Slashdot Mirror


Next Generation of Gyroscopic Controllers on the Horizon

Jamie found a story about a next gen input device that is functionally similiar to the Wii, but instead of using IR, it gets all location information from gyroscopes and accelerometers. This has the potential to be more accurate and maybe not require me to contort my wrist to bizarre angles in order to successfully collect the stars that are like oxygen to me.

127 comments

  1. If Nintendo is smart... by dasbush · · Score: 0

    They will jump all over this. Even if it is a premium controller for the Wii, there will certainly be a market for it.

    1. Re:If Nintendo is smart... by snl2587 · · Score: 2, Insightful

      I thought the whole point of the Wii was to try to incorporate realistic motion to the gaming world, without VR. The odd twists and motions of the Wii would still be there with a more accurate controller, just a lot more expensive and fragile (currently, smashing a broken Wii controller against the floor fixes most problems with the motion sensor [not the IR]). For most purposes the current Wii controller is just fine. This may be useful for creating extra controllers, though, like for feet.

    2. Re:If Nintendo is smart... by TheRaven64 · · Score: 2, Informative

      I think the 'next generation' is a bit further off than TFA implies. I recently had the opportunity to play with an experimental device that our HCI department had which worked in exactly the way described in the article. While it was great for things like gestures, accurate position tracking was impossible due to rounding errors in the digitisation of the sensor readings. The reason the Wii uses IR is that the other sensors need recalibration very often, and the IR lets them do this. The Wiimote works better than the device I played with (and costs a tenth of the amount) as long as you wave it in the direction of the IR emitter periodically.

      --
      I am TheRaven on Soylent News
    3. Re:If Nintendo is smart... by LordVader717 · · Score: 2, Interesting

      Nintendo is smart, and they almost certainly began developing the "next generation" befor the Wii was released. I bet they had something very similar to this when working on the original Wiimonte before they finalised the IR-pointing/acceleromters/tilt sensors combo.

      Also, it's as much about how talented the game developers are at interpreting the infornation from the remote. Whilst earlier games often had clumsy controls, they seem to be getting better at it.
      But as others have pointed out, most games opt for a simple gesture based triggers, rather than more complex interpretation by the game. So even with more sophisticated equipment, developers might prefer to make their games more beginner-freindly or simply want to avoid more work.

    4. Re:If Nintendo is smart... by Ichinisan · · Score: 2, Informative

      The IR function of the Wii is for pointer functionality only. The Wii remote already uses MEMS accelerometers for motion-sensing in the Wii remote and the nunchuk attachment. -Signature

    5. Re:If Nintendo is smart... by grumbel · · Score: 1

      The IR has nothing to do with calibration, it is used to give you a tiny mouse cursor on the screen and little else.

  2. I'll stick with the mouse... by nullkill · · Score: 4, Insightful

    Any input device that requires you to continually keep your hands elevated will never work. Not to mention, constant movement. The reason a mouse and keyboard is so effective is because you can use them both all day long with little to no effort.

    1. Re:I'll stick with the mouse... by ezzzD55J · · Score: 4, Informative
    2. Re:I'll stick with the mouse... by MobileTatsu-NJG · · Score: 3, Informative

      Any input device that requires you to continually keep your hands elevated will never work. Not to mention, constant movement.

      The reason a mouse and keyboard is so effective is because you can use them both all day long with little to no effort. That's how the Wii got it right. It's like using a mouse with gesture controls. It's not 1:1 movement like people dream of, but you're not tiring yourself out with raised arms, either.
      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    3. Re:I'll stick with the mouse... by Sciros · · Score: 2, Interesting

      Any input device that requires you to continually keep your hands elevated will never work. Whoa, whoa, in what context? Maybe for coding in Eclipse, but if you're talking about input devices in general, that's just batcrap loco. The Wii, and pretty much all game consoles ever, have been working just fine with input devices where your hands are "elevated."

      The reason a mouse and keyboard is so effective is because you can use them both all day long with little to no effort. Uh, no. The reason they're effective is because they're intuitive and they let you work efficiently, not because you can use them all day long. A two-button keyboard where you press the button to scroll through input characters with one and accept them with the other can be used all day long and your hands won't get any more tired but it would NOT be effective.
      --
      I like basketball!!1!
    4. Re:I'll stick with the mouse... by sakdoctor · · Score: 3, Funny

      Mouse and keyboard are for old people!

      I control my computer with a 3/4 scale reproduction of a Gibson SG

      http://en.wikipedia.org/wiki/Image:Guitar-hero-controller.jpg

    5. Re:I'll stick with the mouse... by phoebusQ · · Score: 1

      Your post seems to assume that standard interaction with a computer, like mousing/typing, for long periods of time is the only application for input devices.

      It might instead be argued that the available input devices drive the paradigms of input. New, improved, innovative input methodologies open up human-computer interaction to new applications and ideas.

    6. Re:I'll stick with the mouse... by Anonymous Coward · · Score: 0

      Any input device that requires you to continually keep your hands elevated will never work. Not to mention, constant movement. The reason a mouse and keyboard is so effective is because you can use them both all day long with little to no effort.
      Then guess what... You're not the target audience!!!
    7. Re:I'll stick with the mouse... by arb+phd+slp · · Score: 1

      A two-button keyboard where you press the button to scroll through input characters with one and accept them with the other can be used all day long and your hands won't get any more tired but it would NOT be effective.
      Unless you are Stephen Hawking or Jean Dominique Bauby.

      Generally I agree with your points and I don't normally post to just contradict people, but I work with clients who use computers via two-button inputs (and even one-button inputs) on a daily basis.

      --
      There's a perfect xkcd for my sig but I'm too lazy to look it up. sudo someone go find it.
    8. Re:I'll stick with the mouse... by IndustrialComplex · · Score: 1

      Any input device that requires you to continually keep your hands elevated will never work. Not to mention, constant movement. The reason a mouse and keyboard is so effective is because you can use them both all day long with little to no effort.

      It isn't trying to be the most comfortable, it is trying to be the closest facsimile to the simulated object.

      If keeping an object elevated was always wrong, then we would never have enjoyed the use of light-guns and they are still popular in arcades.

      --
      Out of modpoints but really liked a post? 1BDkF6TtmmeZ3yqXbz9yhdYVqRYnwFoXDj
    9. Re:I'll stick with the mouse... by Sciros · · Score: 1

      Fair enough. I should have probably thought of a more nonsensical example than I did, but hopefully I still got my points across.

      --
      I like basketball!!1!
    10. Re:I'll stick with the mouse... by jgoemat · · Score: 1

      Any input device that requires you to continually keep your hands elevated will never work. Not to mention, constant movement. The reason a mouse and keyboard is so effective is because you can use them both all day long with little to no effort.

      Is that why no one plays real golf? What do you think people will be doing with this, or are doing with the Wii now? All games don't require constant manipulation of input controls, especially 'party games' like the Wii Sports and Wii Play collections. Playing a shooter? Keep the remote by your side while you run around between fights. Certainly golf games wouldn't require you to keep your hands elevated at all times. Playing 'Force Unleashed' and swinging your lightsaber accurately? Priceless...

      Anyway, a little exercise does the body good. If someone just uses a mouse and keyboard all day then I imagine their atrophied muscles would have a hard time initially with this new control on the games that did require a lot of action. One bout of Wii Boxing is enough to wear me out now. If someone uses this new controller all the time then it would get less difficult for them the more they used it as they got used to using those muscles.

    11. Re:I'll stick with the mouse... by MaWeiTao · · Score: 3, Insightful

      The Wii, and pretty much all game consoles ever, have been working just fine with input devices where your hands are "elevated."


      No, they aren't elevated. These controllers are held with the player's elbows resting on their knees or arm rests. The hands themselves may be elevated, but there is clearly support preventing the arms from getting tired.

      If someone is standing playing the Wii people wont face the same strain because they aren't holding their arm up, relatively motionless. They're swinging the controller around like a tool, However, I can't imagine playing a game like Metroid Prime or Zelda where someone is standing there with arms elevated for hours on end. At that point they'll be holding the controller more conventionally with arms at rest.

      And certainly, there's no way in hell anyone would want to sit in front of a computer all day at work with their arms elevated and swinging around.
    12. Re:I'll stick with the mouse... by Sciros · · Score: 1

      Ok, what? Indeed with any remote controllers your hands are elevated, while your elbows usually aren't. And this particular new UI tool, is it unusable if you rest your elbows on something? Well, is it? (No, it's perfectly usable.)

      And who said this is for sitting in front of a computer all day in the first place? In that case, it's simply inconvenient to have to move your hands in front of your face much simply because it interferes with your vision; you'll be annoyed by that well before your arms tire.

