Wiimote Presentation

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  • 8/9/2019 Wiimote Presentation

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    ABSTRACT

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    WiiMotes as Classroom Tools

    We are developing and evalua7ng interac7ve teaching tools

    using the Wii hand controller. The controllers for the Wii gaming

    console are ubiquitous not only as a gaming device, but as a

    hackable interface for physical interac7on. We have iden7fied

    a variety of uses for them in classrooms as clickers or as a

    remote pointer to draw on a virtual screen from 50 feet or as

    means of detec7ng whether people are paying aHen7on. This

    project developed a prototype mul7Wii pointer and is conduct

    basic usability evalua7ons on them in a classroom seKng. The

    evalua7on looks at small groups (less than 8 students) tasked

    with agreeing on routes on a map. The project is in partnership

    with the Innova7on Space (formerly known as the New Media

    Center) that has offered us development space and a classroom

    to 7nker with if we need it

    Prior WiiMote Projects

    Last semester we developed several applica7ons for

    the WiiMote to determine possibili7es for its use in

    the classroom. We also wanted to test its limita7ons.

    Poor Mans White BoardThis project consists of a apparatus that maintains a wiimotes exact posi7on facing a piece of paper. The posi7on of

    the wiimote has been calibrated with the soware so that the movements of an IR light pen on the piece of paper will

    be recorded by the soware. The apparatus serves to keep the wiimote in the same posi7on rela7ve to the piece of

    paper so that there is no soware calibra7on necessary.

    The point of this project was to demonstrate that students could use a wiimote to create real handwri7ng input. The

    hope was that a professor could have a presenta7on goingand ask students a complicated ques7on that could not be

    easily answered by verbal communica7on. The students would be able to get out the apparatus described above and

    could write with fine detail the answer to the ques7on. In fact the apparatus is just as easy to use as a pen and paper

    and records wriHen input in very good detail. This project could be used with one student or mul7ple students. For

    instance if the teacher wanted students to collaborate on a difficult problem the students would be able to pick an area

    on the projectors screen using a wiimote where they wanted their input to display. They would then aHach the

    wiimote to their apparatus and use their IR pen to draw the input they want to show up on the professors screen.

    Mul7ple students could do this at the same 7me and they could collaborate to solve the problem. It would be easy to

    see what everyone else was thinking and drawing.

    Remote Annota7onThis project allows a user to draw on a computer screen or projected

    computer screen using a wiimote. The user can point their wiimote at

    the computer screen and a cursor will show up where the user is

    poin7ng. The user can press a buHon and start drawing lines. Up to 8

    users can currently draw at one 7me, but this limit can be increased.

    This project is ideal for in class slide shows. Students can use their

    wiimotes to draw on a slide show which would help them more easily ask

    ques7ons. Students could also answer ques7ons posed by a professor.

    In the event of a discussion students could indicate parts of the slide

    show they want to address while talking.

    Affinity Diagram Interac7onThis project allows mul7ple users to move around colored blocks on the

    screen. The blocks are supposed to represent ideas or objects, they are

    different colors and different sizes. You can create new blocks but the

    point of the program is to demonstrate that mul7ple users could all work

    together to group the blocks.

    One applica7on for this program would be an affinity diagram where

    mul7ple users group all the notes they have taken into conceptual groups.

    This program demonstrates the collabora7on capabili7es of the wiimotes.

    It allows many people to collaborate together to accomplish a task.

    Grouping objects together with a group of people would be much easier

    using the wiimote.

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    The WiiMote has a lot of sophis7cated hardware

    for its rela7vely cheap price. For our purposes

    we have mainly been focusing on its infrared

    camera. The camera senses IR light and uses

    hardware to track up to four points of IR light.

    Its interface provides the x,y center point

    coordinates for the IR sources on its camera

    screen and also the radius of the light source.

    By placing IR LEDs below a screen we can tell

    where a WiiMote is poin7ng by looking at the

    loca7ons of the IR LEDs on the WiiMotes

    camera.

    2

    These are the IR LEDS that the WiiMote tracks.

    We use two standard IR LEDs which can be

    tracked by the WiiMote from over thrity feet

    away.

    3

    The WiiMote can be paired with a computer

    over Bluetooth. This is how a computer

    program can retrieve data from the WiiMote

    and figure out where its poin7ng.

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    A computer runs the soware which takes the

    data from the WiiMote ,interprets it, and

    decides what to do. Our programs all

    communicate with a projector which allows

    users to visually interact with a screen.

    5The computer connects to the projector s o that

    output from a computer program can be

    displayed. This is how we envision the WiiMote

    being used in a classroom seKng.

    5

    WHEN ZOMBIES ATTACK

    HOW IT WORKS

    We are currently conduc7ng a study to collect data from the use of WiiMotes in a class room seKng. We

    hope to determine if our system is easy to use and also look at how students collaborate in a classroom

    when given WiiMotes.

    For the study there will be a group of eight students broken up into four teams of two. The scenario is

    that students are at the duck pond when all of a s udden Zombies aHack. Students will be asked to explain

    and indicate with annota7ons what they would do and where they would go from the duck pond. Aer

    each group explains the ac7ons they would take to avoid Zombies, they will be asked to explain and

    cri7que the ac7ons of the other groups. A map of the Virginia Tech Campus will be displayed on aprojec7on screen. The students will be able to use WiiMotes to draw on the map and point at it to explain

    their ac7ons.

    Thanks to my Advisors

    Steve arrison, Laurian Vega, Deborah Tatar, and Bill

    Plymale from the Innova7on Space.

    Jeffrey Brabant Advisors : Steve arrison, Deborah Tatar,and Laurian Vega

    Tuesday, April 27, 2010