`
`Hacking the
`Nintendo Wii Remote
`
`The global hacking community has collectively reverse-engineered a
`significant portion of one of the world’s most sophisticated and common
`input devices. And they’re putting it to uses its designers never intended.
`
`I n November 2006, Nintendo released its
`
`fifth home videogame console, the Nin-
`tendo Wii. The company’s previous game
`console, the Gamecube, hadn’t fared
`well in terms of market share against
`the much higher-powered alternatives released
`by its competitors, Microsoft and Sony. At first
`the Wii also seemed significantly underpowered
`relative to its competitors. However, one year
`later it became the market leader of its console
`generation, selling over 20 million units world-
`wide.1 This success is largely attributable to the
`innovative interactive technology and game-play
`capabilities introduced by the console’s game
`controller, the Wii remote, shown in Figure 1.
`The Nintendo Wii remote, or Wiimote, is a
`handheld device resembling a television remote,
`but in addition to buttons, it
`contains a 3-axis accelerom-
`eter, a high-resolution high-
`speed IR camera, a speaker, a
`vibration motor, and wireless
`Bluetooth connectivity. This
`technology makes the Wii remote one of the
`most sophisticated PC-compatible input de-
`vices available today; together with the game
`console’s market success, it’s also one of most
`common. At a suggested retail price of US$40,
`the Wii remote is an impressively cost-effective
`and capable platform for exploring interaction
`research. Software applications developed for
`it have the additional advantage of being read-
`ily usable by millions of individuals around the
`world who already own the hardware.
`I’ve recently begun using Internet video tu-
`
`Johnny Chung Lee
`Carnegie Mellon University
`
`torials to demonstrate interaction techniques
`supported or enabled by the Wii remote. In just
`a few weeks, these tutorials have received over
`six million unique views and generated over
`700,000 software downloads. In this article,
`I will talk about the Wii remote’s technology,
`cover what’s involved in developing custom ap-
`plications, describe intended and unintended
`interaction techniques, and outline additional
`uses of the device.
`
`Inside the Wii remote
`Although the Wii remote’s official specifications
`are unpublished, the global hacking community
`has collectively reverse-engineered a significant
`portion of the technical information regarding
`its internal workings. Much of this work has
`been collected in online wikis at http://wiili.org
`and http://wiibrew.org. The body of knowledge
`at these sites represents contributions from nu-
`merous individuals and constitutes the source
`for most of the information presented in this
`section.
`Because many low-level details are available
`online and, furthermore, are likely to be refined
`and updated as more information is uncovered,
`the following descriptions of each major Wii re-
`mote component represent only higher-level de-
`tails relevant to building custom applications.
`
`Infrared camera tracker
`In the tip of each Wii remote is an IR camera sen-
`sor manufactured by PixArt Imaging, shown in
`Figure 2. The camera chip features an integrated
`multiobject tracking (MOT) engine, which
`
`PERVASI V E computing 39
`Published by the IEEE CS (cid:78) 1536-1268/08/$25.00 © 2008 IEEE
`Authorized licensed use limited to: Foley & Lardner LLP. Downloaded on May 01,2022 at 20:28:41 UTC from IEEE Xplore. Restrictions apply.
`
`Exhibit 1009 page 1 of 7
`DENTAL IMAGING
`
`
`
`THE HACKING TRADITION
`
`Broadcom designed for devices that
`conform to the Bluetooth Human In-
`terface Device standard, such as key-
`boards and mice.
`The remote isn’t 100 percent compli-
`ant with the HID standard, but it can
`connect to many Bluetooth-capable
`computers.
`
`Internal flash memory
`The onboard memory is approximately
`5.5 Kbytes. It’s used for adjusting the
`device settings, maintaining output
`state, and storing data. Nintendo de-
`signed it to let users transport and
`store a personal profile, called a Mii.
`This memory allows data and identity
`to be physically associated to a given
`remote.
`
`Expansion port
`At the base of the remote is a proprie-
`tary six-pin connector used to commu-
`nicate with and power extension con-
`trollers such as the Nintendo Nunchuk,
`Classic Controller, or a guitar control-
`ler. These extensions provide alterna-
`tive form factors and additional input
`capabilities.
`The port provides 3.3 V of power
`and 400 KHz of I2C serial communi-
`cation, to which a microcontroller can
`easily interface and effectively provide
`a Bluetooth-to-I2C bridge.
