Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Proceedings of the 2nd conference on Integrating technology into computer science education
Visual Interpretation of Hand Gestures for Human-Computer Interaction: A Review
IEEE Transactions on Pattern Analysis and Machine Intelligence
A video-based augmented reality golf simulator
MULTIMEDIA '00 Proceedings of the eighth ACM international conference on Multimedia
False prophets: exploring hybrid board/video games
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Support for input adaptability in the ICON toolkit
Proceedings of the 6th international conference on Multimodal interfaces
Computers in Entertainment (CIE) - First anniversary issue
Computer games and CS education: why and how
Proceedings of the 36th SIGCSE technical symposium on Computer science education
Hand Tracking with Flocks of Features
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 2 - Volume 02
Spatial Augmented Reality: Merging Real and Virtual Worlds
Spatial Augmented Reality: Merging Real and Virtual Worlds
On the usability of gesture interfaces in virtual reality environments
CLIHC '05 Proceedings of the 2005 Latin American conference on Human-computer interaction
MonkeyBridge: autonomous agents in augmented reality games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
ACM SIGGRAPH 2006 Educators program
GameX: a platform for incremental instruction in computer graphics and game design
SIGGRAPH '05 ACM SIGGRAPH 2005 Educators program
Pinocchio: conducting a virtual symphony orchestra
Proceedings of the international conference on Advances in computer entertainment technology
Gesture recognition with a Wii controller
Proceedings of the 2nd international conference on Tangible and embedded interaction
Hacking the Nintendo Wii Remote
IEEE Pervasive Computing
Optical tracking using commodity hardware
ISMAR '08 Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
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The goal of the work described here is to integrate a 3D input device, the Wii controller, and enJine, a didactic engine, motivated by the growing use of 3D interfaces. This article discusses how this increases enJine's didactic and technological potential, and details the adopted solution as a layered architecture. Two interaction styles were tested with the implemented solution. Test results show a variety of data about the controller, confirming that this solution works as desired and that using it to modify a game so it can use the WiiMote as its input device is a simple task.