Classroom of the Future

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Classrooms of the future will count on innovative new technologies to revolutionize the way teachers and students interact. One such technology is the Wiimote from Nintendo. This simplistic and intuitive device can be tailored to a wide variety of interactive tasks including wireless data manipulation and presentation, as well as motion sensing and recognition. A classroom is an environment which would greatly benefit in employing these tasks.

About the Wiimote

Two key technologies work together to make the Wiimote such as useful device. The first is the Infrared camera located on the front of the remote. It works by taking pictures in the IR light spectrum of a known configuration of IR LED's. The Nintendo Sensor Bar contains these LED's. Since the LED's are set in a known configuration the Wiimote can use the IR image it acquires to calculate it's distance from the sensor bar or place a cursor on a display. The other important hardware found in the Wiimote is the motion sensors. Inside the Wiimote there are three accelerometers oriented for the x, y, and z axes of the Wiimote. Each accelerometer is constantly polled by the Wiimote and reports back how many Netwons of force are being applied to it. Using this information a software application can determine the type of movement a user is performing.

Infrared
Sensor bar

Configuring the Wiimote

In order to begin using the Wiimote as an input device you'll require the following:
--- PC running Windows XP
--- Bluetooth Adaptor (usually USB dongle)
--- Bluetooth Stack Software (Wincomm/Broadcom, Bluesoleil)
--- GlovePie

wiimote connection

The Wiimote sends data wirelessly via a Bluetooth connection. In order to use your Wiimote as an input device you must establish a connection to your computer. There are many ways of connecting Bluetooth devices such as the Wiimote to your computer. The basic way to do this is as follows.

The first thing you'll need is a Bluetooth adaptor. I recommend any adaptor using a Broadcom Bluetooth chip. You'll need to get the latest drivers from you manufacturer's website and let windows install them. Now that you have your Bluetooth adaptor working you'll need to download a reliable Bluetooth stack that is compatible with the Wiimote. Windows comes with a Bluetooth stack but there are many others that you can get online. Next you must use the Bluetooth Stack software to scan for and connect the Wiimote. To allow the Wiimote to be connected you must press either the sync button inside the Wiimote or the 1 and 2 buttons simultaneously. This makes the Wiimote visible to the Bluetooth Stack scanning software. Also note that the Wiimote does not use passkeys. Now that you have established a connection between the Wiimote and your computer you can use GlovePie or another API to interpret the data coming from the Wiimote.

Applications

As mentioned earlier, the Wiimote can be used for two specific categories of applications; applications that benefit from a wireless interface and applications that lend themselves to motion sensing. Using the Wiimote as a mouse (avi 29.7M) is one of the most intuitive and straightforward ways of using the Wiimote for data manipulation and display. Simply set the sensor bar below your display and point the Wiimote towards it. The Wiimote could be used in a medical setting to wirelessly view 3D medical data. It could be used by teachers in interactive software. Teachers would no longer have to sit behind a computer as they show slides or run other computer programs but can move freely about the classroom and interact with their students. The Wiimote could allow teachers to remain an active presence in their classrooms which is something PowerPoint presentations and the like often prevent teachers from doing.

Infrared

Infrared

Motion sensing (avi 16.6M) capabilities could also revolutionize teacher student interaction. Imagine a physics class where learning about acceleration, motion, and trajectory wasn¡¯t just represented in the form of pictures and diagrams, instead image students using the Wiimote to simulate those phenomena. Image a music class where students didn¡¯t just learn about tempo and time signatures, rather, with the Wiimote they could actually physically get a feel for those notions and experience them themselves. This level of physical interaction between students and subject material is paramount in peaking their attention and interest, two key components in effective teaching.

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