Tags: acm classification system, actuation, conference publications, haptics, hci research, hci researchers, information interfaces, measures, mid 1990s, montreal canada, norman oklahoma, open source platform, research platform, sexbox, sexual interaction, stelarc, system overview, teledildonics, user agreements,
An Open-Source Sexual HCI Research
Platform
Kyle Machulis Abstract
Nonpolynomial Labs Teledildonics hardware presents an interesting haptics
1321 Homeland Ave. actuation platform for HCI research. However, most
Norman, Oklahoma, 73069 current commercial teledildonics products include anti-
(405)570-9855 reverse-engineering measures in their hardware and
http://www.nonpolynomial.com user agreements, meaning that usage of the products
kyle@nonpolynomial.com outside of the limits set by the manufacturer is not
legally possible. The SeXBox is an open source platform
that allows HCI researchers to quickly and easily
implement interfaces for software controlled sexual
interaction through a computer.
Keywords
Guides, instructions, author's kit, conference
publications
ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g.,
HCI): Miscellaneous. See [3] for help using the ACM
Classification system.
Overview
Copyright is held by the author/owner(s). The term "Teledildonics" was originally coined by the
CHI 2006, April 2227, 2006, Montreal, Canada. artist Stelarc in the mid-1990s. It refers to any remote
sexual stimulation that is controlled through some sort
ACM 1-xxxxxxxxxxxxxxxxxx.
of electronic communication, though it usually refers to
internet/computer controlled sex.
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controller or console. Also added was a standardized
Commercial teledildonics products came to market in connector that would fit most modular sex toys,
the late 90's, with products like SafeSexPlus and meaning that users that are not interested in building
Symphony allowing users to control the vibration speed their own toys can order pre-built toys with the
of sex toys over the internet. These types of toys still connector already attached. These toys can usually be
exist, with companies like Sinulate and Highjoy now found for under $10US.
producing toys with internet enabled speed and rotation
controls. However, these toys implement handshaking The major drawback to the game controller version of
protocols that require encryption keys embedded in the the SeXBox was that it required buying and modifing a
manufactured hardware, meaning that only software rather expensive controller ($30-40US), with the
distributed by the producer can be used for control and possibility of having the controller break if an external
communication. Not only does the interface of the motor that drew too much current was used.
software leave something to be desired, it locks out
developers from creating new control schemes and The main requirement of the final version of the
triggers for the toys. SeXBox is that it require no modification to any part or
add-on in order to use. The product needs to be a
The SeXBox aims to give developers and researchers complete, working platform out of the box.
an easy-to-use platform for implementing interfaces for
computerized control of sexual situations. With To this end, the video game controller will be replaced
publishes schematics and API, users will be able to get with a microcontroller chip. With the addition of this
teledildonics platforms up and running without worry of chip, the SeXBox will be able to talk directly with the
licensing or creative issues. USB port of a computer, meaning that the hardware
will be essentially plug and play instead of involving
Creation and Revision History complex soldering and rewiring. An open source API will
be distributed with the SeXBox.
The original version of the SeXBox was created in
February 2005. It consisted of a video game console Research Abilities of the Platform
controller with the force feedback motors removed, and
feedback power port rerouted to a sex toy. Any time Even though the final version is still in development,
the controller is sent a vibration command by a video the SeXbox has already been used for implementing
game, it causes the toy to vibrate. This worked as both multiple HCI research projects.
an alternative video game feedback device (by using it
with a game console), as well as a simple teledildonics As a Video Game Feedback Device
control (by hooking the controller up to a computer and
using the force feedback API of the operating system). Since the SeXBox can easily be hooked up to video
The project plans were published on the web in hopes game consoles, the force feedback signals can be
of using sexual interaction projects to teach people repurposed for whatever uses the player can imagine.
