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What's wrong with a Wii Media Lab?

Last semester, I had made models for the panorama presentation of the story bible for my thesis in Google Sketchup. By the way, this week, Perry asked us to produce a panoramic image. I found this ZML panorama template for Photoshop (CS2+) very convenient. This template made the two panorama presentations I did for CTIN 532 (Method of Loci, and Monkey Monastery). With this template, Photoshop automatically slices a large image into 14 images for the 14 continguous projectors in ZML. And creates an HTML file, too.

In the course of making the models, I fell into an infatuation with Google SketchUp, but using a mouse to model was like modeling with a bar of soap. So I began imagining a one-to-one correspondence of physical pointer position with a virtual cursor. My first sketch was for webcams, but then I remembered Ken's post.

Ken Leung posted a link to a novel Wii input device probject, by Johnny Lee. Johnny Chung Lee at Carnegie Mellon University prototyped a low-cost whiteboard and finger-controlled user interface using a Wii mote as the camera.

and so an idea began for a...

Wii Media Lab

Use infrared camera and infrared LED to intuitively control the cursor of a variety of applications while being free from the keyboard and mouse. These are input device systems for the Zemeckis Media Lab. My requirements for these input devices were:

  • utilize the room
    • to present interactive media
    • to navigate an virtual environment objects
    • to model objects
  • low cost
    • $50 to $100 per station.
  • available hardware
    • Wiimote
    • bluetooth port
    • infrared LED
  • multipurpose
    • easy to recreate for future users
    • easy to apply to other artists
There are four input setups for the Zemeckis Media Lab. Each one is illustrated in the Google SketchUp model. Please refer to the corresponding scene tabs for each proposal. SketchUp is free.

2D pointer (wii mote and sensor bar) $50 hardware. Application: Collaborate while developing interactive project, ZML Spaceship, and intuitively note item on screen.



2D multipointer (wii mote, infared light pen, by Johnny Chung Lee). $50 hardware. Application: Control multiple points for scaling or rotating on 2D plane.



2D multitouch whiteboard (wii mote camera). $100 hardware. Applications: Draw on the wall. Control multiple points.


3D multipoint tracker (2 wii motes, $150 hardware. Applications: Model 3D image. Navigate cursor in 3D environment.



According to Peter Preuss, who had also mentioned Johnny Chung Lee's prototypes in the same class, each station requires bluetooth to talk to wii mote.

I had such promising results from the second-phase design chat for the second gameplay prototype of my thesis today, that I'd thought it would be most useful not to ask for support, but instead to brainstorm the problems in these ideas. To criticize on the grounds of not meeting the requirements put forth in the preamble. So: What's wrong with any of these ideas? What are the problems? What will cause this experiment to fail?

Will you help me by pointing out the defects in regards to meeting the above requirements?

Comments (4)

marientina [TypeKey Profile Page]:

a. estimate TOTAL cost of implementation
b. try at least one setup because video demos are great, but DIY is best.
c. my opinion of wii precision is soso. it will be ok for basic things, but don't expect too much. or maybe my standards are too high compared to a high-end tracking system.
d. i have trouble writing without a surface. writing is a tactile experience. tabletpc is the closest that i can come to air.
e. we tried many air-write, air-model and air-draw mechanisms at EVL and even with a $30k tracker in the end you feel a disconnect. it was great for being goofy and for moving stuff around, but translating 2d behaviors into 3d space...we're still scratching the surface...the sketchup people kinda get it, but don't expect to replace many real-world behaviors like the enjoyment of dry-erase markers, pens and pencils. humans like leaving their mark with sharp objects.

mbolas [TypeKey Profile Page]:

Looks like fun, and possibly unique in a multi-screen environment like the ZML - let's try it.

That being said, creating with the hands is typically aided by tools which restrict degrees of freedom. A drafting table knocks out two (i.e. limits the hands to a plane), while a ruler restricts yet one more DOF - thus allowing the drawing of a line. Toward that end, this paper describes an exploration of handheld devices that could be manipulated to create and modify on-screen geometry. This paper on two-handed manipulation has a good list of papers on the topic of free-hand manipulation of virtual graphics. Note, it - and most of its citations - can be downloaded for free if you are logged onto a USC computer (or via the VPN).

mbolas [TypeKey Profile Page]:

Looks like fun, and possibly unique in a multi-screen environment like the ZML - let's try it.

That being said, creating with the hands is typically aided by tools which restrict degrees of freedom. A drafting table knocks out two (i.e. limits the hands to a plane), while a ruler restricts yet one more DOF - thus allowing the drawing of a line. Toward that end, this paper describes an exploration of handheld devices that could be manipulated to create and modify on-screen geometry. This paper on two-handed manipulation has a good list of papers on the topic of free-hand manipulation of virtual graphics. It - and most of its citations - can be downloaded for free if you are logged onto a USC computer (or via the VPN).

Mark, those papers helped a lot! Seeing the results of those experiments helped me review the scope and likely utility of the above ideas for devices.

Marientina, those practical considerations are important. There's still a gap in my imagination as to the binding of the input device to the software application. The software UI signal binding still in the category of "then a miracles occurs" and then it works.

I see what both of you mean that less degrees of freedom can aid precision in a precise control mapping and compensate for an imperfect mapping. When modeling in SketchUp, I prefer to lock the axes of translation or rotation, as I can plan and evaluate how the source is approaching the destination. Maybe what you, Marientina, and Perry have said should be a part of the design: a constraint to the degree of freedom (somewhat approached by the whiteboard).

Since a keyboard blends expressiveness and binary nature, I've also wondered about purely keyboard interfaces for media manipulation. So it's an open question whether these more intuitive inputs would aid a designer or a presentor.

By the way, the affordances of the devices illustrated in "Interaction Devices for Hands-On Desktop Design" reminded me of the sports accessories for Wii. I can imagine the importance of accentuating physical affordances on the handheld input device to indicate what behavior is likely to be executed in the virtual environment. Also to molding to the ergonomics of a human arm during the given task, as mentioned in the paper, contributes to user performance.


sports attachments


surgery tools for wii


knife for wii

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This page contains a single entry from the blog posted on January 27, 2008 11:09 PM.

The previous post in this blog was CTIN 548: A Psion, a Primer, & a Nightmare.

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