World Wind WiiMote VR
Uploaded by: nigeltzeng
Video Description:
Using the WiiMote in NASA World Wind for head tracking.
Tags for this video: 3D display head reality tracking virtual VR wii wiimote worldwind
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Let's hope mr Ravengamer will not polute this comments thread with his crap.
If you mean the worldwind "camera" I agree...it's not working entirely naturally but is kinda midway to work both at high altitude and very close to the ground.
The behavior should be more closely tied to altitude but I haven't had a chance to play with the math.
I indeed meant the virtual camera. The change in viewing position in your application is not as dramatic as in Johnny's demo, so it is a bit harder to see the difference in camera position. Try to see the center of the television screen as the origin, and the position of your head as the camera position and position the world (landscape) accordingly. Maybe that improves the effect. Cool work nonetheless, Nigel.
in fact since the concept is to have the computer screen acts like a window, I think the depth effect is more evident if you are closer to the objects of the scène, because the paralaxe effects gets way more noticeable, and this is what create the depth.
I don't know if engines like Half Life 2 allows such intereactions with the engine.
Kytharn, Remember that Johnny's example had targets that were "beyond the plane of the viewing screen" I think the terrain would be more dynamically 3D if it were to virtually bisect the image plane; or come out of the screen a bit.(this one is closer to the stadium example)