      --
      I like basketball!!1!
    13. Re:I'll stick with the mouse... by binaryspiral · · Score: 1

      I control my computer with a 3/4 scale reproduction of a Gibson SG

      \m/ > \m/

      Rock on, dude.

    14. Re:I'll stick with the mouse... by Hognoxious · · Score: 2, Funny

      If I could, I'd mod you up to 11.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    15. Re:I'll stick with the mouse... by Anonymous Coward · · Score: 0

      In Soviet Korea only old people use keyboard!

  3. Still needs camera interface by BenJeremy · · Score: 4, Insightful

    Motion sensing is all well and good, but you need accuracy with respect to the video screen, and cameras sensing infrared points is the ideal way to do it these days.

    I could see a combination providing a much more enhanced experience, though.

    The difficulty will come when developers try and create user interfaces that are intuitive and don't quickly tire the user's arms.

    1. Re:Still needs camera interface by TubeSteak · · Score: 1

      Motion sensing is all well and good, but you need accuracy with respect to the video screen, and cameras sensing infrared points is the ideal way to do it these days. Cameras sensing infrared points is the cheap way to do it these days.

      If it was ideal, then commercial motion capture companies would be using it. Right?
      --
      [Fuck Beta]
      o0t!
    2. Re:Still needs camera interface by EvanED · · Score: 3, Informative

      I'm not sure what your point is... A camera recording positions of bright dots is one of the most common motion capture technologies.

      It's not exactly like the Wii... the Wii tracks IR emitters, whereas motion capture more commonly uses reflective spheres and a separate light source. Also the camera is stationary, and the light sources are moving in motion capture, whereas in the Wii it's the other way around.

      But I would say the two techniques are a lot closer than you seem to think.

    3. Re:Still needs camera interface by eh2o · · Score: 3, Informative

      IR tracking has zero drift, unlike accel+gyro IMUs, although, after calibration for the local magnetic field, the magnetometer (compass) can provide the necessary correction. One will have to tell it where the TV is, unlike the wiimote which already knows, but it will still work when not pointed at the IR source so there is more possibility for independent 3D motion tracking.

      The problem is, those extra sensors are not cheap (currently) -- esp. compared to the stuff in the wiimote. The $99 price projection is likely a pipe-dream or on such narrow margins that Nintendo would never take such a thing seriously.

      Note that TFA says this thing tracks absolute position which is an error -- it tracks absolute orientation. It's position sensing will be short-time relative at best.

  4. This is the Wii remote, minus functionality by hansamurai · · Score: 2, Informative

    it gets all location information from gyroscopes and accelerometers. This is exactly what the Wii remote is, except the Wii remote adds in the functionality of the IR pointing device. The Wii remote is built on two ideas: the gyroscopes and accelerometers delivering feedback on movements and the IR device allowing it to interact directly with the television. What Jamie so cleverly found is a device that is only the first half of what the Wii remote is built on.
    1. Re:This is the Wii remote, minus functionality by Gravatron · · Score: 5, Informative

      wiimotes don't have gyros in them, IIRC. Just an accelerameter.

    2. Re:This is the Wii remote, minus functionality by PyroMosh · · Score: 2, Interesting

      It sounds to me like you're right, but this device does the first half (gyroscopic sensing) with a great deal more precision than the Wii remote is capable of.

      It's not hard to confuse the Wii remote's gyro sensors via erratic motion, or a combination of motions it doesn't understand.

      While this seems like a step up in that respect, there are very few applications that are useful on the Wii without the IR component as a frame of reference for where the screen is.

      At best, this would require a quick calibration process to orient it to where the screen is ("touch the upper left corner of your screen and press 'A'. Now touch the lower right corner of your screen and touch 'A'.") At worst, it would only be able to run Wii apps like Wii Sports, Excite Truck and Marble Mania. Apps like Wii Play, or Twilight Princess or Mario Galaxy would not work with this.

      I could see Nintendo courting this company to license the tech for Wii 2.0, if they felt they needed the added precision though.

    3. Re:This is the Wii remote, minus functionality by Anonymous Coward · · Score: 0

      The Wii Remote tracks its position via an infrared sensor that users must attach to their televisions. However, the Motus Darwin measures absolute position with respect to earth itself. Using gyroscopes and accelerometers, the controller orients itself to the magnetic north, and senses the direction it is pointing.

    4. Re:This is the Wii remote, minus functionality by hansamurai · · Score: 2

      My mistake, thanks for correcting me.

    5. Re:This is the Wii remote, minus functionality by Firehed · · Score: 1

      True - the Wiimote only has the three accelerometers, or one that covers all three axes (I have no idea how accelerometers work). However, it also uses the IR sensor as a makeshift gyroscope in order to initially orient itself relative to the device it's controlling - and that latter part could make it a better choice than a traditional gyro which, to my understanding, is more like a super-compass and is more based on absolutes.

      --
      How are sites slashdotted when nobody reads TFAs?
    6. Re:This is the Wii remote, minus functionality by Millennium · · Score: 1

      The Wii Remote tracks its position via an infrared sensor that users must attach to their televisions. However, the Motus Darwin measures absolute position with respect to earth itself. Using gyroscopes and accelerometers, the controller orients itself to the magnetic north, and senses the direction it is pointing.

      Both of those statements are false. Regarding the first statement: contrary to its name, the Wii "Sensor Bar" is not actually a sensor at all. It's an infrared beacon which gives the Wii Remote a point of reference from which to track its position. The actual sensing is done in the Wii Remote itself, using the light given off by the sensor bar. This is why people have been able to "hack" a replacement sensor bar candles, which wouldn't be possible if the sensor bar were actually required to sense anything.

      The second statement is not possible: determining position requires a point of reference, and the article lists none. I don't doubt that this controller uses some sort of reference point, but it most definitely does not sense that point through gyroscopes and accelerometers alone.

    7. Re:This is the Wii remote, minus functionality by Kaeluka · · Score: 3, Informative

      I worked on an application using quite similar accelerometers, a few years ago. We used the ADXL103, while the Wiimote uses the ADXL303, which is basically the same sensor, but with three measured directions. What we tried to do was measuring distances - quite similar to the Wiimotes goals. What we found out, however, was, that the sensor just isn't exact enough to provide reliable velocity- or even position-Information. The problem is, that the provided accelaration-data have to be integrated (even twice, for position-measuring). That can't be done so easy, without adding up the noise as well. It wasn't too much of a problem in the end, because we needed the sensors for demo-purposes only, but that was the problem we found out. Here is a link to a picture. We used three sensors to measure X, Y and Z-directions, the lines should return to zero after the vibrations, but they didn't ;) http://img255.imageshack.us/img255/85/komischacropfz8.jpg I don't say, that it can't be done, what I'm saying is: it might be hard.

    8. Re:This is the Wii remote, minus functionality by jacksonj04 · · Score: 1

      Sort of, but a gyro is based on relatives not absolutes (ie you are oriented x degrees from the calibrated position of the gyro). Think of a compass with a moveable magnetic north - you would stand with 'north' directly in front of you and then as you move the 'north' needle stays in the same place but you move around it.

      --
      How many people can read hex if only you and dead people can read hex?
    9. Re:This is the Wii remote, minus functionality by solar_blitz · · Score: 1

      IIRC, the wiimote's Nunchuck/Nunchaku attachment attachment is what contains the gyros.

    10. Re:This is the Wii remote, minus functionality by randyest · · Score: 2, Informative

      YDNRC; neither the nunchuck nor the wiimote contains any gyroscopes. Both, however, contain accelerometers, and the wiimote adds an infrared camera (which "sees" the sensor bar IR LEDs) to correct drift error. You might note that the page you linked does not contain the word gyroscope.

      --
      everything in moderation
    11. Re:This is the Wii remote, minus functionality by solar_blitz · · Score: 1

      Okay, then for clarification - what would be the difference between an accelerometer and a gyroscope?

    12. Re:This is the Wii remote, minus functionality by Ant+P. · · Score: 1

      A gyroscope gyrates.

    13. Re:This is the Wii remote, minus functionality by BungaDunga · · Score: 1

      Gyroscopes actually detect orientation. Think ship's compasses: they'll always point- or trend to point- in the same direction. Accelerometers measure actual acceleration, which has to be (as somebody else pointed out) integrated twice to provide position information. Something like dead-reckoning. If you wanted to figure out your heading with an accelerometer, you would have to start from a known heading and measure- in excruciating accuracy- every single change in acceleration from then until now. On the other hand, a properly calibrated gyroscope will simply tell you, much like a magnetic compass (well, sort of).