`
`Batteries
`The Wii remote uses two AA batteries
`and has an operating time between 20
`and 40 hours, depending on the num-
`ber of active components. Approxi-
`mately 8 bits of battery-level resolution
`are available.
`
`Developing
`custom applications
`Although Nintendo offers a relatively
`inexpensive development kit for the Wii
`console, its legal agreement severely
`limits the types of applications you’re
`permitted to develop using its tools. Al-
`ternatively, you can quite easily connect
`the Wii remote to a personal computer
`via Bluetooth and immediately begin
`
`Figure 1. The Nintendo Wii remote game
`controller. (Copyright for all photos,
`Figures 1–10, Johnny Chung Lee.)
`
`Figure 2. The PixArt IR camera chip.
`Integrated multiobject tracking
`minimizes wireless data transmission.
`
`provides high-resolution, high-speed
`tracking of up to four simultaneous IR
`light sources. The camera sensor’s ex-
`act specifications are unpublished, but
`it appears to provide location data with
`a resolution of 1,024 (cid:115) 768 pixels, more
`than 4 bits of dot size or light intensity,
`a 100 Hz refresh rate, and a 45 degree
`horizontal field of view. The integrated
`hardware object tracking minimizes
`the data transmitted over the wireless
`connection and greatly simplifies the
`implementation of camera-based track-
`ing applications.
`These specifications outperform com-
`parably priced webcams, which typi-
`cally provide 640 (cid:115) 480 tracking at 30
`Hz. Webcams also require significant
`CPU power to perform real-time com-
`puter-vision tracking. Specialized IR
`camera trackers, such as those from Nat-
`ural Point Systems (www.naturalpoint.
`com), can provide 710 (cid:115) 288 tracking
`at 120 Hz, but at a significantly higher
`cost of $180.
`
`providing a trigger-like affordance for
`the index finger. The remaining seven
`buttons are intended to be used by the
`thumb. The remote design is symmet-
`ric, allowing use in either the left or
`right hand.
`
`Vibration motor (tactile feedback)
`A small vibration motor provides tactile
`feedback. The motor is similar to those
`used in cell phones. The motor state
`has only binary control (on and off),
`but you can vary the feedback intensity
`by pulsing the motor activation—that
`is, by rapidly turning the motor on and
`off at different duty cycles.
`
`
`
`Light-emitting diodes
`(visual feedback)
`Four blue LEDs at the bottom of the
`remote are typically used to indicate
`player IDs (1 to 4). Each LED’s state
`is individually addressable. Similarly to
`the vibration motor, pulsing the state
`creates varying levels of brightness.
`
`Accelerometer
`Analog Devices manufactures the
`ADXL330, a 3-axis linear accelerom-
`eter that provides the Wii remote’s mo-
`tion-sensing capability. It has a +/(cid:13)3 g
`sensitivity range, 8 bits per axis, and a
`100 Hz update rate.
`
`Speaker (auditory feedback)
`A small speaker in the remote’s cen-
`ter supports in-game sound effects
`and user feedback. The audio data
`streams directly from the host with
`4-bit, 4 KHz sound similar in quality
`to a telephone.
`
`Buttons
`The Wii remote has 12 buttons. Four
`are arranged in a standard directional-
`pad layout. One button is on the bottom
`
`Bluetooth connectivity
`Communication runs over a wireless
`Bluetooth connection. The connection
`uses a Broadcom 2042 chip, which
`
`40 PERVASI V E computing
`www.computer.org/pervasive
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`
`Exhibit 1009 page 2 of 7
`DENTAL IMAGING
`
`
`
`developing custom applications. The
`remote’s compatibility with the Blue-
`tooth HID specification manifests on
`the host computer as a joystick.
`Software libraries for connecting to
`a Wii remote, parsing the input report
`data, and configuring the controller are
`available for nearly every major devel-
`opment platform on Windows, Mac
`OS, and Linux. The open development
`community has created these libraries,
`and you can download them for free.
`Because these software APIs are in ac-
`tive development and might change rap-
`idly, I won’t discuss them in detail. Visit
`http://wiili.org and http://wiibrew.org
`for more information.
