The Community for Technology Leaders
RSS Icon
Issue No.02 - March/April (2010 vol.30)
pp: 71-85
Chadwick A. Wingrave , University of Central Florida
Brian Williamson , University of Central Florida
Paul D. Varcholik , University of Central Florida
Jeremy Rose , University of Central Florida
Andrew Miller , University of Central Florida
Emiko Charbonneau , University of Central Florida
Jared Bott , University of Central Florida
The Nintendo Wii Remote (Wiimote) has served as an input device in 3D user interfaces (3DUIs) but differs from the general-purpose input hardware typically found in research labs and commercial applications. Despite this, no one has systematically evaluated the device in terms of what it offers 3DUI designers. Experience with the Wiimote indicates that it's an imperfect harbinger of a new class of spatially convenient devices, classified in terms of spatial data, functionality, and commodity design. This tutorial presents techniques for using the Wiimote in 3DUIs. It discusses the device's strengths and how to compensate for its limitations, with implications for future spatially convenient devices.
computer graphics, input devices, user interfaces, human-computer interaction, information technology, graphics and multimedia
Chadwick A. Wingrave, Brian Williamson, Paul D. Varcholik, Jeremy Rose, Andrew Miller, Emiko Charbonneau, Jared Bott, Joseph J. LaViola Jr., "The Wiimote and Beyond: Spatially Convenient Devices for 3D User Interfaces", IEEE Computer Graphics and Applications, vol.30, no. 2, pp. 71-85, March/April 2010, doi:10.1109/MCG.2009.109
1. A. Shirai, E. Geslin, and S. Richir, "WiiMedia: Motion Analysis Methods and Applications Using a Consumer Video Gamecontroller," Proc. 2007 ACM Siggraph Symp. Video Games, ACM Press, 2007, pp. 133–140.
2. J.C. Lee, "Hacking the Nintendo Wii Remote," IEEE Pervasive Computing, vol. 7, no. 3, 2008, pp. 39–45.
3. R. Azuma, "Predictive Tracking for Augmented Reality," PhD thesis, Dept. of Computer Science, Univ. North Carolina at Chapel Hill, 1995.
4. D. Bowman et al., 3D User Interfaces: Theory and Practice, Addison-Wesley Professional, 2004.
5. J. La Viola, "Bringing VR and Spatial 3D Interaction to the Masses through Video Games," IEEE Computer Graphics and Applications, vol. 28, no. 5, 2008, pp. 10–15.
6. H. Luinge, P. Veltink, and C. Baten, "Estimating Orientation with Gyroscopes and Accelerometers," Technology and Health Care, vol. 7, no. 6, 1999, pp. 455–459.
7. S. Nasiri, "A Critical Review of MEMS Gyroscopes Technology and Commercialization Status," white paper, InvenSense, 2009; .
8. T. Shiratori and J.K. Hodgins, "Accelerometer-Based User Interfaces for the Control of a Physically Simulated Character," ACM Trans. Graphics, vol. 27, no. 5, 2008, article 123.
9. K. Ohta, Image Processing Apparatus and Storage Medium Storing Image Processing Program, US patent application 11/522,997, Patent and Trademark Office, 2006.
10. R. Williamson and B. Andrews, "Detecting Absolute Human Knee Angle and Angular Velocity Using Accelerometers and Rate Gyroscopes," Medical and Biological Eng. and Computing, vol. 39, no. 3, 2001, pp. 294–302.
11. B. Williamson, C. Wingrave, and J. LaViola, "REALNAV: Exploring Natural User Interfaces for Locomotion in Video Games," to be published in Proc. IEEE Symp. 3D User Interfaces (3DUI 10), IEEE Press, 2010.
12. D. Giansanti et al., "Is It Feasible to Reconstruct Body Segment 3-D Position and Orientation Using Accelerometric Data?" IEEE Trans. Biomedical Eng., vol. 50, no. 4, 2003, pp. 476–483.
13. J. LaViola, "Double Exponential Smoothing: An Alternative to Kalman Filter-Based Predictive Tracking," Proc. Workshop Virtual Environments 2003, ACM Press, 2003, pp. 199–206.
14. J. Bott, J. Crowley, and J. LaViola Jr., "Exploring 3D Gestural Interfaces for Music Creation in Video Games," Proc. Int'l Conf. Foundations of Digital Games, ACM Press, 2009, pp. 18–25.
15. E. Charbonneau et al., "Understanding Visual Interfaces for the Next Generation of Dance Based Rhythm Video Games," Proc. 2009 ACM Siggraph Symp. Video Games, ACM Press, 2009, pp. 119–126.
16. D. Rubine, "Specifying Gestures by Example," ACM Siggraph Computer Graphics, vol. 25, no. 4, July 1991, pp. 329–337.
17. S. Theodoridis and K. Koutroumbas, Pattern Recognition, 3rd ed., Academic Press, 2006.
18. P. Varcholik and J. Merlo, "Gestural Communication with Accelerometer-Based Input Devices and Tactile Displays," Proc. 26th Army Science Conf., US Army Science Conf., 2008;
345 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool