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The Wiimote and beyond: spatially convenient devices for 3D user interfaces
Chadwick A Wingrave1, Brian Williamson, Paul D Varcholik
1University of Central Florida School of Electrical Engineering and Computer Science, USA. cwingrav@eecs.ucf.edu
IEEE Computer Graphics and Applications
|July 31, 2010
Summary
This tutorial explores using the Nintendo Wii Remote (Wiimote) as an input device for 3D user interfaces (3DUIs). It details techniques to leverage the Wiimote
Area of Science:
- Human-Computer Interaction
- Computer Graphics
- Usability Engineering
Background:
- The Nintendo Wii Remote (Wiimote) is a unique input device for 3D user interfaces (3DUIs).
- Existing research lacks a systematic evaluation of the Wiimote's capabilities for 3DUI design.
- The Wiimote represents a new class of spatially convenient input devices.
Purpose of the Study:
- To systematically evaluate the Nintendo Wii Remote (Wiimote) as an input device for 3D user interfaces (3DUIs).
- To present techniques for effectively utilizing the Wiimote in 3DUI design.
- To discuss the Wiimote's strengths and limitations for 3DUIs.
Main Methods:
- Tutorial-based approach presenting techniques for Wiimote integration in 3DUIs.
- Analysis of the Wiimote's spatial data, functionality, and commodity design.
- Discussion of methods to compensate for the Wiimote's limitations in 3DUI applications.
Main Results:
- The Wiimote offers unique advantages for 3DUI design despite its non-standard nature.
- Techniques are provided to harness the Wiimote's strengths and mitigate its weaknesses.
- The evaluation provides insights into the design of future spatially convenient input devices.
Conclusions:
- The Wiimote, while imperfect, serves as a valuable tool and precursor for novel 3DUI input methods.
- Understanding the Wiimote's characteristics informs the development of more effective spatially convenient devices.
- This work offers practical guidance for researchers and developers using the Wiimote in 3DUIs.
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