`Accessing the data is usually as sim-
`ple as reading values from an array or
`an appropriately named member vari-
`able of a Wii remote class object, such
`as accelX = remote.accelerometer.x. The com-
`puter receives input reports 100 times
`per second, providing low-latency data.
`As the software libraries evolve, they
`might support event queues, derivative
`values, and utilities that compute useful
`transformation matrices or recognize
`gestures, thereby simplifying applica-
`tion development.
`In many cases, the most difficult part
`of this process is getting the Bluetooth
`pairing to occur successfully. Because
`the Wii remote isn’t 100 percent HID
`compliant, it might work only with cer-
`tain Bluetooth chipsets and driver soft-
`ware. However, once a pairing is suc-
`cessful, the configuration is typically
`quite reliable. After you’ve connected
`the Wii remote and installed the soft-
`ware library, developing custom appli-
`cations is straightforward.
`The projects I describe in this article
`are C# Windows software applications
`using Brian Peek’s Managed Library
`for the Wiimote.2
`
`Wii console
`interaction techniques
`Wii users hold the remote controller
`in one hand and point it at a television
`that has a Wii sensor bar either above
`or below the screen. The term “sensor
`
`bar” is a misnomer because the device
`doesn’t contain sensors; rather, it con-
`tains two groups of infrared LEDs. The
`Wii remote’s IR camera sees the two
`groups and provides a method of laser-
`pointer-style input. The software can
`transform the x, y coordinate dot pairs
`to provide an averaged x, y coordinate
`pair, a rotation, and a distance. The x,
`y, and rotation values correspond to the
`controller’s yaw, pitch, and roll, respec-
`tively, and the distance is estimated us-
`ing the known physical separation of
`the two IR groups and the camera’s
`fixed field of view.
`Common Wii game interactions us-
`ing the controller as a pointer include
`selection, navigation, aiming a weapon
`or tool, drawing, rotating objects, and
`push-pull interactions. Although the
`remote is frequently used as a pointer,
`no game currently makes a significant
`attempt to ensure that the cursor’s on-
`screen position accurately matches the
`screen plane’s intersection with the ray
`defined by the axis of the Wii remote.
`Assumptions are made regarding the
`screen’s visual angle and the scale of
`movement. However, this doesn’t ap-
`pear to have a significant impact on us-
`ers’ pointing ability in most contexts.
`This might be because the game pro-
`vides constant visual feedback of the
`cursor position, which lets users rely
`on relative movements rather than ab-
`solute aiming.
`Use of the accelerometer data within
`
`text of bowling, boxing, or playing ten-
`nis, baseball, or golf. The game appears
`to register subtle variations in swing dy-
`namics and thus affect the simulation.
`Though the motion recognition might
`not necessarily be accurate, the expe-
`rience is quite compelling. However,
`the majority of existing games simply
`employ shake recognition to trigger an
`event similar to a button press.
`As in other game consoles, the but-
`tons of the Wii remote are heavily
`employed for triggering input events.
`Frequently, games use the Nunchuk at-
`tachment, which is designed to be held
`in the nondominant hand and adds
`more buttons, an analog joystick, and
`another accelerometer for independent
`motion sensing in each hand. In total,
`the Wii remote with Nunchuck attach-
`ment provides 13 digital inputs, 12 ana-
`log controls, and auditory, visual, and
`tactile feedback.
`
`Remote interaction
`techniques without
`the Wii console
`The Wii remote’s rich level of input
`and output combined with the ease of
`PC connectivity have made it a popu-
`lar platform for exploring alternative
`control schemes for existing applica-
`tions. Many initial projects in the de-
`veloper community involved using the
`motion- and tilt-sensing capabilities for
`robotic control and synthesized musical
`performance. For example, see the Wii
`
`The open development community has created
`software libraries for connecting to a Wii remote
`for nearly every major development platform.
`
`Wii games varies from basic shake trig-
`gering, to tilt-and-balance control, to
`simple gesture recognition. WiiSports,
`the mini-game that comes with the Wii
`console, might currently involve the
`most intricate use of the accelerometer
`data. WiiSports encourages players to
`swing the remote in the imaginary con-
`
`remote’s use in making the iSobot per-
`form combat motions (www.robodance.
`com/Nintendo-wii-i-sobot.php) and in
`composing music in the Kyma X devel-
`opment environment (www.youtube.
`com/watch?v=ESDzYYl0__s).
