"The human body is a great joystick." -- unknown

Motion capture technology is frequently used by game developers to capture human motion for their characters.

"Full Motion" is where motion capture is used on the PLAYER for the purpose of creating a 3D model that mimics the player's actions in real time.

2007-12-22

Head Tracking for Desktop VR Displays using the Wii Remote

The first step towards full motion has been accomplished.





There are some limitations to this method.

Johnny Lee's method, which I call "simple head tracking", allows the player to lean, crouch, and even jump as buttonless inputs. However, it can not distinguish where on screen the player's head is pointing. This can be proven in a normal remote-in-hand setup by going to the sensitivity settings in the Wii Menu and changing the angle at which the Wii remote sees the sensor bar. (say, 45 degrees to the left) You'll notice that the two IRLEDs on the sensor bar (from the perspective of the Wii remote) appear to be closer together, which it interprets as the player being further away from the screen than when you were standing the same distance directly in front of the sensor bar. It can't tell the difference. For the same reason, simple head tracking also can not distinguish looking up from looking down. The Wii remote can only see the X-Y coordinates of the two IRLEDs, not which direction they're pointing.

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