Hello and welcome to the WiiR3D blog!
We are a third year project team from the University of Wollongong, Australia. Throughout 2008 we will be developing WiiR3D, a twofold product dealing with the implications of head tracking on the 3D gaming industry. We will be building on the research of Johnny Lee from Carnegie Mellon University in order to develop an API for developers to incorporate head tracking as a new input for computer games.
What is 'head tracking'?
Head tracking is the process whereby a pair of IR sources, typically mounted on the head or a similar position, are accurately located by an IR camera, such as the Nintendo Wiimote, so as to provide view-dependant images on screen. This means that the computer can know where the user is situated relative to the computer, and adjust its display accordingly.
What does head tracking imply to 3D gaming? That is the question that WiiR3D aims to explore. As you can see in the video, head tracking allows the computer to generate a much more authentic three-dimensional environment than is currently standard. This step closer to 'virtual reality' for the common gamer is a significant one, and even on its own, this new technology could revolutionize the 3D gaming industry.
However, enhanced realism in the gaming environment is not the only way in which games developers can utilise head tracking technology. Head tracking can also be used as an active control, and this is another function of head tracking that WiiR3D intends to explore. To do this, WiiR3D plans to develop a set of three minigames in which a variety of possible uses for head tracking will be demonstrated.
From the WiiR3D team Jessica Lloyd - Project leader, resident scheduling phreak and (technical) writer
G'day, I'm Jess and I'm still suffering slightly from shock that I have finally made it to this stage at UOW - mixing computer science and creative writing degrees is rare, and it feels like I took an extra long time to get to here. Fortunately, I am lucky enough to be in what I believe to be the best team I could be, working on the most exciting project in which I've had to opportunity to be involved. I'm confident that WiiR3D is going to be a great success, and a fantastic learning experience for all of us - and I think that we'll be developing a product on which other developers will be able to build upon in the future.
I hope that you will find this blog informative and interesting. :) Adam Parkes - Testing manager and coding enthusiast
Hi all,
My name is Adam Parkes; I'm a third year computer science student. I love coding and gaming. I want this project to be successful and be something that I look back on in fondness. I also hope that in some small way we will help change and influence those of you who produce games and are reading this. I also hope that you follow us through this journey and learn as much as we learn as we try to develop an API for head tracking and a series of three demonstrative games.
parksey James Leskovar - Development manager and programmer

Latest news
Inception
During Inception the WiiR3D team worked on understanding the scope of the project. James looked into the technologies that we will be using throughout the rest of the year, Adam got the requirements down-pat, Buu modelled plans for the overall application architecture and use cases for the game component, and Jess dealt with administrivia and meetings. James was the first to get Johnny Lee's sample head tracking application up and going, and built the following headset prototype:

As you can see, while the headset does what we need it to, it is slightly lacking in the area of style and class. Fortunately, having a stylish headset is not the most important part of WiiR3D, it's what we allow the user to do while wearing it.
Project scope
WiiR3D will be a software system which explores and demonstrates the implications of head tracking to the 3D gaming industry. Aimed at 3D game developers, our three rudimentary minigames will each demonstrate a different way in which head tracking can enhance the 3D gaming experience.
WiiR3D will use a headset mounted with at least two clusters of infrared LEDs to indicate the user’s head position, and utilise a stationary Wiimote to read the infrared information and transmit it via Bluetooth to the computer system. WiiR3D will then interpret this information in order to adjust the display on screen relative to the user. The system will also be able to deal with a secondary input device, such as a keyboard or a second Wiimote wielded by the user, in addition to head tracking.
Game component features
Main menu
The WiiR3D menu will demonstrate how the user can make simple commands using head tracking. The user will be able to employ familiar movements to command the application. These movements are nodding, shaking the head and nudging left and right, which roughly conform to the functions of the enter key, escape key, and left and right arrow keys respectively. The system will identify nodding, shaking and nudging movements using the infrared headset and the Wiimote’s infrared camera, and control the view and actions within the menu’s 3D environment according to the user’s movements.
We also have a quick mockup of what the hope the main menu will resemble:

Hide and seek
Hide and seek will demonstrate how head tracking can be used to allow a user to explore a three dimensional environment. The environment that the user will be exploring will see objects obscuring the ‘treasure’. Once the user has found the treasure the game will give some trivial feedback about time it took to find it. Head tracking will allow the user to view the environment in a manor that feels natural. The user will be able to move around in front of their monitor and see different perspectives of the virtual environment.
Pong
Pong is a traditional video game based on table tennis. The game environment is a 3D room where the ball bounces into the wall and the user has to catch the ball with their ‘paddle’ by moving their head. In this game, the user will move their head to move the ‘near plane’ in order to hit the ball. When the user comes near the Wiimote, he/she can have bigger ‘viewing frustum’ of the 3D room and vice versa.
Space Invaders
WiiR3D Space Invaders is yet another reincarnation of the traditional game. It aims to retain the retro feel of the original whilst adding many new features to enhance the game. One such enhancement is the use of full 3D graphics for game play. Additionally, head tracking will be used as a form of input, enabling the user to rotate their aiming direction.
Game play follows the original arcade version of Space Invaders. The user is presented with a first person view of the game field. Enemy critters surround the user from in front and above, and gravitate toward the ground at an increasing rate. The user’s goal is to prevent any enemy critters from touching the ground. The player is armed with but a single-shot laser cannon, and has a number of lives they’re able to lose to the critters before the game is over.
The user is able to rotate their view with 3 degrees of freedom using head tracking. This enables the user to look around their environment and precisely aim at individual critters, with the laser blast following directly down the user’s gaze. As with the other games in the WiiR3D package, head tracking will also be used as a form of menu navigation.
Lifestyle Objective Milestone Review complete - Welcome to Elaboration!
During this phase of project development we will be building an architectural prototype. Elaboration will stretch from now until 21 May.