    14. Re:This is the Wii remote, minus functionality by solar_blitz · · Score: 1

      Well, I had a fair idea about how a gyroscope worked, but not an accelerometer; that's a startling contrast between the two technologies.

    15. Re:This is the Wii remote, minus functionality by Hognoxious · · Score: 0, Flamebait

      Yes, I suppose an ignoramus who's never heard of google, an encyclopedia or a dictionary would find that startling.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    16. Re:This is the Wii remote, minus functionality by Stooshie · · Score: 1

      ... It's an infrared beacon which gives the Wii Remote a point of reference from which to track its position ...

      That's exactly what the GP said.

      ... determining position requires a point of reference, and the article lists none ...

      So magnetic north is not a point of reference?

      --
      America, Home of the Brave. ... .and the Squaw.
    17. Re:This is the Wii remote, minus functionality by SoupIsGoodFood_42 · · Score: 1

      Sure those accelerometers aren't piezoelectric gyroscopes? Some people think gyroscopes can only be big, rotating, mechanical things, and I think that causes confusion.

  5. "collect the stars"? by Speare · · Score: 4, Informative

    maybe not require me to contort my wrist to bizarre angles in order to successfully collect the stars that are like oxygen to me

    If that was a reference to Super Mario Galaxy, I'd have to say you must be playing wrong. SMG leverages far less Wii controller range of motion than most other Wii games I've tried. WarioWare Smooth Moves gives a bunch of cute names to various Wiimote controller positions, so it's handy to talk about other games with these terms too. SMG just uses "Remote Control" and "Umbrella" postures, and to spin you need to shake the Wiimote a little. If you want wacky untenable wrist positions, try some of the later levels of Kokorinpa (Marble Mania). There are wrist positions in that game that even Smooth Moves didn't try to name, but I'll call them "Policeman's Thumblock" and "Say Uncle."

    --
    [ .sig file not found ]
    1. Re:"collect the stars"? by DarthJohn · · Score: 1

      At that point in the game I took off the wrist strap and played more rotating the remote around with two hands. It was easier for me to visualize what's going on and make small adjustments.

  6. It's not the Wii... by Anonymous Coward · · Score: 4, Funny

    The Wii is partly to blame for your wrist problems, the lack of female interaction might play a bigger part.

  7. Where is the TV? by Telvin_3d · · Score: 3, Insightful

    This is a fine idea for games that are purely motion based. So, the Wii Sports and Tiger Woods and driving games and such. However, for games that need to interact with the screen, AKA every shooter, adventure, action game, it will not work. The Wii sensor on the TV isn't there to tell the Wii where the controller is. It's there to tell the Wii where the TV is. Without knowing where the television is in relation to the remote, you lose the ability to move the cursor on the screen.

  8. Wii already uses MEMS accelerometers by Sockatume · · Score: 2, Informative

    As the comment title states. The acceleration due to gravity from the Earth allows it to track which way is down, too, avoiding the need for little spinning gyroscopes. What did submitter think the Wii used to track movement when the remote wasn't pointed at the IR sensor bar? Psychic powers?

    --
    No kidding!!! What do you say at this point?
    1. Re:Wii already uses MEMS accelerometers by Anonymous Coward · · Score: 0

      The "acceleration due to gravity from the Earth allows it to track which way is down"??

      Wtf are you talking about? Gravitational acceleration on Earth is approximately 9.8m/s/s. I find it highly unlikely that the Wii controllers are going to use that information in any meaningful way. Furthermore, using acceleration as a means of detecting the "down" direction is stupid -- what happens if I'm holding the controller (as opposed to dropping it and letting gravity "accelerate" it downward)? How will it know where down is unless I drop it everytime I want to use it? Furthermore, what if I somehow moved the Wii-mote through the air horizontally, but managed to approximate a 9.8m/s/s RoA in doing so, would the Wii-mote suddenly think that direction was down?

      Now, if you'd said that the Wii uses gravitational attraction to sense the "down" direction, and an accelerometer to detect rate of movement in that plane, I'd've had nothing to say about your statement. As it is, the only possible purpose I can imagine using "rate of acceleration due to gravity" for would be drop-detection, but why a Wii-mote would need that I wouldn't be able to guess...

      -AC

    2. Re:Wii already uses MEMS accelerometers by grumbel · · Score: 2, Informative

      I find it highly unlikely that the Wii controllers are going to use that information in any meaningful way. All the Wii games that require tilt information (i.e. almost all) use gravity to get it. It is really pretty simple, the Wiimote returns acceleration in X, Y and Z direction, whenever the acceleration is not null it is gravity accelerating the Wiimote. (x,y,z) simply becomes the vector that points down to earth, which allows you to calculate pitch and roll rather easily, but not yaw, Wiimote can't track that. This of course only works as long as you hold the Wiimote still, as soon as you move it around the Wiimote can't really track anything, which is why you see so many waggle in games and no real 1:1 mapping.

      what happens if I'm holding the controller (as opposed to dropping it and letting gravity "accelerate" it downward)? When you drop the controller the accelerometer doesn't register any acceleration, its when you hold it still that it does. One of the joys of physics that might not be obvious at first.
    3. Re:Wii already uses MEMS accelerometers by Ant+P. · · Score: 1

      What did submitter think the Wii used to track movement when the remote wasn't pointed at the IR sensor bar? Psychic powers? I would've guessed it used basic differential equations, but that's just me.
  9. This would be great for VR by backslashdot · · Score: 1

    This new gyroscopic + accelerometer technology would be great if combined with camera based motion tracking and included in a VR goggle. Since you would want to physically walk forward without bumping into this .. it should be combined with a hand held game controller that can be used to propel oneself forward or in a particular direction etc. Of course in the future even the game controller can be eliminated because the VR goggles can utilize brain waves and neural signals to be controlled and told to walk forward etc.

  10. Next gen? by Freeside1 · · Score: 5, Funny

    If you think gyroscopes are next gen, I have just one word for you: plastics.

    1. Re:Next gen? by Belial6 · · Score: 0, Offtopic

      Now, that was funny.

  11. Article not very accurate... by sirwired · · Score: 3, Informative

    The Wii Remote tracks its position via an infrared sensor that users must attach to their televisions.

    Firstly, while it is called the "sensor bar", it isn't a sensor at all, it is just a row of IR emitters. There is no receiver on the bar. Instead, there is an infrared camera in the Wii Remote that takes a "picture" of the bar to figure out which way the remote is pointed.

    Also, the IR system is only used as as calibration for the accelerometers. The accelerometers in the Wii Remote still do the bulk of the work. If the Wii Remote relied on the IR camera as the primary sensor, it would be useless every time line of sight to the sensor bar was lost. What the Wii Remote does is keep rough track of remote position using the accelerometers, and then when the camera is pointed at the sensor bar, it re-calculates the starting point for the motion tracking to start from.

    As far as this outfit using the fact that golf on the Wii leads to bad golf habits in real life: Duh! The Wii is a toy; it is not meant to be an accurate golfing simulator.

    I can fully understand Nintendo not putting gyro's in the Wii Remote. It would have driven up the cost, reduced battery life, and introduced a moving part just begging to break.

    SirWired

    1. Re:Article not very accurate... by Paralizer · · Score: 4, Informative

      Also, the IR system is only used as as calibration for the accelerometers. The accelerometers in the Wii Remote still do the bulk of the work. If the Wii Remote relied on the IR camera as the primary sensor, it would be useless every time line of sight to the sensor bar was lost. What the Wii Remote does is keep rough track of remote position using the accelerometers, and then when the camera is pointed at the sensor bar, it re-calculates the starting point for the motion tracking to start from. The wiimote has factory set calibrations, it doesn't recalibrate itself on-the-fly. The only thing IR is used for is limited yaw calculations, depth (distance from the sensor bar) estimation, and calculating the X,Y position you are pointing at on the screen. For these the sensor bar is used as a primary sensor because that's the only point of reference that can be used to get that information. Everything else you said is spot on though.
    2. Re:Article not very accurate... by necro81 · · Score: 1

      The Wiimote, like any device that tried to figure out position and velocity from an accelerometer, needs some outside reference that it can reset itself to. This is because of the practical difficulties in making a reliable inertial navigation unit. In order to get position data from an acceleration measurement, you need to integrate twice. In both analog and digital implementations, errors creep into the calculations and gradually accumulate - a phenomenon called inertial drift. The only thing that can be done about it is to occassionally reset your position and velocity against some known reference, like GPS or, in the case of Wiimote, the IR bar.

