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The Wiimote, short for "Wii remote," is the game controller for the Nintendo Wii game console released in November, 2006. It revolutionized game play as the first controller of its kind to mimic human gestures and allow manipulation of 3D space around the gamer.
Below are the main features of the Wiimote:
Here is a device that not only acts as an intuitive interface between humans and video games, but also between humans and computers. It is portable, useable, affordable, and available. This $40 device ($30 if you buy them used) can be found at practically any retail store, making them easily available for consumers.
Still, why the Wiimote? Why not any other game controller? Let's take a look at its interaction techniques.

As a game controller, the Wiimote serves more than its purpose. It can be used to recognize gestures from using weapons or sports equipment while still serving as a traditional controller with buttons and an analog stick.
Games are more immersive, intuitive, easier to learn than memorizing button presses, and attractive to non-gamers.

As a human-computer interaction device, researchers are interested in this device for its features in real-world applications. Categorized as a tangible user interface, the Wiimote's motion sensing and gesture recognition technology can, and has, facilitated human-computer interaction.
One of the project goals this summer was to research, experience, and create these novel methods of interaction. By examining how it works and what it was made for, we can implement our own ideas for the Wiimote.

If you are only looking to use the Wiimote with your computer and not connect it with Director or Flash, you can can download GlovePIE, which lets you replace mouse and keyboard input with the Wiimote. This is especially convenient for normal computer tasks, PowerPoint presentations, and even controlling Google Earth. You can also find PIE scripts for other games and applications online, or create your own scripts using its simple interface. Note that you still need to connect your Wiimote to the computer using Bluetooth first.
- This section can help you:
- Set up one or multiple Wiimotes to your computer
- Use the Director Xtra
- Use WiiFlash
Please note: These directions are for PC only. The Director Xtra is only compatible with PC, and WiiFlash works best on Windows XP. If you own Vista, it will not recognize the Wiimotes for versions 0.4.1-3. You will need an XP laptop, dualboot XP with Vista, or use virtual PC so you can run both operating systems side-by-side without having to dualboot. If you choose the last option, do not both with Microsoft's Virtual PC as it will not be able to share USB devices, which means that you will not be able to connect Bluetooth. I would recommend VMWare Workstation, as it works flawlessly with Vista, providing you have enough RAM. However, it is not free, and you need a Windows XP installation disk, as it installs like a normal operating system.
Update 12/17/08: WiiFlash has come out with 0.4.5, which is supposed to work with Vista. I haven't tried this yet.
Mac users: You can read about what I tried, or get a copy of VMWare Fusion so you can run XP on your Mac without dualbooting.
Linux users: I did not get a chance to work with a Linux machine. You can Google for directions, or use VMWare Workstation to run Windows XP.

To connect the Wiimote to the computer, your computer needs a Bluetooth stack, and you need a separate USB Bluetooth adapter so the Wiimote can communicate with the stack.
- What you need
- Wii remotes (up to 4). $40 retail, $30 used.
- Nyko Wireless Sensor Bar. $20 retail. This piece is important if you wish to use the Wiimote's motion sensing capabilities. Alternatives to getting the sensor bar include using candles or IR LEDs, as long as it emits IR light. I prefer using the sensor bar because it's more convenient, there's no setup involved, and takes 4AA batteries, which are easy to get.
- Toshiba Stack or BlueSoleil Stack or choose a compatible one from this list.
- Bluetooth adapter/dongle. $7 - $30. (Recommended Azio USB 2.0 Bluetooth adapter, $17 + shipping, since I use it and know it works. You can also check compatibility of other adapters in the above list.)
- Macromedia Director MX 2004 (The newest version is Adobe Director 11, which I have not tested) and the Director Xtra by Glisferox.
- Flash CS3 and WiiFlash 0.4.1 (includes API and server).

If you've downloaded the BlueSoleil Stack, follow the directions here to connect the Wiimote.
- Directions for the Toshiba Stack
- Make sure you have plugged in your Bluetooth adapter into the USB port.
- Open Bluetooth settings.
- Click on Bluetooth > Add a new connection. Choose Express Mode.
- Press 1 and 2 on the Wiimote at the same to put it in discovery mode.
- If it recognizes the Wiimote, it will be named
NINTENDO-RVT-CNT-01.- If it recognizes the Wiimote, it will be named
- Follow remaining steps to finish the Add New Connection Wizard.
- Right click on the Wiimote's icon and click connect.
If you have a different stack, installation should be similar. Add the Wiimote Bluetooth connection like above, then right-click and connect. Once installed, you only have to find the icon referring to the Wiimote and either right-click or double-click to connect the Wiimote.

These directions assume you have Macromedia Director MX 2004 and/or Flash CS3 installed, and your Wiimote(s) connected to the computer.
The Director Xtra by Glisferox will have several .dir files and a .x32
file that is the Xtra. You will place this file in the Director Configuration folder. This folder is located on your C: drive, under
Program Files > Macromedia > Director MX 2004 > Configuration > Xtras.
Copy the .x32 file into this folder. Now, when you open the .dir files and play it within Director, it recognize Wiimote input.
After downloading WiiFlash 0.4.1, open WiiFlashServer 0.4.1.exe.
This is the WiiFlash server that reads input from your Wiimotes through its socket server. If it works, it will be blue and say how many Wiimotes
are connected in addition to turning on the rumble briefly in those Wiimotes.
Navigate to the cs3-examples folder and open any of the .fla files to view them in Flash.
Preview the application by pressing Ctrl+Enter, which should bring up window of the .swf preview, and it will work with Wiimote input.
Note that due to Flash Player security settings, the published .swf file will work. You need to allow access to the WiiFlash server by creating a
cross domain policy file and placing it in
the root directory of your server. I have not been able to implement this successfully, but you can see that it works
here (Make sure you have the WiiFlash server on and recognizing the Wiimotes).




