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Head Tracking w/ the Wiimote

Posted by CmdrTaco on Sun Dec 23, 2007 11:04 AM
from the this-is-just-too-cool dept.
mrneutron2003 writes "This guy just doesn't know when to stop. Johnny Chung Lee graces us with yet another one of his inventive Wiimote projects. This time it involves using the Wiimote and a pair of inexpensive LED safety goggles (with the standard LED's replaced with InfraRed ones) to allow positional head tracking , achieving an effect similar to what is experienced with three dimensional displays and CAVE systems. The video dramatically illustrates the effect. Game developers take note. This simple little variation on infrared tracking could allow for some seriously immersive gameplay in the future." This guy deserves a medal.
hardhack gamecube too trackir givehimajob hardware hardhack story

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Tmack writes "While hard-hacks with the Wiimote are somewhat old news, this particular implementation is quite interesting. Using the infrared camera on the Wiimote, pens with LEDs instead of ink, and an LCD projector, Johnny Chung Lee of Carnegie Mellon University has created software to use them as a (relatively) cheap multi-touch display. Any surface onto which you can project becomes an interactive multi-touch display, as demonstrated in the video at the link. He has the software available for download, along with some other neat projects. Lee has also documented another impressive Wiimote hack.
[+] Technology: Wiimote Turns TV into Touchless MS Surface 104 comments
RemyBR writes "User interface project allows you to control objects on a display using gestures, working like Microsoft's Surface but without touching the screen at all. Inspired by Johnny Chung Lee's work, the system requires you to wear Minority Report-style gloves equipped with infrared emitters on your fingertips. A Wiimote on top of the display keeps track of these IR LEDs, while the software can read the motion down to two-finger pinching gestures for image zooming."
[+] Technology: Modern Methods For Sharing Innovation 91 comments
The New York Times is running a story about Johnny Chung Lee, a hardware hacker made famous for his projects which modified the Nintendo Wiimote to do things like positional head tracking and multi-touch display control. The article focuses on the suggestion that Lee's use of YouTube to demonstrate his innovations has done a better job of communicating his ideas than more traditional methods could. Quoting: "He might have published a paper that only a few dozen specialists would have read. A talk at a conference would have brought a slightly larger audience. In either case, it would have taken months for his ideas to reach others. Small wonder, then, that he maintains that posting to YouTube has been an essential part of his success as an inventor. 'Sharing an idea the right way is just as important as doing the work itself,' he says. 'If you create something but nobody knows, it's as if it never happened.'"
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Kikizo has an editorial piece evaluating the Xbox 360's upcoming motion-control scheme, Project Natal, and discussing why it's a bigger step forward for interactive gaming than many people think. Quoting: "[Natal] accurately perceives players in 3D space, simultaneously tracking over 48 joints on your body, enabling it to accurately redraw your skeleton in real time as you move about. On a separate 'debug screen' in the closed-doors session, we could witness for ourselves the 'mind's eye' of Natal, visually showing how it completely understands where we are, how we're moving, where we are in 3D space, how far in front of my face my hand is, whatever. It can supposedly even track individual hand and finger movement when it switches into this more finely-tuned mode. ... There is a surprising feeling of tactility and iPhone-like fluidity and precision to the way Natal works." Another interesting bit of news about Natal is that Wii-hacker Johnny Chung Lee is part of the development team. We've discussed some of his creations in the past.
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  • by LoudMusic (199347) * on Sunday December 23 2007, @11:16AM (#21797940)
    Surely he's sent in his resume. That's some really cool concepting, and not that Nintendo doesn't have their own cool concepts, but this is just incredible. The best part is, it's really simple and appears to be mass producible for cheap - two things Nintendo does well already.
    • by deftones_325 (1159693) on Sunday December 23 2007, @11:20AM (#21797964)
      I'm not so sure about the mass-produce part.
    • by TubeSteak (669689) on Sunday December 23 2007, @01:27PM (#21798774) Journal

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

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

      There are eye-tracking systems that are not nearly as fatiguing, but if you've seen one, you'll understand why they haven't taken off in popularity.
      • Re: (Score:3, Insightful)

        It just needs to be done properly.

        If you talked about putting a accelerometer in to a controller before the Wii, you'd be laughed at.
        • by TubeSteak (669689) on Sunday December 23 2007, @07:30PM (#21801212) Journal

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

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

          I'm not saying there is no role for this in gaming, I think it would be great if Nintendo could make it cheaply for the Wii and developers created games that could use it effectively... but that has been tried before in PCs... without much success.
    • Re: (Score:3, Insightful)

      If Nintendo hired him they would patent anything he creates.

      How about people just send him some money so he'll keep doing what he's doing and make it free?
      • by LoudMusic (199347) * on Sunday December 23 2007, @12:50PM (#21798516)

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

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

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

        Why am I even responding to an AC comment?
        • by powerpants (1030280) * on Sunday December 23 2007, @04:22PM (#21799932)

          The problem with game peripherals is that the sell through rate is so low that not enough people buy them to make it worthwhile to create games that fully exploit the hardware. So even if the game is just a pair of cheap glasses with leds on them it might not sell just because of that little extra expense. Someone should figure out a way to make a game that uses this without buying any extra hardware - you might have a winner.
          Ummm... ever hear of Guitar Hero?
  • video down (Score:5, Informative)

    by Takichi (1053302) on Sunday December 23 2007, @11:18AM (#21797952)
    The youtube video on the linked site comes up as unavailable, but the one actually on the youtube site seems to work. http://www.youtube.com/watch?v=Jd3-eiid-Uw [youtube.com] Cool stuff.
  • Worth mentioning.. (Score:5, Informative)

    by delire (809063) on Sunday December 23 2007, @11:41AM (#21798090)
    Headtracking for games has been around for a long time [naturalpoint.com] but this solution really takes the cake for using inexpensive, off the shelf technology..

