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<channel>
<title>Hackszine: Gaming</title>
<link>http://www.hackszine.com/blog/archive/gaming/</link>
<description>O&apos;Reilly&apos;s Hacks Series reclaims the term &apos;hacking&apos; for the good guys--innovators who explore and experiment, unearth shortcuts, create useful tools, and come up with fun things to try on their own</description>
<language>en-us</language>
<copyright>Copyright 2008, O'Reilly Media, Inc.</copyright>
<lastBuildDate>Mon, 25 Aug 2008 19:38:04 -0800</lastBuildDate>
<pubDate>Tue, 07 Oct 2008 01:19:41 -0800</pubDate>
<generator>http://www.movabletype.org/?v=4.1</generator>
<docs>http://blogs.law.harvard.edu/tech/rss</docs>
<itunes:author>O'Reilly Media, Inc.</itunes:author>
<itunes:subtitle>Clever solutions to interesting problems.</itunes:subtitle>
<itunes:summary>Hackszine Podcast</itunes:summary>
<itunes:owner>
<itunes:email>webmaster@makezine.com</itunes:email>
</itunes:owner>
<category>Technology</category>
<itunes:category text="Technology">
</itunes:category>
<itunes:category text="Technology">
  <itunes:category text="Gadgets" />
</itunes:category>
<itunes:category text="Games &amp; Hobbies" >
</itunes:category>
<itunes:category text="Science">
</itunes:category>
<itunes:image href="http://makezine.com/images/hackszine/rss_icon.jpg" />
<itunes:explicit>no</itunes:explicit>


<item>
<title>Wii Physics</title>
<itunes:summary> Wii Physics is a clever little homebrew app. You use the Wiimote to rotate, size and place objects on a stage. Pulleys, ropes, gears and joints can be used to connect objects together, and when you press the play...</itunes:summary>
<description>
<![CDATA[<p><object width="600" height="475"><param name="movie" value="http://www.youtube.com/v/5YANSPDO3oU&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/5YANSPDO3oU&hl=en&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="600" height="475"></embed></object></p>

<p>Wii Physics is a clever little homebrew app. You use the Wiimote to rotate, size and place objects on a stage. Pulleys, ropes, gears and joints can be used to connect objects together, and when you press the play button, a 2D physics system is  turned on, causing the objects to fall and interact with each other.</p>

<p>You can download this for free and run it from the Homebrew Channel. If you're ambitious, you can also download the source, add new features, or base a new game off of it. It's written using libwiisprite, a library you'll want to check out if you're thinking of doing any 2D game dev for the Wii.</p>

<p><a href="http://code.google.com/p/wiiphysics/">Wii Physics</a><br />
<a href="http://feesh.braingravy.co.uk/libwiisprite/">libwiisprite</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/08/wii_physics.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
[&lt;a href="http://www.hackszine.com/blog/archive/2008/08/wii_physics.html?CMP=OTC-7G2N43923558#comments" /&gt;Comments&lt;/a&gt;]
</description>
<link>http://www.hackszine.com/blog/archive/2008/08/wii_physics.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/08/wii_physics.html?CMP=OTC-7G2N43923558</guid>
<category>Gaming</category>
<pubDate>Mon, 25 Aug 2008 19:38:04 -0800</pubDate>

</item>

<item>
<title>Roomba controlled by Wii Balance Board</title>
<itunes:summary> &quot;Ron&quot; Tajima&apos;s Wii Balance Board Roomba looks like a fun way to clean the carpet. The idea is that you surf on the Balance Board, leaning forward or back to steer the robot. The video is a little short...</itunes:summary>
<description>
<![CDATA[<p><object width="600" height="475"><param name="movie" value="http://www.youtube.com/v/tLbprdjTX0w&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/tLbprdjTX0w&hl=en&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="600" height="475"></embed></object></p>

