How the Wiimote Works
The New York Times' 'How it Works' series touches on a remote with a twist: the Nintendo Wiimote. The article describes the micron-sized machines that make it work, displays cut-away graphics of the little white marvel, and rounds out the discussion with a breakdown of where the tech came from. From the article: "The controller's most-talked-about feature is the capacity to track its own relative motion. This enables players to do things like steer a car by twisting the remote in the air or moving a game character by tilting the remote down or up. 'This represents a fabulous example of the consumerization of MEMS,' the tiny devices known as micro-electro-mechanical systems, said Benedetto Vigna, general manager of the MEMS unit at STMicroelectronics, a leading maker of the accelerometers embedded in the controllers. (Nintendo itself declined to talk about the controllers' inner workings.) He said the motion sensors, using the technology that activates vehicle air bags, can accurately sense three axes of acceleration: up and down, left to right, and forward and backward."
Rotation, however, does not denote an axis. Conventionally, in spatial geometry/physics, an axis represents a dimension.
Everything I say is a lie. Except that... and that... and that, and that, and that, and that... and that.
After having used my Wii and the controller for a couple weeks now I've been somewhat disappointed with the technology.
First, the Wiimote isn't an absolute pointing device. It's all relative to the Wiimote bar you place near your TV. Everything is relative to that device, so you are never actually pointing accurately at anything on your screen.
Second, the Wiimote has accuracy/responsiveness issues. Not sure if it is interference from bright lights or some other type of wireless/electronic devices. There are times where you are having to repeat the same motions over again because the Wiimote isn't registering.
Nothing fatal, but the hype certainly has worn off. Hopefully Nintendo will be coming out with updates to make the Wiimote more consistent in registering input over the next year.
While I love the Wiimote and Nunchuk, I think they really suffer from the lack of at least a single-axis gyroscope. The accelerometer is great for measuring tilts in relation to the earth's surface, but they can't register angles on axes perpendicular to the earth's surface. This makes it more difficult to register a camera pan to the left or right, for instance, without involving the IR sensor.
The most obvious use (to me) for such a feature would be to have the Nunchuk pan the camera left and right as you point it left and right (in FPS games for instance), but it would also improve situations like batting and swordfighting where you want the instrument onscreen to match the angle of the Wiimote as closely as possible.
I'm a bit confused. The ability of the Wiimote to sense the angle it's at seems quite consistent, and doesn't appear to be possible to "fool", while the ability to sense motion can be fooled somewhat.
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... For the most part, the Wii accepts a wide variety of input largely because the games have to be useable with small motions for a 3 foot tall child / little person and also usable with large motions for a 7 Foot tall adult. If Tiger Woods Golf (as an example) had a swing clinic to test your real golf swing, I doubt it would be easy to trick it with a wrist flick.
There is a reason for that
The Force of Gravity will always register as an (aproximately) 9.81 M/(s^2) acceleration to the acclerometers inside of the Wiimote; this means that you should be able to tell it's orientation in comparison to the ground pretty easily.
I'm a bit confused. The ability of the Wiimote to sense the angle it's at seems quite consistent, and doesn't appear to be possible to "fool", while the ability to sense motion can be fooled somewhat.
Personally, I'm not sure what you mean by "fool" the ability to sense motion though