`Software libraries to replicate the
`remote’s cursor-pointing capabilities
`
`PERVASI V E computing 41
`JULY–SEPTEMBER 2008
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`
`Exhibit 1009 page 3 of 7
`DENTAL IMAGING
`
`
`
`THE HACKING TRADITION
`
`(a)
`
`(b)
`
`for controlling mouse input were also
`among the early projects. As a result,
`some people began using the device
`for media navigation or to play mouse-
`based PC games. However, these uses
`have been somewhat limited because
`the Wii remote requires an IR sensor
`bar to enable pointer tracking.
`My work has so far focused on how
`custom IR emitters can extend the use-
`fulness of the controller’s IR camera be-
`yond merely distant pointer tracking.
`When you hold the Wii remote in your
`hand, the camera sees the IR dot move-
`ments primarily in correspondence to
`the controller’s yaw, pitch, and roll. The
`tracking data is relatively insensitive to
`translational movement.
`However, when the remote is sta-
`tionary and the IR emitters move, this
`property is reversed. Dot movement
`corresponds primarily to translation,
`and the tracking data is relatively in-
`sensitive to orientation. This is the ar-
`rangement that motion-capture systems
`typically use. Thus, using the remote in
`this manner transforms it into a rela-
`tively high-performing, commodity
`motion-tracking system.
`The rest of this section explores proj-
`ect applications of this configuration.
`Video demonstrations of all these ap-
`plications are available on my projects
`Web site at http://johnnylee.net. (For
`a useful overview of general tracking
`technologies, techniques, and issues,
`see B. Danette Allen and her colleagues’
`Siggraph course notes.)3
`
`Finger and object tracking
`Because the Wii remote camera is
`sensitive only to bright sources of IR
`light, tracked objects must emit a sig-
`
`nificant amount of near-IR light to be
`detected—for example, an IR LED.
`However, instrumenting surfaces or
`objects with active LED emitters can
`be mechanically prohibitive or unde-
`sirable due to battery weight and size
`constraints.
`Hands and fingers are good examples
`of surfaces that benefit from minimiz-
`ing tracking instrumentation. Camera-
`based motion-capture systems often
`employ a technique that uses special-
`ized markers to increase the visibility
`of tracked points. The systems can fur-
`ther increase visibility by using retrore-
`flective tags and colocating specialized
`light sources with the tracking camera
`rather than the tracked point. Vicon
`motion-capture systems use this ap-
`proach (www.vicon.com).
`Figure 3 shows the Wii remote LED
`array and the use of reflective tags to
`track fingers. This approach provides
`simple, reliable tracking of multiple
`objects. It could work without the re-
`flective tags, but the tracking data can
`be noisy and the working volume is
`small and adjacent to the front of the
`Wii remote.
`You can trigger events by curl-
`ing and extending the finger to make
`points appear and disappear. The diffi-
`culty of hitting screen targets without
`a persistent on-screen cursor poses a
`usability issue. One approach to re-
`solving this is to have the software
`respond to a point’s disappearance
`rather than its appearance. This would
`be similar to making graphical buttons
`respond when you release the mouse
`button events instead of when you
`press the mouse button. Alternatively,
`you could track thumb and forefinger
`
`Figure 3. Finger tracking. (a) The Wii
`remote’s IR LED array illuminator.
`(b) A reflector tag increases visibility for
`tracking.
`
`pairs to provide an on-screen cursor
`and then trigger events by pinching
`them together.
`Attaching the retroreflective markers
`to gloves or other wearable accessories
`can help create removable, highly reus-
`able markers. The onset of fatigue is
`very rapid in mid-air hand manipula-
`tion, so this approach might be practi-
`cal for only some application types or
`better used on more horizontal surfaces
`for productivity applications.
`The technique can also be used to
`track arbitrary objects such as sporting
`equipment, physical input devices, or
`even animals. However, unintentional
`IR illuminator reflections can generate
`spurious tracking data, complicating
`retroreflecting marker tracking. Thus, if
`instrumentation of the object or surface
`is acceptable, then active LED markers
`will provide less tracking interference
`and tracking at longer distances.
`
`
`
`Interactive whiteboards
`and tablet displays
`By constraining the movement of IR
`emitters to a planar display surface,
`you can map the Wii remote camera’s
`coordinate system to the display’s co-
`ordinates. For example, if you point
`the camera at a projected image on a
`wall and then place an IR-emitting light
`pen on the surface, you can use the IR
`camera data to compute which display
`pixels correspond to the pen’s location.
