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  • Tue 15 Apr 2008

    Laval Virtual 2008 - Tradeshow

    Published at 13:40   Category Virtual Reality  

    This year Laval Virtual was celebrating its 10th anniversary.

    The tradeshow is getting bigger and there was not enough room for all the exhibitors that wanted a booth!

    There was not many technical innovations, rather evolutions of existing principles. This tends to prove the point I was trying to make last year that we are not making the best out of the current hardware.

    There were much less HMDs than last year as if non intrusive displays (eg autostereoscopic screens or projectors) were preferred.

    I’ll probably make another post concerning the new hardware I’ve seen here and at IEEE VR later.

    Read on for more …

    Read more…

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    Sat 22 Dec 2007

    Wiirtual Reality

    Published at 22:05   Category Game development, VR Devices, Virtual Reality DIY  

    Johnny Lee is definitely a genius.. After the Finger Tracking and the Wiimote whiteboard, here’s how with two Wiimotes he’s creating VR games at home !!

    (not that we didn’t think about it, but hey.. he actually *did* it =)

    If you want to have real 6Dof information from your Wiimote, check out Oliver Kreylos Wiimote projects.

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    Tue 13 Nov 2007

    Multitouch with the Wiimote

    Published at 0:43   Category VR Devices, Virtual Reality DIY  

    A really clever use of the Wiimote, by Johnny Lee, from Carnegie Mellon University.

    You might need WiiYourself! to read the position of 4 different dots. It’s the best Wiimote interface I found so far.

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    Thu 25 Jan 2007

    WiiRobot and a sword

    Published at 14:05   Category Tech, VR Devices  

    That’s pretty cool!

    More infos at TechEBlog

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    Sun 14 Jan 2007

    Wiirtools

    Published at 23:52   Category VR Devices, Virtual Reality DIY  

    At last, the use of a Wiimote inside Virtools! You don’t even need a specific BB, only read values from a virtual joystick or emulate keystrokes.
    Thanks to Carl Kenner for GlovePie and Deon van der Westhuysen for PPJoy.

    (Sorry for the darkness of videos..)

    GlovePie allows you to emulate keystrokes, mouse movement and joystick movements depending on other devices input or events. For example if your Wiimote X acceleration vector is more than a certain threshold, you can script GlovePie so that it simulates a keystroke on the Left key. If your game uses the Left key, using the Wiimote will have the same behavior. Or move the mouse left …
    PPJoy allows the creation of virtual joysticks in Windows. You then script Glove Pie to map the Wiimote datas to this virtual joystick, effectively enabling the Wiimote in any joystick-based game. Or in Virtools, simply use a Joystick Waiter.

    The car demo shows the use of GlovePie to emulate keystrokes. The tilt and roll demo is using the values of the accelerometers to compute the tilt and roll angle of the Wiimote.
    Getting the yaw (heading orientation) needs the sensor bar. The translations are also kind of hard to extract, since you don’t know if an acceleration is due to a rotation or a translation (see Wiimote Motion Analysis for more on this). But David said he’ll give it a try, so let’s wait =)

    Here’s the Pie script for the Car composition (which you can find in your VRPack/Samples/Tests folder), the Pie script for the tilt/roll and the CMO.

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    Sun 17 Dec 2006

    Sony to copy Wiimote ?

    Published at 10:59   Category Game development, VR Devices, Virtual Reality DIY  

    Sony is thinking about a “motion-sensitive controller”that would work like TrackIR and ART, that is with markers on the device and a camera to analyse their position.

    The Wii-mote has the camera inside the device and the markers on the TV, plus 3 accelerometers.

    The current PS3 controller, called SIXAXIS (notice the palindrome), has gyroscopes in it.
    From ArsTechnica :

    “Sony applied to the United States Patent Office (USPTO) for a patent on a “hand-held controller having detectable elements for tracking purposes.”

    (…)

    From the patent application :

    Because this data is gathered on an image frame-by-frame basis, the data can be used to calculate many physical aspects of the movement of the controller 110, such as for example its acceleration and velocity along any axis, its tilt, pitch, yaw, roll, as well as any telemetry points of the controller 110.

