize the sound the app even stays very small. You could e.g. make an ocean…

If you are playing sound you can use the microphone for synchronisation.

hehe, right, but it will get messy in a crowd. Maybe fun though, if the phones first try to agree on a timing.
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