`This lets you interact with the projected
`image as if it were an interactive white-
`board system, as shown in Figure 4.
`To discover the correspondence be-
`tween the camera and projector coordi-
`nates, you use a four-point calibration
`process typical for any touch-screen sys-
`tem. First, you display four crosshairs at
`known locations in each corner of the
`projected display, then you activate the
`pen at each of these crosshair locations
`
`42 PERVASI V E computing
`www.computer.org/pervasive
`Authorized licensed use limited to: Foley & Lardner LLP. Downloaded on May 01,2022 at 20:28:41 UTC from IEEE Xplore. Restrictions apply.
`
`Exhibit 1009 page 4 of 7
`DENTAL IMAGING
`
`
`
`Figure 4. Interactive display. (a) Infrared
`LED pens used as a stylus for (b) an
`interactive whiteboard.
`
`to register the corresponding camera
`coordinates. From these four registered
`points, you can compute a homogra-
`phy, a warping matrix for mapping any
`new point visible to the camera to the
`correct pixel location in the projected
`image.4 This approach also works with
`any flat display surface, such as an LCD
`or plasma television. However, displays
`that have a thick glass surface can cause
`unwanted reflections that result in er-
`ratic tracking behavior.
`The homography calculation is robust
`against display orientation and mirror-
`ing, so it supports a variety of camera-
`projector geometric relationships. Ad-
`ditionally, because the Wii remote can
`track up to four points, you can track
`multiple pens simultaneously, creating
`multitouch interactive surfaces.
`The software that performs the four-
`point touch calibration and mouse em-
`ulation is available at my projects site,
`along with the video demonstration
`of this work. The software has been
`downloaded more than 500,000 times
`as of 1 March 2008. Several educators
`are already using it in their classrooms
`as a low-cost interactive whiteboard
`alternative for certain applications.
`The approach’s primary limitations
`are a maximum tracking resolution of
`1,024 (cid:115) 768 and the high sensitivity
`of tracking quality to camera position
`and occlusions. Thus, the Wii remote’s
`placement is key to obtaining good per-
`formance. Overhead or off-to-the-side
`placement will reduce the likelihood of
`obstructions but also reduce tracking
`uniformity. If a rear-projected arrange-
`ment is possible, it provides ideal track-
`ing performance. Multiple Wii remotes
`could also increase performance.
`
`
`Head tracking
` for desktop VR displays
`Two rigidly connected IR points pro-
`vide the same tracking capabilities as
`
`(a)
`
`(a)
`
`(b)
`
`(b)
`
`Figure 5. Desktop VR. (a) Rigid IR emitters on glasses together with (b) the Wii
`remote can render view-angle-dependent displays that simulate motion parallax
`and a changing field of view.
`
`the sensor bar: x, y coordinates, rota-
`tion, and estimated distance. If you
`place the Wii remote adjacent to the
`display in a known location and a set
`of wearable IR emitters on a user’s
`head, you can track the head’s location
`relative to the display and render view-
`angle-dependent views of a virtual en-
`vironment. Figure 5 shows a system
`implementation that uses glasses with
`IR emitters. By responding to head
`movement, the display can simulate
`the behavior of a window providing
`motion parallax and a changing field
`of view, thus increasing the illusion of
`depth and realism.
`Using the known physical separation
`of the IR emitters, you can estimate the
`head’s distance from the screen. Simi-
`larly, using the display’s known physi-
`cal dimensions, you can calculate the
`remaining values of vertical and hori-
`zontal head displacement at the appro-
`priate scale. Several game and data-
`visualization companies are already
`exploring the use of this technique in
`future products.
`
`Because the software renders a cus-
`tom viewpoint for the person wear-
`ing the IR glasses, the perspective
`will be incorrect for other observers.
`Some method of using a split screen
`or shutter-glass technology could sup-
`port multiple users simultaneously, but
`implementing such an approach would
`depend on the display technology. The
`Wii remote’s horizontal field of view
`might limit the range of movement to a
`smaller usable volume than desired for
`certain applications. However, multi-
`ple remotes could increase the field of
`view. Additionally, conflicting stereo
`depth cues from each eye can weaken
`the illusion. Combining head-tracking
`with polarized or shutter stereo-vision
`goggles could enhance the 3D experi-
`ence. However, implementing stereo-
`vision techniques can be difficult, de-
`pending on the display technology.