      I would be very keen to know how this company has handled the problem of inertial drift. I'm sure the Air Force and Navy, who have invested millions into low-drift IMUs, would like to know, too. Nuclear submarines spend weeks cruising underwater, relying on their IMUs to tell them location and heading - if they're wrong they can end up running into things. Maybe this company has just made the system good enough so that, over the course of several hours of game-play, the drift isn't too bad.

    3. Re:Article not very accurate... by Knuckles · · Score: 1

      If the Wii Remote relied on the IR camera as the primary sensor, it would be useless every time line of sight to the sensor bar was lost.

      Do you have a Wii? Because that's exactly what it does. The motion sensing of course works, but pointing does not.

      --
      "When I first heard Daydream Nation it quite frankly scared the living shit out of me." -- Matthew Stearns
    4. Re:Article not very accurate... by Paralizer · · Score: 1

      This is interesting, I wasn't aware of drift.

      The only information you (the Wii) gets from the wiimote for IR is the X,Y position of each IR source (up to 4, the sensor bar has only 2). It doesn't even give you the X,Y position you are pointing at, you have to use the other information to calculate what it is.

      Given this limited amount of information, unless the wiimote does it internally somehow, it doesn't recalibrate itself. If you knew that two dots are 11 inches apart (I'm not sure if that is the distance the sensor bar uses or not) and that they are level, the only information I would think you could obtain from any picture of them in any orientation is the approximate distance you are from it (given you know it's 11" apart and you know how close the dots on the image are at your present location), limited yaw (because if the dots go off the screen then you can't tell what it is), and limited roll (because after 180 degrees it would just mirror itself). You would not be able to tell pitch because you could elevate the camera and get the same picture of the dots as you would it you changed the pitch.

      I don't doubt that more complex systems do recalibrate themselves with some external reference, just that I don't think in this case the IR sensor bar would have enough information to be able to do that.

      Please correct me if I'm wrong or missed something obvious.

    5. Re:Article not very accurate... by dougr650 · · Score: 1

      Actually the accelerometers in the Wiimote do very little of the work. They're only there to detect when you're swinging the control or when it is elevated at an angle relative to Earth's gravity. The positional pointing features are completely useless when the line of sight is lost. Try pointing slightly to the side of your screen, where's the pointer? If your on-screen character was turning when you point to the side, does it keep turning in the same direction, or does it just stop as soon as the IR LOS is interrupted? Does any part of any game behave differently when you're pointing to the left or to the right outside of the screen view? No, there's no way to distinguish between azimuthal (left-right) direction at all when the control is level with the ground. The remote (pointing) position has actually nothing to do with the accelerometers -- they're only there for vertical orientation (direction of Wiimote relative to ground) and acceleration detection (when you're swinging or rotating the control).

    6. Re:Article not very accurate... by sirwired · · Score: 1, Insightful

      The wiimote has factory set calibrations, it doesn't recalibrate itself on-the-fly. The only thing IR is used for is limited yaw calculations, depth (distance from the sensor bar) estimation, and calculating the X,Y position you are pointing at on the screen. For these the sensor bar is used as a primary sensor because that's the only point of reference that can be used to get that information

      What do you mean the "only thing IR is used for is yaw, depth... X, Y position?" What else is there besides X, Y, and Z acceleration, which of course is done by the accelerometers? When I said that the IR bar was used for "calibration" I meant re-setting the reference point and correcting for drift in the accelerometers. I did not mean "re-calibrating" as in the sort of thing like setting the accelerometer sensitivity that would be done with factory test equipment. I would think it could guess delta in yaw by putting an accelerometer at each end, but I admit I haven't taken one apart to check it out.

      What the IR cam does is give the software a "starting point" to figure out what the data from the accelerometers means for actual remote position. As in, the camera sees the IR bar, and notes that the Remote is currently pointed 20-degrees "up" from horizontal. Somebody then walks in front of the remote... while the signal is blocked, the user points it a further 10 degrees up, according to the accelerometers; the software then knows to send a 30-degree Y signal to the console. The interloper then stops blocking the camera, and it the remote discovers that it was really 31-degrees, it uses this new information to correct the signal and compensate for the drift.

      I remember reading articles about the Wii Remote, and the engineers stating that the remote drifted far too much relying on accelerometers alone, and that the IR cam was the best solution they could come up with; adding parts to the remote was certainly not their first choice. Combining the two senor systems in my mind was a stroke of genius. They avoid the gameplay issues that come with relying on line-of-sight, but prevent the inevitable drift that would come with only using accelerometers.

      SirWired

    7. Re:Article not very accurate... by Paralizer · · Score: 1
      Oohhh.. I completely misunderstood, my fault.

      As in, the camera sees the IR bar, and notes that the Remote is currently pointed 20-degrees "up" from horizontal. Somebody then walks in front of the remote... while the signal is blocked, the user points it a further 10 degrees up, according to the accelerometers; the software then knows to send a 30-degree Y signal to the console. The interloper then stops blocking the camera, and it the remote discovers that it was really 31-degrees, it uses this new information to correct the signal and compensate for the drift. I don't think I follow this. If you point the wiimote at your screen then block the IR signal from reaching the camera the Wii will drop any pointing activity. So the wiimote will not send to the wii what it thinks the change was based on the previous IR data, it will only send the lack of IR data and the current accelerometer values. If this is what you meant by drift then they eliminated the problem by ignoring anything that they couldn't directly observed at that point in time. You can do this on the menu screen by pointing at the screen then covering up the camera, the cursor will disappear.
    8. Re:Article not very accurate... by Bryansix · · Score: 1

      it would be useless every time line of sight to the sensor bar was lost.
      In my experience this is actually true. It does become useless when it loses sight of the sensor bar. Now I've only used the Wii Twice but both times have been negative. One was with boxing and the movement on the screen wasn't even close to what I was doing with the remote. Half of the time it wouldn't even punch when I did. My other experience was with Tomb Rader which uses the Wiimote to aim the gun. Holy Crap was this craptacular! You have to disconnect the wiimote from the screen in your mind and instead visualize both as being in alternate dimensions yet somehow tied together and affecting each other. Needless to say the only way I could kill any creature was to use a dumb trick where I got it stuck next to some stairs and could just stand still and shoot at it. On the 360 version of the game this was never required. I don't attribute it to not being used to it either because the person who owned the Wii wasn't having that much better luck with it. Luckly you controlled Lara's movement through the stick or the game would have been a total loss. In conclusion, the Wiimote is broken and anything they can do to fix it would be great.
    9. Re:Article not very accurate... by BitZtream · · Score: 2, Informative

      I guess you haven't seen the stuff done by Jason Lee ... the accelerometers do not have anything to do with where your cursor is on the screen, it is all the IR.

      This is why he has a Wii remote held stationary, with infrared emitters being used in place of the sensor bar to get various neat user interfaces to work.

      Accelerometers are susceptible to cumulative errors that would make them useless for an accurate pointing device. The accelerometers in the Wii remote help it detect the angle its at (wii sports uses for swinging the club/racket/bat/bowling throws), and vibration/shock (when you wiggle it in Zelda or Mario Galaxy). Combining angle and acceleration data (by working out what the acceleration is after gravity has been removed from the sum). Unless you can sample at an infinite rate, with infinite precision, you can't avoid the errors. And frankly, why bother, the IR sensor requires less processing power and is more accurate since its position (in theory) in a way that aligns it with the device you're supposed to be pointing at in the first place.

      The accelerometers can be calibrated without any reference to the sensor bar by simply holding the Wii remote still. You can assume the Wii remote is only limited in the distance it will move in any given period of time since in the context of the system, its only going to be able move a few feet, the range of your arm swing. So, given that they know its never going to be in constant motion, and at some point it has to stop, or its moving in a circle, you can, once you have a reading across all the accelerometers that measures close to the force of gravity and no more or less, if that continues for more than a few seconds, its likely the device isn't moving and calibration can occur. It really only needs to calibrate with the sensor bar once to get a baseline for how much the accelerometers are off. Since the accelerometers aren't going to be changing temperature drastically even in some players sweaty hands, you hardly have to even consider adjusting for tempature drift after the first calibration. They probably do just because its likely the accelorometers used already have temperature sensors on them for just that purpose anyway. So ... finding 'down' at any given point in time is relatively easy, using that you know the angle of the Wii remote at any given point in time. It doesn't help you at all as far as which direction the remote is pointing (north/east/west/south) but its perfect for that golf swing or driving game where you tilt it for steering.

      As a pointing device, the Wii remote IS useless every time it loses site of the sensor bar. As anyone who owns a Wii can confirm, its a rather annoying fact of using the Wii remote.