    (…)

    The controller uses four LEDs to capture this motion, but in a twist from Nintendo’s sensor bar configuration, the LEDs are mounted on the controller itself. A camera mounted next to the player’s television set takes many pictures of the four LEDs every second, and this data is used to calculate the position and velocity of the controller.

    (…)

    Will Microsoft retaliate with a motion-sensitive controller of its own?

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    Sat 16 Dec 2006

    My Wii and the child in all of us

    Published at 20:57   Category Game, Product Review  

    By now you should all have had access to a Wii and been able to test it.

    I got mine one week ago, and I have to say I’m really impressed. Okay, after seeing games like Doom3 and Gears of Wars, the look of the games may look less realistic.

    But the Wii demonstrates quite powerfully that you don’t need pretty graphics to have a hell lot of fun and to really feel immersed.
    Thanks to the Wiimote, gesture gives you an whole new world of immersion. Moreover, you start the Wii discovery by creating your avatar, a Mii, that will be used in all of the Wii Play and Wii Sports games, which is really nice. You can even share your Miis through the internet connection or store it on your Wiimote to use it on another Wii. This feels very.. romantic, in the poetic sense. It awakes the child inside me, just like when I’m watching a Miyazaki movie.

    All of my friends, even the skeptics ones, enjoyed it instantly. I could see a childish smile on their face the first time they had to move they arm to hit a tennis ball.
    A funny fact is that the non-gamers understood how to play generally faster than gamers. A girl literally crushed her boyfriend at tennis, although he made fun of her because she couldn’t play a FPS on GameCube. The same girl was so immersed in the fighting game that standing in a 1m perimeter around her was a real danger for your safety!

    Another interesting feature is that it’s also really enjoyable for the spectators, especially the faces of the players, and their gestures in the air. That way you don’t have to wait for your turn to have fun.

    The tennis is really good. The gameplay works for beginners as well as for ‘advanced’ players. At first you just have to get the ball on the other side, but when you get used to it, you can aim more or less where you want, and when you get the ball out, you almost always know that it’s because of your faulty movement.

    The Rayman game is really fun. It has lots of funny games and interesting gameplays, making very different and original use of the Wiimotes. I’d say it’s a must-have, we had really good laughs and were impressed by atmosphere of the game. Nice graphics, lots of cool musics, and the rabbits are really.. dumb =)

    I’ve only played the NES version of Zelda, so I’m really impressed by the gameplay. It’s very different from the games I’ve played; you have much more freedom of action and movement. I sometimes got stuck for a moment because I didn’t think such action could be performed. It really forces me to rethink my way of playing.

    But I think it could have used the wiimote better. It feels like the wiimote features were added afterwards, which is certainly the case since the game was planned for the GameCube first.

    Conclusion

    I can’t wait to see what new interactions game developpers will create. I hope they’ll be creative, because the potential is really huge as Rayman demonstrates.

    Anyway, the door is opened: let’s get 3d interaction for all !!

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    Thu 30 Nov 2006

    Using the Wii accelerometers on the PC

    Published at 10:10   Category VR Devices, Virtual Reality DIY  

    Seems some people have connected the bluetooth Wiimote to a PC and started getting infos about the accelerometers.
    Here’s a page about the Wiimote protocol.
    This video (from marcan42 on youtube) is very shaky, so prepare for some headache.

    Now I’m waiting for the IR infos, a proper mouvement integration lib, and of course a gesture recognition lib ;)

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    Mon 23 Oct 2006

    LiveMove : Motion recognizer

    Published at 12:42   Category Game development, VR Devices  

    Here’s a video of AiLive LiveMove, that allows you to train your application to recognize the 3d motion (for the wiimote for example ;) quickly and simply.

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    Mon 23 Oct 2006

    Wii-mote like for PC / PS3 / 360

    Published at 10:49   Category VR Devices  

    This article from Gamasutra talks about a controller made by In2Games, makers of GameTrak :

    “Named Gametrak Fusion, it uses a patent-pending ultrasonic and RF system to track the motion of a Wii-Mote-style controller, using a small base unit on the floor in front of the player. A 3D accelerometer in the controller also provides data on absolute position and orientation. (…) it offers better range and isn’t affected by ambient lighting conditions. (…) a summer/fall 2007 launch (is) scheduled. Pricing is unconfirmed but the base unit and wand are expected to be available for less than £30 ($56).”

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