about engineering and electronics. Video games as sexual environments is a subject that
comes up more and more often these days, with sex
Later versions of the SeXBox implemented safety becoming more accepted as a plot device in games with
measures and external power supplies, meaning that adult themes. Adding haptics or sex hardware to this
there were fewer issues that would involve harm to the
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could increase the depth of immersion in game interaction difficult at these times will not only annoy
environments. users, it will drive away new customers who are
worried about the idea of using this software in the first
As a Emergent Teledildonics Client Enabler place. The SeXBox is one of the tools being used as a
test device to see how users will react when
When used in conjunction with the Second Life software experiencing with a physically stimulating situation
(http://www.secondlife.com), the SeXBox added the outside of normal handheld haptics. This research will
features of a teledildonics client to the virtual world. hopefully lead to graphical interfaces that are instantly
Users could now interact with an object in world that comfortable to users who are worried about the
would relay information to other machines on the usability of a new, intimate machine driven
internet, directing the speed and patterns of haptics environment.
hardware. Adding this feature to the world allows users
the explore new types of physical response and
interaction with their in-world objects. It also opens the
doors to those who have fetishes that can only be
expressed in virtual or simulated worlds, due to the
laws of physics, the government, or sometimes both.
As a Synethestic Actuator
Max/MSP is a very popular programming environment
for musicians. It consists of a set of "patches" (Objects
that perform different audio/video functions) and wires
that connect the patches together, letting them
communicate with each other. A patch was created that
would take numerical values as an input, controlling the
speed of a vibrator through the SeXBox. This project
made it easy for musicians to easily add a haptic
element to their creation and performance process.
As an HCI Research Tool
One of the major considerations in the new realm of
sexually interactive games is the issue of user
interaction with the game interface during times of
lessened attention or possibly involuntary muscle
response. If a user is presented with a physically
intense situation, how should a GUI change and
accommodate the state the user is in the keep the
game playable? The ideas inherent to Fitt's Law still
apply, but with new considerations due to the user's
state of mind and being. Software that makes
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Resources
- Kyle Machulis, "DIY Teledildonics Projects",
http://www.slashdong.org/content/projects/diy_sex_to
ys_and_teledildonics/
- Kyle Machulis, "Sex and Second Life",
http://www.slashdong.org/content/projects/freesex_ne
twork/sex_and_sl.php
- Kyle Machulis, "Beepsex: Trancevibrator Patch for
Max/MSP",
http://www.slashdong.org/content/projects/beepsex/be
epsex_trancev.php
- Sinulate, http://www.sinulate.com
- Second Life, http://www.secondlife.com/
- Highjoy, http://www.highjoy.com
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About Nonpolynomial Labs/Kyle Machulis
Nonpolynomial Labs is the network/company behind
the projects and blogs of Kyle Machulis, also known as
qDot. A graduate of the University of Oklahoma with a
degree in Computer Science currently working as a
robotics engineer, Kyle started Nonpolynomial Labs to
house his personal projects in immersive environment
and alternative input research. Going by the mantra,
"As free as possible", he works to create immersion in
video games and virtual worlds through the absolute
cheapest, easiest means possible, with the goal of
proving that simple user interface additions to a very
complex computer-generated world can create new
kinds of emergent play and interaction.
Kyle is also researcher in the realm of sex technology.
Through his Slashdong webpage, he uses the topic of
teledildonics (remotely actuated sexual experience) to
teach the basic concepts of electrical and mechanical
engineering. He also tracks the convergence of sex and
technological advances in toys and interaction. A
renowned writer in the field of sex in Video Games, he
is on the leadership council of the IGDA Sex In Games
Special Interest Group, a gathering of game
developers, academics, and players interested in
discussing the role of sex in interactive entertainment.
His MMOrgy Project keeps the game developer/player
community updated on the intimate happenings of the
Massively Multiplayer Online Gaming world, where
emergent sex (intimate encounters not originally
planned as part of the game/world by developers) has
become a hot topic and oft-seen event. He is slated to
speak on the subject at the Game Developers
Conference, South by Southwest Interactive, and other
conferences over the coming months.