      'Gyros' no longer require moving parts. Technically, REAL gyros do, but no one uses them anymore if they can avoid it due to power consumption and reliability due to moving parts and wear. Now 'gyros' for sensing rotation around an axis use piezo films which detect based on how the film bends like modern accelerometers (and as such are skewed by gravity) or MEMS technology which detect by shooting a laser into two strands of fiber optic material around a circular path and measure the time difference between when the beam arrives back through each path to detect rotation without being skewed by other accelerations/gravity. They are used in many guidance systems to supplement GPS data for more accuracy by helping to correct GPS measurements between GPS updates. Or, in purely inertial guidance systems. Of course, just like accelerometers, they are susceptible to cumulative errors as time goes on. With a combination of Gyros and accelerometers and our good friend gravity, a large amount of the errors can be corrected for, but not completely.

      Here are some examples of MEMS gyros from Analog Devices: http://www.analog.com/en/subCat/0,2879,764%255F801%255F0%255F%255F0%255F,00.html

      --
      Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
    10. Re:Article not very accurate... by grumbel · · Score: 3, Informative

      The Wiimote, like any device that tried to figure out position and velocity from an acceleromete You assume that the Wii games do that, but they don't. There aren't games that care about the Wiimotes position in space, they care about acceleration and orientation and little else. The Wiimote simple doesn't have sensors to give position tracking, for one thing the sensorbar only gives you 2 point positions, from which you can derive distance and rotation relative to the sensorbar, but little else, so it is useless for calibration purpose. But more importantly, trying to track position with an accelerometer alone would never work. An accelerometer could only do that if you hold the controller steady, as soon you rotate it around all the accelerometer data gets messed up with gravity and you can no longer know what is gravity and what is actual movement. It also becomes impossible to properly figure out the orientation of the controller. So any try to get position data would get messed up the very second the user moves the Wiimote, which would make it a very pointless exercise to begin with.
    11. Re:Article not very accurate... by Wheely · · Score: 1

      Well I don`t know too much about the wiimote internals but I have just spent an hour or two playing Tomb Raider on the Wii and I can tell you that the game can still track where the wiimote is when it is pointed off screen.

      If you point the wiimote off screen, a little arrow appears on the edge of the indicating where the wiimote went. This little arrow happily moves around the edges of the screen as you wave the wiimote around off screen.

      The game certainly seems to have an idea where the wiimote is when not pointing at it.

    12. Re:Article not very accurate... by aitio · · Score: 1

      You're confusing two different things. Pointer off screen != wiimote can't see the sensor bar.

      The field of view of the IR exceeds the dimensions of your TV. That's how the little arrow moves around the edges. But don't feel bad. Most of these people have no clue of what they're talking about.

      Wiimote sends very little information to the console, but that small amout of info can be used in pretty smart ways. Different games might have their own ways of interpreting the data from wiimote to make the game more playable. And same goes for the opposite: Many games don't use the data that well, which leads to bad gameplay. Wii and wiimote get the blame for bad coding.

      --
      Quidquid latine dictum sit, altum sonatur.
  12. new tag - wiigyratelikethis by Anonymous Coward · · Score: 0

    wiigyratelikethis

  13. Devourer of worlds by Anonymous Coward · · Score: 0

    This has the potential to be more accurate and maybe not require me to contort my wrist to bizarre angles in order to successfully collect the stars that are like oxygen to me.

    Galactus, is that you?

  14. Real-Life Representation by Silentknyght · · Score: 1
    From the article:

    "There's a complaint with 'Tiger Woods' on the Wii, for example, in that some bloggers feel that it has actually harmed their ability to play golf," he says. "They've adjusted over the winter period to the Wii to play this game, and then when they actually pick up a club, they're not swinging the way they did the previous season." If the Motus can be marketed as such a realistic controller so that it helps, rather than harms, real-life game play, Riley says, it could find its niche. This is probably my chief complaint with the Wii Sports games: I match my motion to that on-screen, not vice-versa (which it should be). Chiefly, I'm thinking of Wii Bowling, where you press a button to "initiate" the swing, which then proceeds at its own rate irrelevant of your own arm speed and/or technique. I found it exceptionally hard to play the game, at first, because I had to change my bowling technique to match the game. Tennis, too, has problems, where any subtle flick of your wrist will send your character swinging. If the new controller can tell that you're dropping your hand (i.e. racquet) to your side, and not actually swinging it, then so much the better.


    However, this brings me to the point: I don't feel it's as much a controller issue as it is a complex programming issue. Perhaps a precision controller would allow for functionality, but it still has to be programmed. Wii Sports isn't exactly a precision sports game...

    1. Re:Real-Life Representation by Paralizer · · Score: 1

      Check out Tiger Woods PGA Tour 2008, that game is pretty accurate. When I play golf a lot of times I slice off to the right (or is that called a hook?), and I do the same in that game. It's actually very frustrating, but also realistic. They probably do some kind of fuzzy swing matching algorithm in that game to get better results than just analyzing the raw angles and accelerations. Anyway, it's pretty well done, worth at least a rental fee.

    2. Re:Real-Life Representation by Knuckles · · Score: 1

      Chiefly, I'm thinking of Wii Bowling, where you press a button to "initiate" the swing, which then proceeds at its own rate irrelevant of your own arm speed and/or technique.

      Huh? That's not true at all. You can control the speed, direction, and spin of the on-screen ball by the way you swing. Just the point of release seems to be automatic, IIRC. Maybe you found the game exceptionally hard because you didn't figure that out ;)

      --
      "When I first heard Daydream Nation it quite frankly scared the living shit out of me." -- Matthew Stearns
    3. Re:Real-Life Representation by grumbel · · Score: 1

      No, his point is correct. The animation on screen has very little to do with your actually swing. When you finally throw the ball that has something to do with how you swung, but not the character animation. Which I found incredible confusing at first, till I learned to simply completly ignore it. But even then it doesn't really read all that much from your swing, acceleration and how much slice you want to give the ball from what I could tell, but the direction for example is something you have to change with the dpad before you even start swinging, so you are still rather limited.

      It the same with all other Wii Sports titles, Golf for example can be played basically completly blind, all you need to know is how much power you need for a swing, in what direction you swing has nothing to do with how the ball will fly.

    4. Re:Real-Life Representation by Knuckles · · Score: 1

      Ok, if we are talking only about the swing animation, I agree.

      --
      "When I first heard Daydream Nation it quite frankly scared the living shit out of me." -- Matthew Stearns
  15. Expensive with lots of potential problems by Anonymous Coward · · Score: 0

    From the article, it appears this MIGHT have the POTENTIAL to be more accurate than a wii controller, but the current versions have suffered from accuracy problems. This company has an expensive solution for golfers. It has a 30ms latency that might not be apparent in a single golf swing, but I bet the fps gamers on a so-so link might not want the overhead.

    As far as this tech, the only benefit seems to be the stand-alone IR thingy. This devices uses the earth's magnetic field to orient against which might present a new set of problems in some laditudes.

    1. Re:Expensive with lots of potential problems by Anonymous Coward · · Score: 0

      You fail physics.

      Please return after passing. Do not pass go, do not collect a high school diploma.

  16. Better boxing? by DoofusOfDeath · · Score: 1

    Perhaps like many, I've found Wii's Boxing game to be (part of Wii Sports, iirc) to be very frustrating. It's hard for many of us to reliably throw the punches that we want to, despite carefully studying the directions. Either the Wii's current motion sensor is flaky, or the game is badly programmed. I'd gladly buy a controller with a new technology just to make Boxing work properly.

    1. Re:Better boxing? by cowscows · · Score: 1

      It seems to me that it's more of a programming issue than a deficiency in the controller. I think that when creating the boxing game, Nintendo imposed a limit on how fast your character could punch, and that limit is much slower than your average person can move. Beyond that I think they just didn't do a very good job of compensating for all the different ways people might punch. (Some people rotate their fists as they punch, some just lunge straight out, etc.)

      Maybe they just didn't have the time to get it right?

      --

      One time I threw a brick at a duck.

    2. Re:Better boxing? by grumbel · · Score: 1

      Either the Wii's current motion sensor is flaky It is not really flaky, it is behaving as designed. The issue is simply that an accelerometer can't track the position of the controller. So instead of having 1:1 mapping of your punches, the game uses the way you hold the controller (i.e. its rotation) to figure out what kind of punch you want to make, which can lead to rather awkward behavior.
    3. Re:Better boxing? by Anonymous Coward · · Score: 0

      I've found the most effective way to punch in Wii Boxing is to snap the remote down from upright to level with the wrist, which doesn't appear to correspond with any kind of punch I've ever seen.