    The TrackIR solution linked above costs around as much as a Wii itself.
  • Fantastic (Score:5, Interesting)

    by Tom (822) on Sunday December 23 2007, @11:53AM (#21798158) Homepage Journal
    Between those things and multi-touch, I am literally waiting for a revolution of computer input design. 10 years ago, there was the movement, but not the technology. Today we have the technology. Please, give us some games that use this, give us multitouch tablet Macs (sorry windos fanboys, microsoft could pull it off technologically, but it wouldn't be useable), give me a VR multitouch table! Now! The flying car can wait until next year...
  • by cheebie (459397) on Sunday December 23 2007, @12:00PM (#21798182)
    Give this man a consulting job!!!

    Nintendo, are you listening?
  • by imboboage0 (876812) <imboboage0@gmail.com> on Sunday December 23 2007, @12:04PM (#21798204) Homepage
    from the this-is-just-to-cool dept.

    You spelled 'too' wrong.
  • Remind me again... (Score:3, Insightful)

    by Hawthorne01 (575586) on Sunday December 23 2007, @12:20PM (#21798302)
    Why the Wii isn't for "serious" gamers? Who needs 1080p when you've got this?

    Combine this with the weight-shifting capability of the Fit, and you've got an immersive gaming experience that's second only to the holodeck.

    So. Freaking. Cool.
  • Johnny Lee Rocks! (Score:5, Interesting)

    by gwait (179005) on Sunday December 23 2007, @01:25PM (#21798766)
    What is interesting is that he's coming up with some very creative ideas, and giving them away for free.

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

    I'm totally enjoying the adventure Johnny!

  • Combinations? (Score:4, Interesting)

    by AntiPasto (168263) on Sunday December 23 2007, @02:34PM (#21799196) Journal
    How about three WII remotes together... you'd have a virtual room you could write on and move things around with your fingers?
  • by drgould (24404) on Sunday December 23 2007, @02:40PM (#21799228)
    As I understand it, the infrared detector on the Wii remote is basically a camera with an IR filter in front of it.

    Potentially you could just use a webcam with an IR filter in front of it instead of a Wii remote.

    Note: 1) there is usually a filter to filter out IR inside most webcams, so that would have to be removed. 2) IR emitter tracking would have to be done on the PC instead of inside the Wii remote.
    • by emilng (641557) on Sunday December 23 2007, @03:09PM (#21799446)
      From his website [cmu.edu]:

      As of September 2007, Nintendo has sold over 13 million Wii game consoles. This significatnly exceeds the number of Tablet PCs in use today according to even the most generous estimates of Tablet PC sales. This makes the Wii Remote one of the most common computer input devices in the world. It also happens to be one of the most sophisticated. It contains a 1024x768 infrared camera with built-in hardware blob tracking of up to 4 points at 100Hz. This significantly out performs any PC "webcam" available today. It also contains a +/-3g 8-bit 3-axis accelerometer also operating at 100Hz and an expandsion port for even more capability.
  • HOLY SHIT (Score:4, Insightful)

    by Buzz_Litebeer (539463) on Sunday December 23 2007, @03:55PM (#21799746) Journal
    Holy shit that was awesome, why is this guy not employed somewhere they can give hive lots of money? If I were in a gaming department for the next XBOX360 flight game or something, I would hire this dude and give him as much money as he needed to make potential customers feel as if they were inside a frigging airplane lol man that was sweet looking.
    • by LanceUppercut (766964) on Sunday December 23 2007, @11:45AM (#21798106)
      The system in the helicopter is in no way "similar" except from the fact that it used head tracking. Head-tracking helmets have been used for aiming weapons in aircraft for quite sime time now. Mass-application of the concept originates from Soviet fighter planes, MiG-29 being the most notable example.
    • Re:processing power (Score:5, Interesting)

      by datajack (17285) on Sunday December 23 2007, @12:21PM (#21798314)
      Not very.

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

      Apart from some smoothing algorithms, this is no more complex than reading the wiimote's pointer position and mapping that to a camera viewpoint.
        • Re:processing power (Score:5, Interesting)

          by cowscows (103644) on Sunday December 23 2007, @12:29PM (#21798390) Journal
          Correct. As far as the rendering engine is concerned, whether you're moving the camera with your head or a mouse, it's all pretty much the same. This guy is probably using a PC instead of the Wii because it's much easier to get code running on a PC than a Wii (you don't need Nintendo's SDK), which makes it cheaper and more useful to share the code with others.
      • by Dr_Barnowl (709838) on Sunday December 23 2007, @03:50PM (#21799712)
        Alas, shutter glasses(a polarized screen with an LCD shutter) and cross-polarized glasses don't play with LCD displays, because LCD uses polarization to turn the pixels on and off. LCD latencies are also a little high for shutter glasses.

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

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

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

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

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

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

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