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Head Tracking w/ the Wiimote

mrneutron2003 writes "This guy just doesn't know when to stop. Johnny Chung Lee graces us with yet another one of his inventive Wiimote projects. This time it involves using the Wiimote and a pair of inexpensive LED safety goggles (with the standard LED's replaced with InfraRed ones) to allow positional head tracking , achieving an effect similar to what is experienced with three dimensional displays and CAVE systems. The video dramatically illustrates the effect. Game developers take note. This simple little variation on infrared tracking could allow for some seriously immersive gameplay in the future." This guy deserves a medal.

21 of 169 comments (clear)

  1. Nintendo! Hire Johnny Lee! by LoudMusic · · Score: 5, Insightful

    Surely he's sent in his resume. That's some really cool concepting, and not that Nintendo doesn't have their own cool concepts, but this is just incredible. The best part is, it's really simple and appears to be mass producible for cheap - two things Nintendo does well already.

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    1. Re:Nintendo! Hire Johnny Lee! by deftones_325 · · Score: 5, Funny

      I'm not so sure about the mass-produce part.

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    2. Re:Nintendo! Hire Johnny Lee! by LoudMusic · · Score: 3, Insightful

      i look to the right and the game view looks to the right?

      Only problem now is that i can't see the TV You need a bigger TV ...

      And besides, it's not what direction you're looking, it's what direction you're looking from. Move your whole body to the right while continuing to look at the TV and the display on the TV changes perspective. Not to mention depth of field, and distance from the TV. Did you even watch the video?

      Why am I even responding to an AC comment?
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    3. Re:Nintendo! Hire Johnny Lee! by TubeSteak · · Score: 4, Insightful

      Surely he's sent in his resume. That's some really cool concepting, and not that Nintendo doesn't have their own cool concepts, but this is just incredible. Not to harsh your buzz, but there is a reason head tracking systems are not widely popular for gaming.

      The PC Gaming landscape is littered with failed head-tracking systems. The reviews inevitably say something like "this thing is awesome, but fatiguing."

      There are eye-tracking systems that are not nearly as fatiguing, but if you've seen one, you'll understand why they haven't taken off in popularity.
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    4. Re:Nintendo! Hire Johnny Lee! by TubeSteak · · Score: 4, Insightful

      I think this is less of an issue with the Wii because the input device moves with you. The issue has nothing to do with the input device moving and everything to do with the output device (your monitor/tv) not moving.

      If you're perfectly perpendicular to your monitor, there is limited arc of motion that your head can make before the monitor is out of your direct line of sight and into your peripheral vision. This artificially limits what you can do in a game and is why head tracking systems have not replaced traditional controls for looking along the X & Y axis.

      I'm not saying there is no role for this in gaming, I think it would be great if Nintendo could make it cheaply for the Wii and developers created games that could use it effectively... but that has been tried before in PCs... without much success.
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  2. video down by Takichi · · Score: 5, Informative

    The youtube video on the linked site comes up as unavailable, but the one actually on the youtube site seems to work. http://www.youtube.com/watch?v=Jd3-eiid-Uw Cool stuff.

  3. Worth mentioning.. by delire · · Score: 4, Informative

    Headtracking for games has been around for a long time but this solution really takes the cake for using inexpensive, off the shelf technology..

    The TrackIR solution linked above costs around as much as a Wii itself.

  4. Re:Aiming a gun by looking at your target by LanceUppercut · · Score: 5, Interesting

    The system in the helicopter is in no way "similar" except from the fact that it used head tracking. Head-tracking helmets have been used for aiming weapons in aircraft for quite sime time now. Mass-application of the concept originates from Soviet fighter planes, MiG-29 being the most notable example.

  5. Fantastic by Tom · · Score: 4, Interesting

    Between those things and multi-touch, I am literally waiting for a revolution of computer input design. 10 years ago, there was the movement, but not the technology. Today we have the technology. Please, give us some games that use this, give us multitouch tablet Macs (sorry windos fanboys, microsoft could pull it off technologically, but it wouldn't be useable), give me a VR multitouch table! Now! The flying car can wait until next year...

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  6. Better than a medal by cheebie · · Score: 3, Insightful

    Give this man a consulting job!!!

    Nintendo, are you listening?

  7. Editors need to edit. by imboboage0 · · Score: 4, Informative

    from the this-is-just-to-cool dept.

    You spelled 'too' wrong.

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  8. Re:processing power by datajack · · Score: 4, Interesting

    Not very.

    Not to trivialise what Johnny is doing there is basically measuring the position of the wiimote in relation to the sensor bar - something it already does. The code to do this shouldn't be that difficult. The true genius was in him realising that you could do this easiest by reversing the moving component and the stationary component.

    Apart from some smoothing algorithms, this is no more complex than reading the wiimote's pointer position and mapping that to a camera viewpoint.