<p>"Ron" Tajima's Wii Balance Board Roomba looks like a fun way to clean the carpet. The idea is that you surf on the Balance Board, leaning forward or back to steer the robot. The video is a little short on details, but he's using a laptop to read the bluetooth data from the Balance Board and then send control signals to the Roomba bluetooth adapter.</p>

<p>You might recognize Ron from some other Roomba hacks he's done. A while back, he showed how to control the Roomba with the Wiimote (similar to the balance board hack), but the real gem of his collection is Rommba PacMan:</p>

<p><object width="600" height="475"><param name="movie" value="http://www.youtube.com/v/2wsP_nmk_iw&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/2wsP_nmk_iw&hl=en&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="600" height="475"></embed></object></p>

<p><a href="http://www.youtube.com/user/longjie0723">"Ron" Tajima's video channel</a> [via <a href="http://www.balanceboardblog.com/2008/08/wii-balance-board-roomba-hack-cleans-up.html">Balance Board Blog</a>]</p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/08/roomba_controlled_by_wii_balan.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
[&lt;a href="http://www.hackszine.com/blog/archive/2008/08/roomba_controlled_by_wii_balan.html?CMP=OTC-7G2N43923558#comments" /&gt;Comments&lt;/a&gt;]
</description>
<link>http://www.hackszine.com/blog/archive/2008/08/roomba_controlled_by_wii_balan.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/08/roomba_controlled_by_wii_balan.html?CMP=OTC-7G2N43923558</guid>
<category>Electronics</category>
<pubDate>Sun, 24 Aug 2008 22:31:27 -0800</pubDate>

</item>

<item>
<title>Wii DVD player</title>
<itunes:summary> Team Twiizers is at it again, releasing a Wii port of the MPlayer media player. If you&apos;ve already added the homebrew channel, you just need to download an install a couple of files to get things working. You can...</itunes:summary>
<description>
<![CDATA[<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="wiidvd_20080814.jpg" src="http://www.hackszine.com/wiidvd_20080814.jpg" width="600" height="330" class="mt-image-none" style="" /></span></p>

<p>Team Twiizers is at it again, releasing a Wii port of the MPlayer media player. If you've already added the homebrew channel, you just need to download an install a couple of files to get things working.</p>

<p>You can read more details about the port at HackMii and WiiBrew. There's also a convenient instructable to hold your hand through the install. It seems silly that Nintendo didn't release this as a built-in feature, but at least you can get it working on your own now.</p>

<p><a href="http://www.instructables.com/id/Use_Your_Wii_As_A_Dvd_Player/">Instructables - Use Your Wii As A Dvd Player</a><br />
<a href="http://wiibrew.org/wiki/Homebrew_apps/MPlayer">WiiBrew - Homebrew apps/MPlayer</a><br />
<a href="http://hackmii.com/2008/08/libdi-and-the-dvdx-installer/">HackMii - libdi and the DVDX installer</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/08/wii_dvd_player.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
[&lt;a href="http://www.hackszine.com/blog/archive/2008/08/wii_dvd_player.html?CMP=OTC-7G2N43923558#comments" /&gt;Comments&lt;/a&gt;]
</description>
<link>http://www.hackszine.com/blog/archive/2008/08/wii_dvd_player.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/08/wii_dvd_player.html?CMP=OTC-7G2N43923558</guid>
<category>Gaming</category>
<pubDate>Thu, 14 Aug 2008 21:33:09 -0800</pubDate>

</item>

<item>
<title>Twilight Hack for Wii v3.3</title>
<itunes:summary>It&apos;s a good day for Wii homebrewers. The latest version of the Twilight Hack was released, fixing the problem Nintendo created with the Wii 3.3 fireware update. A quick turnaround time on this one: Changelog for this release: The Twilight...</itunes:summary>
<description>
<![CDATA[<p>It's a good day for Wii homebrewers. The latest version of the Twilight Hack was released, fixing the problem Nintendo created with the Wii 3.3 fireware update. A quick turnaround time on this one:</p>

