Early explorations of CAT: canine amusement and training
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Exploring strategies and guidelines for developing full body video game interfaces
Proceedings of the Fifth International Conference on the Foundations of Digital Games
An introduction to 3D spatial interaction with video game motion controllers
ACM SIGGRAPH 2010 Courses
Free hand interface for controlling applications based on Wii remote IR sensor
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
Air pointing: Design and evaluation of spatial target acquisition with and without visual feedback
International Journal of Human-Computer Studies
3D spatial interaction: applications for art, design, and science
ACM SIGGRAPH 2011 Courses
A method of two-handed gesture interactions with applications based on commodity devices
Computers & Mathematics with Applications
Wizard of Wii: toward understanding player experience in first person games with 3D gestures
Proceedings of the 6th International Conference on Foundations of Digital Games
Wiimote and Kinect: gestural user interfaces add a natural third dimension to HCI
Proceedings of the International Working Conference on Advanced Visual Interfaces
Design issues when using commodity gaming devices for virtual object manipulation
Proceedings of the International Conference on the Foundations of Digital Games
Novel metrics for 3D remote pointing
Proceedings of the 1st symposium on Spatial user interaction
Interactive techniques for entertainment applications using mobile devices
IWANN'13 Proceedings of the 12th international conference on Artificial Neural Networks: advences in computational intelligence - Volume Part II
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
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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.