Our publication about “Nintendo Wii Remote Controller in the classroom. A report on the Development and Evaluation of a Demonstrator Kit for e-Teaching” is now published in the Journal Computer and Informatics.
Increasing availability of game based technologies together with advances in Human–Computer Interaction and Usability Engineering provides new challenges to virtual environments for their utilization in e-Teaching. Consequently, a goal is to provide learners with the equivalent of practical learning experiences, whilst, at the same time, supporting creativity for both teachers and learners. Current market surveys showed that the Wii remote controller (Wiimote) is more wide spread than standard Tablet PCs and is the most used computer input device worldwide, which, given its collection of sensors, accelerometers and Bluetooth technology, makes it of great interest for HCI experiments in the area of e-Learning and e-Teaching. In this paper we discuss the importance of gestures for teaching and describe the design and development of a low-cost demonstrator kit for the Wiimote in order to demonstrate that gestures can enhance the quality of the lecturing process.
Reference: Holzinger, A.; Softic, S.; Stickel, C.; Ebner, M.; Debevc, M.; Hu, B.: NINTENDO WII REMOTE CONTROLLER IN HIGHER EDUCATION: DEVELOPMENT AND EVALUATION OF A DEMONSTRATOR KIT FOR E-TEACHING. – in: Computing and informatics (2010) 29, S. 1001 – 1015
A Draftversion of our publication “Intuitive E-Teaching by Using Combined HCI Devices: Experiences with Wiimote Applications” at this year HCII Conference is now online available.
The wide availability of game based technologies and sophisticated e-Learning possibilities creates new demands and challenges on Human–Computer Interaction and Usability Engineering (HCI&UE). Solid research in HCI must support improvement in learning ability and creativity for both teachers and students. According to recent market surveys the Wii remote controller or Wiimote is currently more wide spread than standard Tablet PCs and is the most used computer input device worldwide. As a collection of many sensors, also including Bluetooth technology, accelerometers and IR sensors, Wiimote is of great interest for HCI experiments, especially in the area of e-Learning and e-Teaching. In this paper, we present results gained from the investigation of the potential of Wiimote as both a standard input device – such as mouse or presenter – and as a gesture and finger tracking sensor. We demonstrate, on the basis of examples from e-Teaching, how easily everyday gestures can be interpreted in regular computer applicationhardware modules and some additional software modules.
Reference: Holzinger, A.; Softic, S.; Stickel, C.; Ebner, M.; Debevc, M. (2009) Intuitive E-Teaching by Using Combined HCI Devices: Experiences with Wiimote Applications. – in: Springer Lecture Notes in Computer Science (LNCS 5616). (2009), S. 44 – 52
Here you will find the Draftversion.
Our presentation of our publication “Intuitive E-Teaching by Using Combined HCI Devices: Experiences with Wiimote Applications” at this year HCI International 2009 Conference is now online available:
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We did a project about the use of the WII-Remote Controller for presenting with Microsoft Powerpoint.
The number of sold Nintendo’s Wiimotes (Wii Remote Controllers) exceeded in the ﬁrst half of 2008 the number of sold Tablet PC.
This success made it very fast to the most spread computer input device worldwide. Considering the fact that Nintendo also oﬀers an API for Windows platform which allows accessing the Wiimote inner states through the integrated on-board Bluetooth module made the Wiimote
more interesting for HCI experiments. Besides the Bluetooth technology every Wiimote is equipped with a single IR (infra-red) camera sensor. Based on the experiments and resources of John Chung Lee this work aims at investigating the potential of Wiimote as standard input
device like mouse or presenter on the one hand and as gesture and ﬁnger tracking sensor on the other hand. It should be shown how everyday gestures can be interpreted utilizing Wiimotes and their hardware modules for command patterns in regular computer applications. All investigations will be focused on E-learning as special domain of appliance.
Here you will find the description of the project as well as all source codes.
Beim Interface Design und Usability Blog habe ich diese tolle Video gefunden, was uns Einblick gibt, wie in Zukunft Fernsehgeräte bedient werden könnten:
So stellte Toshiba jüngst einen Prototypen vor, bei dem mittels Gesten der Kanal gewechselt oder ein Video gesteuert werden kann. Eine Kamera scannt dazu permanent den Raum und sobald eine Faust erkannt wird, kann diese zur Navigation genutzt werden