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Real Control in a Virtual World
Posted Sunday, December 02, 2007 by Mark Krupinski

Of the next generation video game consoles, Sony's Playstation 3 is regarded to have the most advanced technology, while Microsoft's Xbox 360 has been on the market the longest and has the largest selection of software titles. Yet it is Nintendo's Wii that is currently outselling both its competitors combined, earlier this year posting about twice the sales of the Xbox and nearly four times the sales of the PS3.

There are several contributing factors to explain this (one of them being cost). One of the more distinctive components of the Wii is the console's wireless, motion-sensitive controller: the Wiimote. This controller represents a significant advance in interaction technology, allowing the player to control gameplay through actual physical motion that, in many cases, mimics the real-life activities being simulated. Tennis? Hold and use the Wiimote just as you would a regular tennis racket. Bowling? Swing your arm with the Wiimote with the right finesse to score that strike. But beyond the more obvious play activities, the Wiimote can even be used for surgery simulations, complete with haptic feedback.

The beauty of the Wiimote is that it may be used as an interactive input device for the Second Life virtual world, facilitating the construction of ultra-realistic training simulations for the corporate and higher education marketspaces. Wired Magazine recently published an article entitled "Wii + Second Life = New Training Simulator" in which such possibilities are discussed. The article is worth a read for its exploration of combining these technologies. Clearly as we enter the arena of high-stakes training and education, we will need to develop new techniques to serve ever-increasing learner populations with restricted resources. What's not so clear is how we will meet the challenge of delivery.

- Hap Aziz

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Comments

If you have a comment or suggestion, post it in the comments section below.

Hap - do we have any stats on the number of Wii related injuries? Years ago when I worked in radio I was shocked to learn of the number of folks who had a "Golden Tee" related injury. What about Guitar Hero? Do we need to worry about Gaming related injuries keeping folks at home?
Posted by stephanie owens on 12/5/2007 12:00:00 AM

I think that the Wii is an exercise machine for nerds. It really is. It gives the ability for people to do two different things at the same time. Increase upper body strength, while being involved in a rigorous video game test of wits (hopefully). Increasing the mind, body, and stamina of all ages!
Posted by Joshua Hale on 1/14/2008 12:00:00 AM

Personally, I think the Wii remote has always been a good and cool idea, as long as people use the technology responsibly. Most people that break their tv's and such with it are being irresponsible and swinging too hard with it. It isn't rly a source of exercise for nerds, its simply another way of control to get more "Into" the realism of the game your playing. Anywho, if someone rly considers swinging the little remote exercise, then they are either swinging it too much, too hard or a mix of both lol. Thats just my opinion anyway.
Posted by Robert Madden on 1/15/2008 12:00:00 AM

I personally can't stand playing anything with the Wiimote, but the potential of the controller is incredible. As it is now, games are extremely limited in functionality with the Wiimote and I personally don't find the controller layout to be as intuitive as other modern controllers. Mindlessly waggling a controller at the TV is fun for a while, but I wouldn't really say it's a dramatic improvement to my gaming experience. I think its going to take at least another generation or 2 before we really see the true potential of motion-sensor in our games. I will give kudos to Nintendo on bringing gaming one step closer to making this possible though.
Posted by Bill Linnett on 2/3/2008 12:00:00 AM

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