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Hacking the Nintendo Wii Remote
July-September 2008 (vol. 7 no. 3)
pp. 39-45
Johnny Chung Lee, Carnegie Mellon University
Since its introduction, the Nintendo Wii Remote has become one of the world's most sophisticated and common input devices. Combining its impressive capability with a low cost and high degree of accessibility make it an ideal platform for exploring a variety of interaction research concepts. The author describes the technology inside the Wii remote, existing interaction techniques, what's involved in creating custom applications, and several projects ranging from multiobject tracking to spatial augmented reality that challenge the way its developers meant it to be used.

1. Nintendo, Consolidated Financial Highlights,24 Jan. 2008, www.nintendo.co.jp/ir/pdf/2008080124e.pdf .
2. Managed Library for Nintendo's Wiimote, blog, http://blogs.msdn.com/coding4fun/archive/ 2007/03/141879033.aspx.
3. B.D. Allen, G. Bishop, and G. Welch, "Tracking: Beyond 15 Minutes of Thought," Proc. 28th Ann. Conf. Computer Graphics and Interactive Techniques (Siggraph 01), ACM Press, 2001, www.cs.unc.edu/~tracker/media/pdfSIGGRAPH2001_CoursePack_11.pdf .
4. E.W. Weisstein, "Homography," Math-World—A Wolfram Web Resource, http://mathworld.wolfram.comHomography.html .
5. R. Raskar, G. Welch, and K.-L. Low, "Shader Lamps: Animating Real Objects with Image-Based Illumination," Proc. Eurographics Workshop on Rendering, Springer, 2001, pp. 89–102.
6. R. Hartley and A. Zisserman, Multiple View Geometry in Computer Vision, Cambridge Univ. Press, 2003.

Index Terms:
human interface, input, controller, computer vision, interactive whiteboard, head tracking, desktop virtual reality, spatial augmented reality, infrared tracking, Wii remote
Citation:
Johnny Chung Lee, "Hacking the Nintendo Wii Remote," IEEE Pervasive Computing, vol. 7, no. 3, pp. 39-45, July-Sept. 2008, doi:10.1109/MPRV.2008.53
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