<blockquote>Changelog for this release:
<ul><li>The Twilight Hack is now compatible with version 3.3 of the Wii System Menu.</li><li>Improvements in video configuration. The entire console should now be visible in all video modes, and scrolling has been improved.</li><li>For the USA version, the two variants of the hack have been packed into one save file. Just select the save slot that corresponds to your version of Twilight Pricess when you start the game.</li><li>New savegame icons by drmr. The new icons now show which region that version of the hack is for.</li><li>This version now tries to load boot.dol, and falls back to boot.elf if boot.dol is not found.</li><li>???????</li><li>Many, many bug fixes.</li></ul></blockquote>

<p>I think the "???????" refers to a little rhyme that is now embedded in the loader file.  Here's a snippet:</p>

<blockquote>Now these quick hack fixes have some beautiful holes, So we found them fast and easily met our goals. And I'm glad we got burned. Think of all the things we learned. For the people whose Wiis want new life! Go ahead and patch it. I think I'd like to have some fun. Maybe you'll find an undisclosed bug. Maybe that huge one.</blockquote>

<p>Sounds a bit like a burn.</p>

<p><a href="http://hackmii.com/2008/06/twilight-hack-v01beta1/">Twilight Hack v0.1beta1</a> (<a href="http://hbc.hackmii.com/dist/twilight-hack-v0.1-beta1.zip">download</a>)<br />
<a href="http://hackmii.com/2008/06/wii-menu-tp-hack-killer-analysis/">How Nintendo's patch was exploited</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/06/twilight_hack_for_wii_v33.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
[&lt;a href="http://www.hackszine.com/blog/archive/2008/06/twilight_hack_for_wii_v33.html?CMP=OTC-7G2N43923558#comments" /&gt;Comments&lt;/a&gt;]
</description>
<link>http://www.hackszine.com/blog/archive/2008/06/twilight_hack_for_wii_v33.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/06/twilight_hack_for_wii_v33.html?CMP=OTC-7G2N43923558</guid>
<category>Gaming</category>
<pubDate>Sat, 21 Jun 2008 19:10:40 -0800</pubDate>

</item>

<item>
<title>Twilight trounced - don&apos;t update your Wii until further notice</title>
<itunes:summary>Nintendo&apos;s latest Wii update added a new feature that deletes any doctored Twilight-hack savegames that you have on your Wii. Seriously, Nintendo? The Wii homebrew channel will still work, though you would need to install the channel before updating (since...</itunes:summary>
<description>
<![CDATA[<p>Nintendo's latest Wii update added a new feature that deletes any doctored Twilight-hack savegames that you have on your Wii. Seriously, Nintendo?</p>

<p>The Wii homebrew channel will still work, though you would need to install the channel before updating (since it requires the Twilight hack during its install process). For Wii homebrewers, the current recommendation would be to hold off on updating until a replacement hack method is made available.</p>

<p>The update contains a very specific addition that prevents this exact hack, so it sets up a bit of an arms race scenario. Someone will soon release a new variation of the hack that will bypass this security check and presumably Nintendo will fire back with another update. It's kind of a bummer, but it's pretty interesting to watch the dissection of this latest obstacle.  Wii hackers at their best:</p>

<blockquote>Okay, now this is just silly. Three functions have been added to the system menu. Guess what they do:

<p>ipl::utility::ESMisc::DeleteSavedata((unsigned long long, EGG::Heap*))<br />
ipl::utility::ESMisc::VerifySavedataZD((unsigned long long, EGG::Heap*))<br />
WADCheckSavedataZD</p>

<p>We Are Not Impressed.</blockquote></p>

<p>You can follow the progress over at hackmii.com. My guess is that a new homebrew method will be available in the next few days.</p>