  9. Re:processing power by cowscows · · Score: 4, Interesting

    Correct. As far as the rendering engine is concerned, whether you're moving the camera with your head or a mouse, it's all pretty much the same. This guy is probably using a PC instead of the Wii because it's much easier to get code running on a PC than a Wii (you don't need Nintendo's SDK), which makes it cheaper and more useful to share the code with others.

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  10. Re:processing power by Tom · · Score: 4, Insightful

    Which is the whole beauty of it! The second thing I thought when watching the video was whether I could possible create a small game around that concept (I'm a hobbyist game developer).

    It's so simple that you can do something with it, without having to wait for IBM, or Nintendo or any other big-$$$ company to bring out the relevant hardware in maybe 5 years.

    --
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  11. Johnny Lee Rocks! by gwait · · Score: 5, Interesting

    What is interesting is that he's coming up with some very creative ideas, and giving them away for free.

    This will likely spur an avalanche of Wii hacks, and could easily cause wiimote sales to go thru the roof..

    I'm totally enjoying the adventure Johnny!

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  12. Combinations? by AntiPasto · · Score: 3, Interesting

    How about three WII remotes together... you'd have a virtual room you could write on and move things around with your fingers?

  13. Re:You don't need a Wii or the remote. by emilng · · Score: 4, Informative
    From his website:

    As of September 2007, Nintendo has sold over 13 million Wii game consoles. This significatnly exceeds the number of Tablet PCs in use today according to even the most generous estimates of Tablet PC sales. This makes the Wii Remote one of the most common computer input devices in the world. It also happens to be one of the most sophisticated. It contains a 1024x768 infrared camera with built-in hardware blob tracking of up to 4 points at 100Hz. This significantly out performs any PC "webcam" available today. It also contains a +/-3g 8-bit 3-axis accelerometer also operating at 100Hz and an expandsion port for even more capability.
  14. Re:processing power by perbu · · Score: 4, Insightful
  15. Polarized light not compatible with LCD by Dr_Barnowl · · Score: 4, Informative

    Alas, shutter glasses(a polarized screen with an LCD shutter) and cross-polarized glasses don't play with LCD displays, because LCD uses polarization to turn the pixels on and off. LCD latencies are also a little high for shutter glasses.

    They only work with DLP projectors (uses little mirrors), CRTs, plasma, and upcoming display technologies like Field Effect Displays and LED displays. Obviously there are a lot of display technologies that do work there, but LCD is a very popular technology for widescreen TV and of course, for PC monitors.

    Either way you do it, you also have to double the grunt of your rendering system (or half your graphical complexity), and you need specific software support to get it right (you can go a long way with a driver that knows it's rendering for stereoscopy and just produces the correct eye POVs, but the glitches you get in the foreground and HUD are only tolerated by enthusiasts.). With shuttering you need glasses. With cross polarization you need to double the number of display elements (by having two displays or a special display with double the horizontal resolutions). Used in POV applications, all of these technologies are a one-user gig.

    Stereo "Wii-D" will probably never happen ; half the audience have an incompatible display device, the system does not have an enormous excess of GPU grunt. Stereo3D would only be common with one of the following display devices...

      * Personal head-mounted 3D display (probably VRD goggles)
      * Large area wide aspect flatpanel displays with inherent stereo 3D support built in at the factory (which means basically doubling the vertical rez and making a special polarized filter for the screen). ... an no-one is going to build the latter until there are plenty of mainstream 3D apps to support the market.

    The parallax effect that Johnny Lee demonstrates conveniently exploits the tendency of the human brain to "fill in the gaps" ; I'd be intrigued to see how convincing it really is.

    As another poster points out, head tracking really isn't very well received for the PC, because the PC is an inherently static device. You can move your head, but your hands have to remain fixated on the keyboard / mouse. The Wii has an advantage here because the input device moves around with you. Several times during Zelda I got up from my chair and started moving almost involuntarily, my whole body was immersed in the game. I would never have tried that on the PC ; when I feel the urge there it probably just contributes to my neck tension.

    If the static, 3rd person POV of Zelda can make this gamer rise up and move, a game armed with a head tracking linked POV would be compulsively immersive, even without stereoscopic 3D.

  16. HOLY SHIT by Buzz_Litebeer · · Score: 3, Insightful

    Holy shit that was awesome, why is this guy not employed somewhere they can give hive lots of money? If I were in a gaming department for the next XBOX360 flight game or something, I would hire this dude and give him as much money as he needed to make potential customers feel as if they were inside a frigging airplane lol man that was sweet looking.

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  17. Re:it's all research, man by powerpants · · Score: 3, Insightful

    The problem with game peripherals is that the sell through rate is so low that not enough people buy them to make it worthwhile to create games that fully exploit the hardware. So even if the game is just a pair of cheap glasses with leds on them it might not sell just because of that little extra expense. Someone should figure out a way to make a game that uses this without buying any extra hardware - you might have a winner. Ummm... ever hear of Guitar Hero?