  17. "collect the stars that are like oxygen to me" by circletimessquare · · Score: 1

    yes folks, you CAN get addicted to videogames

    if you don't get the stars, you get the spiders on your arms ***SHAKE***

    --
    intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
  18. Bah by Pojut · · Score: 1

    Anyone else tired of the phrase "next-gen", even when it is warranted?

  19. IR has more than Gyroscopes by Paralizer · · Score: 5, Informative
    Motion detection and pointing are really two different features.

    The wiimote uses a 3-axis accelerometer to calculate roll, yaw, as well as gravity forces on each axis; this gives everything except for yaw. Yaw would be nice but it really isn't needed because the shape of the object in your hand doesn't feel nature (or comfortable) to rotate it in that direction. To solve the issue of pointing the wiimote uses a camera sensitive to IR light and captures it at 1024x768 resolution. Since the wii sensor bar has two dots the virtual screen resolution is actually slightly bigger than that.

    In addition to actually pointing at the screen the wiimote's IR camera can also be used to estimate the distance you are from the TV. So in all the wiimote has several degrees of freedom:
    • Pitch
    • Roll
    • Yaw (very limited with IR)
    • Distance
    • X,Y position on the TV
    With all of this you get a pretty decent idea of where the wiimote is in 3d space and at what orientation it is at.

    Now consider the distance you are from your TV. As you move further away then the angle you should move the wiimote either up, down, left, or right should also decrease because the object. The wiimote can do that because of the IR camera. If you use a gyroscope you lose this because no matter where you are in 3d space it only cares about the orientation it is with respect to gravity. So if you are aiming at the top of your TV and you move backwards with a gyroscope then it will still be aiming at the top, whereas with the wiimote it will go above the top because that's where you're actually pointing the device.

    With a gyroscope and accelerometer you would get:
    • Pitch
    • Roll
    • Yaw
    That's about it. No distance, no X,Y position.

    I think the wiimote still wins out. The only thing that I would change with the wiimote is give it a higher resolution IR camera, but maybe that was too expensive for Nintendo (that may also have been a reason they didn't do high def?)

    Also you can already use the wiimote on a PC for free and have millions of potential customers already owning one. So why would anyone want to pay royalties to use this thing?
    1. Re:IR has more than Gyroscopes by Shados · · Score: 1

      Wouldn't you be able to get more than just pitch, roll and yaw if you have accelerometers? Let say when I start the game, I do a calibration check. Put the controller so it touch a dot in the middle of the TV or something. Then I hit a button on the controler, and its done. By calculating the speed at which the controler is moving at any given time, its position from the TV should be possible to obtain, no?

      I'm really no expert, so take that as a question, not a correction.

    2. Re:IR has more than Gyroscopes by Paralizer · · Score: 1

      Accelerometers only give you how much gravity forces are applied to each axis. If the accelerometer is not moving then only gravity is being applied to each of those. Assuming you are holding the wiimote with the buttons facing up, then when you roll it the x-axis accelerometer will change, and when you change the pitch the y-axis accelerometer will change. The only way you can change the z-axis accelerometer is by raising the wiimote or lowering it closer to the floor. So if you change the yaw position of the wiimote (hold the wiimote out in front of you with the buttons facing up then turn your body 90 degrees to the right) the force of gravity does not change on any of those accelerometer axis and so it is impossible to calculate how much you turned.

      The image here may make it more obvious. The z-axis is pulled down by gravity, but it does not change if you yaw the wiimote. However roll and pitch can change the x and y-axis accelerometers, so they can be used to calculate the new angles.

      This is why you need an external point of reference for pointing at the TV (since you only have pitch and not yaw), so Nintendo included the IR stuff.

    3. Re:IR has more than Gyroscopes by Midnight+Thunder · · Score: 1

      I think the wiimote still wins out. The only thing that I would change with the wiimote is give it a higher resolution IR camera, but maybe that was too expensive for Nintendo (that may also have been a reason they didn't do high def?)

      Cost is a big thing with the Wii. Currently the controller does the job for most people and at a cost that they can afford. There are better accelerometers and gyros around, but they tend to be expensive. If they could create a new and improved Wiimote, at a cost the market is willing to pay, it would have to be backwards compatible with the current set of games, and the new games would have to be backwards compatible with the original Wiimote.

      Also you can already use the wiimote on a PC [wiiuse.net] for free and have millions of potential customers already owning one. So why would anyone want to pay royalties to use this thing?

      Another site is http://www.wiili.org/ . There is even an API for developing with Java. BTW If you wish to play around with development for the Wiimote I highly recommend buying a battery based IR-bar.

      --
      Jumpstart the tartan drive.
  20. Not new by moogied · · Score: 1

    Infact, most robotic applications that need balancing use a system of gyroscopes and accel's. Typically the application is use to gyroscopes for percise movements, while the accel.'s are used to off-set gryo drift.

    --
    So basically, -1 troll/offtopic is really slashdots way of saying "I hate that you thought of something before me."
  21. Samurai Sword by necro81 · · Score: 2, Funny
    FTFA:

    The Darwin, which was designed to resemble a samurai sword...

    Yaarrrrr! When be they making one to resemble me cutlass? When do we pirates get our'n?
  22. Gyros by TheHawke · · Score: 1

    There seems to be some misconception or simply a confused journalist that put down that the gyros align with the MAGNETIC North. Gyros are set up to align with the physical Latitude and Longitude. Now unless they are using a differing process to calibrate the gyros, this would be the normal procedure.

    --
    First rule of holes; When in one, stop digging.
  23. Not necessarily more accurate by Anonymous Coward · · Score: 0

    This device is neat to see, but eliminating the IR sensor doesn't necessarily add accuracy. (Not that accuracy is even the goal here. Clever UI design can hide a lot.) Gyroscopes drift, especially if they are cheap, and need realignment. The article notes that the device uses magnetic north as a reference, which is probably to allow the gyroscopes to be recalibrated. I would not expect this thing to have better pointing accuracy than the IR sensors.

    It will have some advantages, though. The Wiimote has no gyroscopes, just linear accelerometers. You have to make some assumptions about the type of motion being performed in order to convert the force readings to either a device orientation (using the gravity vector as your reference) or a linear acceleration. Gyroscopes and linear accelerometers will let you get both orientation and translation independently, which should make for some interesting motion control.

  24. Battery power? by Pendersempai · · Score: 1

    So either this forthcoming gyroscopic wonder will be tethered to the game console or it will run on disposable batteries which will last about fifteen minutes.

    Sorry, I don't see it.

    1. Re:Battery power? by Bearpaw · · Score: 1

      Nah. The controllers will come with long strings to spin up the gyros.

      Seriously, though, I can't tell from TFA, but if they're planning on using gyro-sensors like those in some digital cameras, those probably don't draw that much power.

  25. drift is an issue by penguinbroker · · Score: 2, Informative

    Aircraft have been using this combination of sensors for a while to handle attitude adjustments, however over time the sensors will accumulate minute errors that ultimately compound into larger ones. For this reason, an absolute reckoning system like GPS is always included.

    This is a great step forward but does not mean current IR strategies are necessarily old news. The blend of these two systems holds the future.

    1. Re:drift is an issue by grumbel · · Score: 1

      The IR sensor has nothing to do with fixing drift and isn't used for calibration on the Wii, it simply adds lightgun-like functionality (albeit only with relative aiming, due to lack of a second sensorbar). Adding gyros to the Wiimote would increase the ability for motion sensing a lot, since they would allow to sense acceleration and orientation independently and thus some simple relative position sensing, which the Wiimote currently can't, but a gyro doesn't replace the IR sensor, it has completly different functionality.

  26. Hacker project... by Temkin · · Score: 2, Interesting



    If it can be hacked, and converted into an inertial navigation system... Then the Wii will run afoul of ITAR export regulations... Truly the mark of all sufficiently advanced video game systems. :-P

  27. stars are not a problem by Punto · · Score: 1

    The stars are _on_ the screen, so no matter what system they use to work the pointer (sensor bar works great in my opinion), you'll have to point to the screen to collect them.

    The _real_ improvement would be the ability to use it as a light saber. Right now, games just recognize 2 or 3 movements (slash, stab, etc), and play a fixed animation, which is bullshit. That is what they need to improve (and they probably will, I know that sony and nintendo are pretty desperate for someone who can program a lightsaber-like experience with their controllers).

    --

    --
    Stay tuned for some shock and awe coming right up after this messages!

    1. Re:stars are not a problem by vonPoonBurGer · · Score: 1

      Right now, games just recognize 2 or 3 movements (slash, stab, etc), and play a fixed animation, which is bullshit.
      You are so stuck in 2007. Welcome to 2008. A limited repertoire of movements recognized and corresponding canned animations is a detail of the implementation, and does not necessarily indicate a limitation of the hardware.