<p><a href="http://hackmii.com/2008/06/june-16-wii-update/">June 16 Wii update - hackmii.com</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/06/twilight_trounced_dont_update.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
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</description>
<link>http://www.hackszine.com/blog/archive/2008/06/twilight_trounced_dont_update.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/06/twilight_trounced_dont_update.html?CMP=OTC-7G2N43923558</guid>
<category>Gaming</category>
<pubDate>Tue, 17 Jun 2008 21:18:37 -0800</pubDate>

</item>

<item>
<title>Wii Guitar Hero guitar as a real musical instrument</title>
<itunes:summary> I&apos;ve been trying to get better at Guitar Hero and I&apos;m bothered by the fact that you dump so much time into learning a basically useless combination of finger twiddling tactics. At least with DDR you get some exercise,...</itunes:summary>
<description>
<![CDATA[<p><object width="500" height="405"><param name="movie" value="http://www.youtube.com/v/JDd4E6bgLfs&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/JDd4E6bgLfs&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="500" height="405"></embed></object></p>

<p>I've been trying to get better at Guitar Hero and I'm bothered by the fact that you dump so much time into learning a basically useless combination of finger twiddling tactics.  At least with DDR you get some exercise, and other video games let you drive fast or kill things. Of course, I say this only because I completely fail at Guitar Hero and I'm jealous of everyone who was born with the appropriate twiddling genes that let you get past the easy level. Back to my point, though, wouldn't it be great if those gaming hours could be spent actually learning to play an instrument?</p>

<p>Josh Breckman posted the above video to Youtube a while ago and has gained quite a bit of notoriety for his hack that turns the Wii Guitar Hero controller into a real instrument. You don't play it like a legit guitar, of course, but by adjusting the tilt of the guitar and flexing the whammy bar, the 5 buttons can be used to toggle a variety of notes and effects.</p>

<blockquote>Anyway, it turns out we get all 5 button states (obviously), up strokes and down strokes (separately), and 11 degrees of movement of the whammy bar.

<p>I took this info and fed it into my handy synthesizer as I played and turned it into a sort of instrument. My keyboard has a pretty decent electric guitar sound, so it sounded sort of realistic. I used the wiimote's orientation and the whammy bar to add different "note banks" to let me play more than 5 notes.</blockquote></p>

<p>I assume this is using a custom GlovePIE script to funnel commands to the software that's controlling the synth, but I don't really know much more about it than that. Josh says he'll be posting a tutorial soon. Until then, I'll be stabbing buttons while colored dots fly at me in three dimensions.</p>

<p><a href="http://josh.breckman.com/entry.php?id=15">Wii Guitar Hero Synth Hack</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/06/wii_guitar_hero_guitar_as_a_re.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
[&lt;a href="http://www.hackszine.com/blog/archive/2008/06/wii_guitar_hero_guitar_as_a_re.html?CMP=OTC-7G2N43923558#comments" /&gt;Comments&lt;/a&gt;]
</description>
<link>http://www.hackszine.com/blog/archive/2008/06/wii_guitar_hero_guitar_as_a_re.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/06/wii_guitar_hero_guitar_as_a_re.html?CMP=OTC-7G2N43923558</guid>
<category>Music</category>
<pubDate>Mon, 02 Jun 2008 20:13:59 -0800</pubDate>

</item>

<item>
<title>Wii Balance Board hacks</title>
<itunes:summary> A few days ago, this video appeared with Matthieu Deru and Simon Bergweiler showing off a hack that allows them to surf Google Earth using a Wii. Unfortunately, there weren&apos;t too many details about how it was accomplished and...</itunes:summary>
<description>
<![CDATA[<p><object width="500" height="405"><param name="movie" value="http://www.youtube.com/v/lKUDU9lE--E&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/lKUDU9lE--E&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="500" height="405"></embed></object></p>

