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A Wii remote, a game engine, five sensor bars and a virtual reality theatre

Published: 28 November 2007 Publication History

Abstract

The Nintendo Wii Remote is having a huge impact on the computer games industry. This paper describes a project which is integrating this controller into a game environment in a multi-wall virtual reality theatre. Aspects considered include interaction taxonomies of the Wii controller, the extension of driver software to have the Wii controller deal with multiple Sensor Bars at once, and the porting of the game engine into the virtual reality theatre.

References

[1]
Valve Corporation. Valve Corporation home page. http://www.valvesoftware.com, Last accessed September 2007.
[2]
Carolina Cruz-Neira, Daniel J. Sandin, and Thomas A. De-Fanti. Surround-screen projection-based virtual reality: The design and implementation of the cave. In Proceedings of SIGGRAPH 93, Anaheim, California, USA, 1--6 August 1993, pages 135--142. Association of Computing Machinery, New York, August 1993.
[3]
Matrox. Matrox DualHead2Go product page. http://www.matrox.com/graphics/en/gxm/products/dh2go/home.php, accessed September, 2007.
[4]
Nintendo. WiiSports link page. http://wii.nintendo.com/software_wiisports.jsp, accessed September, 2007.
[5]
Nintendo. Zelda Twilight Princess link page. http://wii.nintendo.com/software_zelda.jsp, accessed September, 2007.
[6]
Brian Peek. Managed Library for Nintendo's Wiimote. http://blogs.msdn.com/coding4fun/archive/2007/03-/14/1879033.aspx, accessed September, 2007.
[7]
Shumin Zhai. User performance in relation to 3d input device design. SIGGRAPH Comput. Graph., 32(4):50--54, 1998.

Cited By

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  • (2024)Process, Roles, Tools, and Team: Understanding the Emerging Medium of Virtual Reality TheatreProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642741(1-14)Online publication date: 11-May-2024
  • (2020)A Framework of Input Devices to Support Designing Composite Wearable ComputersHuman-Computer Interaction. Multimodal and Natural Interaction10.1007/978-3-030-49062-1_28(401-427)Online publication date: 10-Jul-2020
  • (2018)Experimental Game Interactions in a Cave Automatic Virtual Environment2018 IEEE Games, Entertainment, Media Conference (GEM)10.1109/GEM.2018.8516559(1-9)Online publication date: Aug-2018
  • Show More Cited By

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Published In

cover image ACM Other conferences
OZCHI '07: Proceedings of the 19th Australasian conference on Computer-Human Interaction: Entertaining User Interfaces
November 2007
323 pages
ISBN:9781595938725
DOI:10.1145/1324892
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • TechSmith
  • The Hiser Group
  • DSTO: The Defence Science and Technology Organisation
  • Tobii
  • Objective Digital

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 28 November 2007

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Author Tags

  1. Wii remote
  2. game engine
  3. immersive
  4. virtual reality

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OZCHI '07
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  • DSTO

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OZCHI '07 Paper Acceptance Rate 26 of 42 submissions, 62%;
Overall Acceptance Rate 362 of 729 submissions, 50%

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Cited By

View all
  • (2024)Process, Roles, Tools, and Team: Understanding the Emerging Medium of Virtual Reality TheatreProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642741(1-14)Online publication date: 11-May-2024
  • (2020)A Framework of Input Devices to Support Designing Composite Wearable ComputersHuman-Computer Interaction. Multimodal and Natural Interaction10.1007/978-3-030-49062-1_28(401-427)Online publication date: 10-Jul-2020
  • (2018)Experimental Game Interactions in a Cave Automatic Virtual Environment2018 IEEE Games, Entertainment, Media Conference (GEM)10.1109/GEM.2018.8516559(1-9)Online publication date: Aug-2018
  • (2016)Design and Implementation of Foot-Mounted Inertial Sensor Based Wearable Electronic Device for Game Play ApplicationSensors10.3390/s1610175216:10(1752)Online publication date: 21-Oct-2016
  • (2016)HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and TeamworkSensors10.3390/s1604058616:4(586)Online publication date: 23-Apr-2016
  • (2016)UWB localization modeling for electronic gaming2016 IEEE International Conference on Consumer Electronics (ICCE)10.1109/ICCE.2016.7430568(170-173)Online publication date: Jan-2016
  • (2015)A Survey of Solutions for Game Engines in the Development of Immersive Applications for Multi-projection Systems as Base for a Generic Solution DesignProceedings of the 2015 XVII Symposium on Virtual and Augmented Reality10.1109/SVR.2015.16(61-70)Online publication date: 25-May-2015
  • (2015)DSCVRVirtual Reality10.1007/s10055-014-0254-019:1(57-70)Online publication date: 1-Mar-2015
  • (2015)Classroom Collaboration Using an In-Home Gaming DeviceEmerging Research in Computing, Information, Communication and Applications10.1007/978-81-322-2553-9_26(265-277)Online publication date: 22-Aug-2015
  • (2015)Unity Cluster Package – Dragging and Dropping Components for Multi-projection Virtual Reality Applications Based on PC ClustersComputational Science and Its Applications -- ICCSA 201510.1007/978-3-319-21413-9_19(261-272)Online publication date: 19-Jun-2015
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