`
`Spatial augmented reality
`You can augment the appearance of
`physical objects by using projected light
`to present colocated information on
`
`PERVASI V E computing 43
`JULY–SEPTEMBER 2008
`Authorized licensed use limited to: Foley & Lardner LLP. Downloaded on May 01,2022 at 20:28:41 UTC from IEEE Xplore. Restrictions apply.
`
`Exhibit 1009 page 5 of 7
`DENTAL IMAGING
`
`
`
`THE HACKING TRADITION
`
`(a)
`
`(b)
`
`nearby surfaces. This field of research
`is called spatial augmented reality.
`For fixed objects, you can manu-
`ally align projected imagery onto a
`surface’s physical features.5 However,
`projecting imagery onto moving ob-
`jects requires very-low-latency, high-
`resolution tracking to ensure sufficient
`registration quality to make the illusion
`compelling. The Wii remote’s low-cost,
`high-performing camera provides an
`attractive option for this application.
`Unfortunately, the remote can track
`only up to four points simultaneously,
`which limits the number of objects you
`can track and the geometric complex-
`ity of surfaces before you must make
`significant assumptions.
`For example, four points are sufficient
`to track a quadrilateral surface’s general
`orientation. However, if the surface is
`known to be square or is constrained
`to a table surface, you can use fewer
`points to track the surface orientation
`and use the remaining points for input.
`Figure 6 shows examples of a display
`projected to a foldable newspaper and
`a folding fan. A video demonstration of
`this work is available at www.cs.cmu.
`edu/~johnny/academic.
`You can use a four-point homogra-
`phy calibration, similar to the interac-
`tive whiteboard application, to regis-
`ter surfaces that are constrained to a
`plane. However, if you know the pro-
`jector parameters, you could leverage
`the epipolar geometry of the projector-
`camera pair and compute the funda-
`mental matrix.6 Given four points of
`known geometric relationship, com-
`bining the matrix with a solution for
`
`the camera pose would enable registra-
`tion onto surfaces in 3D space.
`
`Other projects
`I hope these few projects I’ve described
`so far have demonstrated the immense
`utility the Wii remote provides. The fol-
`lowing are additional project concepts
`that haven’t yet been implemented, but
`could further increase the remote’s pos-
`sible applications.
`
`3D motion tracking
`By using two Wii remotes, we can ap-
`ply stereo-vision techniques to acquire
`3D tracking data from individual IR
`emitters. Multiple remotes could cover a
`larger tracking volume and a wider range
`of occlusion conditions. IR illumination
`and reflective tags could support the as-
`sembly of a low-end motion-capture sys-
`tem for a couple hundred dollars.
`
`Tracking objects with ID
`One limitation of camera-based track-
`ing is the inability to easily detect emit-
`ter identity. Researchers have explored
`temporal variations in emitter behavior
`to communicate identity. However, the
`data rate of ID transmission is directly
`related to a camera’s frame rate, which
`has typically been in the range of 30
`Hz. The Wii remote’s 100 Hz refresh
`and several bits of IR dot size or inten-
`sity provide an opportunity for higher
`data rates resulting in faster recognition
`of a larger set of trackable and identifi-
`able objects.
`Alternatively, we could couple the
`Wii remote with high-speed IR receiv-
`ers, similar to those used for remote
`
`Figure 6. Foldable augmented reality
`displays projected onto (a) a foldable
`newspaper and (b) a foldable fan.
`
`controls, to support an even larger
`numbers of objects. The IR transmis-
`sion would be visible to the camera that
`provides location data, and we could
`use the high-speed receiver to demodu-
`late the data.
`
`IR glyphs
`Because the Wii remote can track up
`to four points simultaneously, we could
`use spatial and temporal multiplexing
`of IR emitters to create unique identi-
`fiers. This would let the remote discover
`the identity of an object it’s pointing at,
`which means it could control arbitrary
`instrumented objects in the environ-
`ment simply by pointing. The remote
`could manipulate lights, electronic
`doors, vehicles, appliances, or other
`objects in the environment.