      The _real_ improvement would be the ability to use it as a light saber.
      It's coming. Current release date is August 2008.
  28. to go boldly by lymond01 · · Score: 3, Interesting

    Whenever I see new handheld gyroscopic devices I think of one word:

    Holodeck.

  29. Inertial navigation and basic calculus by earlymon · · Score: 2, Insightful

    Remember that if you differentiate distance with time, you get velocity; differentiate again, you get acceleration.

    So, if you have accelerometer data (acceleration), you integrate once to get speed, and then integrate that to get distance. If you begin the process by seeding with a known position, then the initial known position summed with the distance calculated gives the new position.

    This is exactly how inertial navigation systems on flight vehicles work.

    However, accuracy over time is a function of the quality of the accelerometers, requiring things like Kalman filters to deal with. Sounds like a lot of work for a game controller, but I'm not a gamer. Maybe it has other compelling applications also.

    --
    Pathological kinda promises Path + Logical - but instead, you get stuck with pathetic.
    1. Re:Inertial navigation and basic calculus by grumbel · · Score: 1

      Remember that if you differentiate distance with time, you get velocity; differentiate again, you get acceleration. True in theory, however when you start with inaccurate accelerometer data, it gets even more inaccurate when you integrate it to velocity and when you integrate that again to get position data you are basically left with unusable gibberish. And you also have to keep in mind that the Wiimote is not giving you acceleration in world-space, it gives you accelerations in Wiimote-space, which as soon you as you move it around ends up basically unusable for anything, since you can no longer know which acceleration was caused by movement and which was caused by gravity. Additional gyros would fix that problem, but the Wiimote doesn't have any of them.

      The Wiimote is limited to measure acceleration or orientation, but can't not both at the same time, which makes position tracking impossible.
    2. Re:Inertial navigation and basic calculus by earlymon · · Score: 1

      I thought they were discussing a new kind of remote with orthogonal gyros and accelerometers, not necessarily the existing one - not being sarcastic, just honest and confused.

      --
      Pathological kinda promises Path + Logical - but instead, you get stuck with pathetic.
    3. Re:Inertial navigation and basic calculus by Anonymous Coward · · Score: 0

      Basic calculus won't help you here. Accelerometers can't distinguish accelerations from the strain induced in the device by gravity (often mistakenly called 'acceleration due to gravity'), and if they are cheap enough to put in a game controller then you can bet they are unbelievably noisy. So to integrate you have to seperate accelerations, gravity, and noise - put simply you integrate and you get nothing but rubbish out (if you use a kalman filter you still get rubbish out - it just tells you how rubbish it is). To integrate more accurately you need gyros and compasses as well. But much easier to have a genuinely known and stationary reference point - like the IR bar on the Wii.

  30. Surely "Dead Reckoning" is less accurate by MrSteveSD · · Score: 1

    Relying on accelerometers would amount to Dead Reckoning. Position errors would quickly build up.

  31. Gyroscopes? by hcdejong · · Score: 1

    So the controller will weigh .75 kg, will take 6 minutes to spin up the gyros before it can be used, and needs a 12V lead to supply the motors? Progress, indeed...

    1. Re:Gyroscopes? by randyest · · Score: 1

      Welcome to the 21st century. Things have been moving quickly lately, and they're only getting quicker. Do try and keep up. Thank you, and remember to keep your hands and feet inside the ride at all times.

      --
      everything in moderation
    2. Re:Gyroscopes? by hey! · · Score: 1

      My late father in law worked on the gyros for the Apollo missions. When he retired back in the 80s, he was working on laser gyros. These neither have to spin up, nor do they resist motion. In fact, I believe they have no moving parts at all (I could be wrong on this, at the time the actual design details were classified), working by a form of interferometry.

      There are other physical phenomena, some mechanical, some optical, some quantum mechanical, that can detect changes in orientation. For better or worse these are called "gyroscopes", which describe their purpose rather than their principle of operation. You don't have to work up a hefty bit of angular momentum, although that's the simplest.

      --
      Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
    3. Re:Gyroscopes? by Discoflamingo13 · · Score: 1

      The Wii controller uses MEMS accels - it can just as easily use MEMS gyros. MEMS isn't particularly accurate, but it's good enough for most consumer uses, consumes very little power, and is incredibly cheap compared to ring-laser, fiber optic, or even mechanical gyros.

  32. I can't believe noone linked this before... by A+beautiful+mind · · Score: 1

    ...but mandatory xkcd.

    --
    It takes a man to suffer ignorance and smile
    Be yourself no matter what they say
  33. Gyroscopes give dfferent info by EmbeddedJanitor · · Score: 1

    Having been involved in the design of robotic control systems using both accelerometers and gyros, I can tell you a difference.
    An accelerometer can only measure acceleration. An accelerometer cannot tell the difference between a tilt and other accelerations. Think of the acceleration you feel that pushes you back into your car seat: you can't tell if thats due to the car accelerating or tilting (going up hill).
    A gyro, on the other hand, is immune to accelerations. A gyro tells you the attitude of the device. Generally you'd use both gyros and accelerometers together to give both attitude and acceleration info. Kalman filters are your firends. http://en.wikipedia.org/wiki/Kalman_filter

    --
    Engineering is the art of compromise.
  34. Re:spatial disorientation by tompaulco · · Score: 1

    I wonder if wiimotes can get spatial disorientation? In humans, the inner ear has fluid filled circular tubes used as accelerometers. When you tilt your head to the left, the fluid on that axis stays stationary, and moves against flagella in the the tubes, which your brain has learned to identify as a tilting of your head to the left. Now, if you continued to turn your head to the left at a constant rate of speed, friction rather quickly starts the fluid moving at the same rate as your head, thus the brain does not sense a continued tilt to the left, but believes it is stationary. Humans counteract this problem by having eyes, which can see what is going on and override the lack of signal from the inner ear. Obviously if you are blindfolded or flying in a cloud, there is no outside reference, and you can quickly lose track of your orientation. This is called spatial disorientation.
    I wonder if you turned the Wiimote at a constant rate, if it would suffer similarly, or if the infrared sensor acts as eyes to aid it in establish orientation.

    --
    If you are not allowed to question your government then the government has answered your question.
  35. 30 ms delay is noticeable by freepencils · · Score: 1

    The article states "Finally, the system relays its positional information to the console in fewer than 30 milliseconds, Mahajan says, adding that this is faster than the human ability to perceive delay." Musicians who have used multitracking recording software on a computer with stock drivers know that 30 ms latency is not only perceivable, but unacceptably long. The solution is to use ASIO drivers, which deliver a truly unnoticeable 4ms latency. I'm sure 30ms is fine for a golf club swing, but it isn't negligible under some circumstances.

  36. Re:spatial disorientation by earlymon · · Score: 1

    That's a very good point, and I must rescind one of mine - that accuracy over time is a function of the accelerometers. In fact, it's a function of the gyros, and the accelerometers. Even ring laser gyros have drift, so position inaccuracies creep in over time. I think modern inertial nav gyros have appropriate control systems to not suffer the same trouble as you describe in the inner ear - but I think your point is still valid. If control limits are exceeded - for whatever reason - then the equivalent of spatial disorientation might occur.

    Good thinking.

    --
    Pathological kinda promises Path + Logical - but instead, you get stuck with pathetic.
  37. I am the remote by spaceman375 · · Score: 1

    I don't want to hold anything - I want a couple of cameras and some software to track my hands and fingers. Gesture based input with multiple finger positions available would be way better than a mouse. This would even get me to learn sign language to compare it to voice recognition. It would be close to magic: waving at lights and pointing to appliances to turn them on or off, controlling the volume of TV, stereo, or whatever with a simple gesture.
    I want to lean back in my easy chair and point to my wall mounted flat panel so I can browse without sitting at a desk.

    --
    On the one hand you take life too seriously, and on the other, you do not take playful existence seriously enough. Seth
  38. Reality check by eiapoce · · Score: 1

    There is no thing as a perfect gyroscopic controller/accelerometer. In the long run they all tend to drift. So you're gonna need another tracking system to have a working solution.
    BTW I though that the nintendo WII controller has already embedded accellerometers and gyroscopes. At least for the nunjago attachment!