`If the identifiers are associated with
`computer displays, individuals could
`use their personal Wii remotes to inter-
`act with any participating display in an
`intuitive and immediate manner. Using
`each controller’s unique identity, seam-
`less file manipulation and management
`across displays and computers would
`be possible through a centralized in-
`formation server.
`
`Laser tag
`If IR emitters are attached to each re-
`mote, each remote can see the others’
`locations. This would support a laser-
`tag-style interaction in which individu-
`als hold their own remotes. Your in-
`tended target could be discovered by
`blinking each player’s IR emitter in
`some identification or hit-validation
`pattern.
`
`Gesture recognition
`The gesture recognition in Nintendo Wii
`games, using either the accelerometer
`data or camera-tracking data, has been
`rather limited relative to what’s possible
`in contemporary research systems. We
`
`44 PERVASI V E computing
`www.computer.org/pervasive
`Authorized licensed use limited to: Foley & Lardner LLP. Downloaded on May 01,2022 at 20:28:41 UTC from IEEE Xplore. Restrictions apply.
`
`Exhibit 1009 page 6 of 7
`DENTAL IMAGING
`
`
`
`might explore how to adapt gesture-
`recognition algorithms to the particular
`characteristics of the accelerometer and
`orientation data that the Wii remote’s
`camera provides. The data from these
`inputs presents unique challenges for
`recognition systems to properly param-
`eterize variations in speed, size, and ori-
`entation for a given gesture. A number
`of developers are currently exploring
`this issue, but it still remains an open
`research problem. However, a robust
`method for performing accelerometer-
`based gesture recognition would be a
`signifi cant contribution to a wide vari-
`ety motion-sensing applications in both
`the industrial and research domains.
`
`T he Wii remote’s rich I/O ca-
`
`pabilities clearly support a
`wide range of potential ap-
`plications beyond its origi-
`nal intended use. Its low cost and easy
`Bluetooth connectivity have made it an
`ideal platform for the developer com-
`munity to create custom control and
`tracking applications. I’m certain the
`
`the AUTHORS
`Johnny Chung Lee is a researcher in the Applied Sciences group at Microsoft-
`Hardware, although the work reported in this article was done while he was a
`PhD student at Carnegie Mellon University. His research focuses on exploring
`novel techniques that enhance the practicality and accessibility of interactive
`technology. Lee received his PhD in human-computer interaction from Carn-
`egie Mellon University. Contact him at johnny@cs.cmu.edu.
`
`community’s energy and imagination
`will lead to countless more uses than I
`could possibly list here.
`I]
`
`REFERENCES
`
` 1. Nintendo, Consolidated Financial High-
`lights, 24 Jan. 2008, www.nintendo.
`co.jp/ir/pdf/2008/080124e.pdf.
`
` 2. Managed Library for Nintendo’s Wiimote,
`blog, http://blogs.msdn.com/coding4fun/
`archive/2007/03/14/1879033.aspx.
`
` 3. B.D. Allen, G. Bishop, and G. Welch,
`“Tracking: Beyond 15 Minutes of
`Thought,” Proc. 28th Ann. Conf. Com-
`puter Graphics and Interactive Tech-
`niques (Siggraph 01), ACM Press, 2001,
`
`www.cs.unc.edu/~tracker/media/pdf/
`SIGGRAPH2001_CoursePack_11.pdf.
`
` 4. E.W. Weisstein, “Homography,” Math-
`World—A Wolfram Web Resource, http://
`mathworld.wolfram.com/Homography.
`html.
`
` 5. R. Raskar, G. Welch, and K.-L. Low,
`“Shader Lamps: Animating Real Objects
`with Image-Based Illumination,” Proc.
`Eurographics Workshop on Rendering,
`Springer, 2001, pp. 89–102.
`
` 6. R. Hartley and A. Zisserman, Multiple
`View Geometry in Computer Vision,
`Cambridge Univ. Press, 2003.
`
`For more information on this or any other com-
`puting topic, please visit our Digital Library at
`www.computer.org/csdl.
`
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`PERVASI V E computing 45
`JULY–SEPTEMBER 2008
`Authorized licensed use limited to: Foley & Lardner LLP. Downloaded on May 01,2022 at 20:28:41 UTC from IEEE Xplore. Restrictions apply.
`
`Exhibit 1009 page 7 of 7
`DENTAL IMAGING
`
`