  39. Gyro-pointers not "new" by flibbidyfloo · · Score: 1

    Gyration has been making gyroscopic controllers for years now. The only new thing in this one is the magnetic sensor. However, the problem with the Gyration pointers is two-fold:

    1) gyroscopes aren't instantaneous. They can't spin constantly or your batteries would be dead in a few hours, so they have a noticeable spin-up delay every time it's idle for a short bit. This is ok for a mouse you are using for windows, but would never work as a twitch game controller

    2) Even when not spinning all the time, the gyration could go through 4 AA batteries in a week of moderate use as a media-center pointer. I can't imagine how long they'd last during a marathon gaming session.

    If they've somehow licked such problems, it might be ok. But I don't see any reason to replace the Wii-mote for the types of games you get on the Wii. It's fine so far.

  40. Re:spatial disorientation by randyest · · Score: 1

    The IR camera on the wiimote are like eyes in your analogy. They "see" the sensor bar IR LEDs and allow correction of the errors that build up from accelerometer drift error (not fluids in tubes, of course.)

    --
    everything in moderation
  41. The Wiimote's failures by Asterra · · Score: 1

    The Wii remote fails in two fundamental aspects:

    1) Most famously, the Wii remote has latency (a bit over 100 ms in the least-affected games). The buttons and directional pad are fine, but the aiming function is hopelessly lagged. There are examples of this on Youtube. "Changing the sensitivity" of course does nothing to correct this, but it's a popular placebo fix and almost a mantra among Wii aficionados. The result is severalfold. For example, in aiming games, you don't aim-shoot, you aim-wait-shoot, because the trigger button is essentially lag-free but the target cursor floats behind your hand motion, forcing a wait. Casual gamers are not likely to perceive this lag as a detriment, even though the experience is completely different from, say, the use of a desktop mouse and its corresponding pointer, or even a gun-based game at the arcade.

    2) The design of the Wii remote is similar to that of the earliest handguns: basically a bar which must be held forward in order to aim. And, like those models which were ultimately abandoned, it has a major flaw. The default aiming position forces the wrist's pivot to one extreme, rather than in the middle of its range of motion, as a contemporary handgun would. This is a strain, and particularly so whenever the need arises to aim lower. The Wii remote compounds this flaw with the need to use the thumb to access buttons and controls on top of the device. For a dramatic illustration of this flaw, grab your Wii remote, point your arm straight ahead, point the remote straight ahead as though aiming at something parallel with the remote, and now access the d-pad with your thumb. Try this while aiming down. Visualize playing a game for several hours like this. Now visualize using a Wii remote which fit the hand like a hand gun and decide which would cause fewer problems for the wrist.

    The new device outlined in this article may or may not fix the first problem - and make no mistake, it is a problem that should never have existed and could easily have been avoided - but its design is clearly too heavily inspired by the current Wii remote. Still, the day is young.

    1. Re:The Wiimote's failures by MobileTatsu-NJG · · Score: 3, Interesting

      2) The design of the Wii remote is similar to that of the earliest handguns: basically a bar which must be held forward in order to aim. And, like those models which were ultimately abandoned, it has a major flaw. The default aiming position forces the wrist's pivot to one extreme, rather than in the middle of its range of motion, as a contemporary handgun would. This is a strain, and particularly so whenever the need arises to aim lower. The Wii remote compounds this flaw with the need to use the thumb to access buttons and controls on top of the device. For a dramatic illustration of this flaw, grab your Wii remote, point your arm straight ahead, point the remote straight ahead as though aiming at something parallel with the remote, and now access the d-pad with your thumb. Try this while aiming down. Visualize playing a game for several hours like this. Now visualize using a Wii remote which fit the hand like a hand gun and decide which would cause fewer problems for the wrist. a.) Not all games on the Wii are shooter games. Your suggestion for adaption would hurt those games in the same way you're complaining about now.

      b.) The Light Zapper accessory addresses this problem, and you don't need $100 new controller with less features to do it.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    2. Re:The Wiimote's failures by grumbel · · Score: 1
      1) The sensitivity setting has indeed nothing to do with lack or cursor speed, it changes the contrast/brightness of the IR sensor so that faint IR sources are no longer detected, I am kind of suprised how many Wii fanboys don't have the slightest clue what the setting actually does. That said I find it a bit pointless to complain about lack, yes there is a tiny bit of lack, but unless you are some 120fps FPS pro gamer that really shouldn't matter at all, especially considering that the Wii can't give you 120fps to begin with and that everybody has to work with the same lag. I also think that the lag might in part be a software problem, using Wiimote on the PC I find that it has quite a bit less lag, but then maybe its just me.

      2) While true, there exist plastic attachment that fix that, but you lose access to way to many buttons to make that useful, beside it would make sword play, golf, tennins, etc. impossible. And anyway, the real problem the Wiimotes has is a very different one: Unlike like a lightgun it doesn't allow you to aim, so you don't actually aim and shoot, you move a cursor over your enemy and shoot then. The Wiimote sensorbar simply has to few dots to let the Wiimote figure out where exactly you are aiming on the screen, so you always have to aim with a cursor. The sad part of this is that this isn't a technical problem of the Wiimote, one can fix it by simply adding another pair of IR dots.

      The new device outlined in this article may or may not fix the first problem The device in the article doesn't even have a IR sensor, so you can basically forget it when it comes to aiming at the screen, its for golf, tennis, swords, ... only.
  42. Could gyroscopes provide resistance? by Lars512 · · Score: 1

    Suppose you put strong gyroscopes inside the controller, and could power them adequately. Couldn't you then provide sudden resistance at certain points in time? Imagine playing a tennis game, where it really felt like you hit the ball mid swing. Or playing a sword game, and feeling like you've struck something, as your controller suddenly stops. I suppose they can only resist acceleration, rather than provide acceleration, but it would still add a lot of realism to many games.

    Can someone with a better grasp of their physics comment?

  43. I have a gyroscope controlled mouse by JeffAMcGee · · Score: 1

    I'm surprised how many people thought this was a bad idea. I teach computer science and I have an air mouse from gyration. It takes a little getting used to, but it makes it possible for me to use the mouse on my computer from across the room. It is useful for anyone who needs to use programs other than powerpoint(like an ide) while giving a presentation.

    --
    This sig cannot be proven true.
    1. Re:I have a gyroscope controlled mouse by grumbel · · Score: 1

      Correct me if I am wrong, but don't you have to press and hold a button to activate cursor movement? This might not be a issue or even an advantage in presentations, but doesn't sound like a good idea for gaming, where you might need all the fingers you have for changing weapons, firing and such. It also makes lightgun-like aiming impossible, since you always need a cursor. Now the Wiimote isn't perfect either, since it also needs a cursor, but you can move that freely around just by pointing without pressing buttons.

      All that said, having to press a button would have advantages, since you could directly control your view in a FPS, instead of having trouble that the Wiimote faces where you have to point outside your view to actually move it, which can be, depending on the game, rather awkward.

  44. Gyroscopic Mass? by Doc+Ruby · · Score: 1

    If I have 3 gyroscopes spinning on axes each at right angles to the others, inside a little box, does that seem to increase the mass of the object just as if it had more mass? Would spinning faster make it seem heavier, more inertial?

    --

    --
    make install -not war

  45. Re:hmm... by grumbel · · Score: 1

    I can't understand why Nintendo doesn't create real windows/linux/mac drivers so pc/mac games can also officially use the wiimote.. Nintendo has given up on PC and homecomputers a long long while ago, they do want their own consoles, not develop for somebody else hardware. It would also be stupid to release the only thing that that makes the Wii unique on another platform.

    That aside there really isn't a need for an official driver, you already can get drivers for Windows, Mac and Linux, there really isn't much if anything left that isn't known about the Wiimote. People can use it if they want. The problem is non-standard peripheral don't have a chance on the PC, not even joysticks are used these days, everything has to work with mouse and keyboard, so a Wiimote even with official driver wouldn't have a chance. Also keep in mind that the PC doesn't stand next to the 42" Plasma, but in places where there often simply isn't room to swing the Wiimote around wildly. The IR tracking also doesn't really work when you are too close to the sensorbar, so it simply would be very impractical for most users.
  46. A really crappy INS by Discoflamingo13 · · Score: 1

    It's true - you could attempt to use the consumer grade sensors in the Wii to create an INS, but even with deeply-integrated, GPS-aided nav solution, it would perform so badly that it would be unusable for military applications. Inertial sensors come in several "grades", each one based on how much position drift it has - strategic (< 100 ft/hour), navigation (< 1 nautical mile/hr), tactical (< 10 nautical miles/hr), and consumer/automotive/commercial grade (worse than that). Tactical grade sensors are required for short range missile guidance - the Wii's sensors aren't coming anywhere close to that.

    Of course, this wouldn't stop the DoD from classifying it as export-restricted and locking the builders up.