<p>A few days ago, this video appeared with Matthieu Deru and Simon Bergweiler showing off a hack that allows them to surf Google Earth using a Wii. Unfortunately, there weren't too many details about how it was accomplished and I couldn't track down any source for the C# application that talks to the bluetooth device.</p>

<p>What I did find was this other clip from almost a month ago (?!?) in which Daniel Schneider demonstrates using the Wii Balance Board to navigate the web in Firefox. </p>

<p>That's right. You can actually surf the web:</p>

<p><object width="500" height="405"><param name="movie" value="http://www.youtube.com/v/bqTB5AUDZzo&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/bqTB5AUDZzo&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="500" height="405"></embed></object></p>

<p>He's using the latest version of GlovePIE (v0.3) to accomplish this. As far as I can tell, it's still very alpha, and the WiiLi wiki claims it's buggy, but it does appear to work. Daniel has some pointers to how he's configured things, including the Greasemonkey script that allows you to surf without clicking.</p>

<p>For more information on coding GlovePIE scripts that use the Balance Board, peek at the documentation.rtf file that's packaged with the GlovePIE download. There's information around page 70 that describes how the board functions and how to pull the 4 sensor values from each of its feet.</p>

<p><a href="http://edutechwiki.unige.ch/en/Nintendo_Wii_balance_board">Using GlovePIE and Firefox with the Nintendo Wii Balance Board</a><br />
<a href="http://carl.kenner.googlepages.com/glovepie">GlovePIE</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/05/wii_balance_board_hacks.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
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</description>
<link>http://www.hackszine.com/blog/archive/2008/05/wii_balance_board_hacks.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/05/wii_balance_board_hacks.html?CMP=OTC-7G2N43923558</guid>
<category>Electronics</category>
<pubDate>Thu, 29 May 2008 21:04:21 -0800</pubDate>

</item>

<item>
<title>Colors: Nintendo DS homebrew paint application</title>
<itunes:summary> Wired&apos;s how-to Wiki ran an article about installing homebrew apps on your Nintendo DS, describing how to install and use Colors, a really pro-looking sketch application. It seems like such a simple application, but its capabilities as a sketch...</itunes:summary>
<description>
<![CDATA[<p><object width="500" height="405"><param name="movie" value="http://www.youtube.com/v/jJ2piF4tp1w&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/jJ2piF4tp1w&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="500" height="405"></embed></object></p>

<p>Wired's how-to Wiki ran an article about installing homebrew apps on your Nintendo DS, describing how to install and use Colors, a really pro-looking sketch application. It seems like such a simple application, but its capabilities as a sketch tool (in the hands of someone with artistic talent) are stunning. It uses the pressure sensitivity of the DS touch screen to control the stroke width, much like how you might use an expensive Wacom tablet, except completely portable.</p>

<p>Running homebrew apps on your DS is about as simple as purchasing a compatible flash cartridge, so there's nothing too intimidating about using (and maybe developing) some of the great applications that are available from independent developers.</p>

<p><a href="http://www.collectingsmiles.com/colors/">Colors!</a><br />
<a href="http://howto.wired.com/wiki/Hack_a_Nintendo_DS_to_make_an_awesome_digital_sketchbook">Hack a Nintendo DS to Make an Awesome Digital Sketchbook</a> [via <a href="http://lifehacker.com/392729/turn-your-nintendo-ds-into-a-digital-sketchbook">LifeHacker</a>]</p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/05/colors_nintendo_ds_homebrew_pa.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
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</description>
<link>http://www.hackszine.com/blog/archive/2008/05/colors_nintendo_ds_homebrew_pa.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/05/colors_nintendo_ds_homebrew_pa.html?CMP=OTC-7G2N43923558</guid>
<category>Gaming</category>
<pubDate>Sat, 24 May 2008 20:27:18 -0800</pubDate>

</item>

<item>
<title>Tresling - arm wrestling game controller</title>
<itunes:summary> Meet Tresling, a newfangled competitive sport which combines the physical challenge of arm wrestling with the mental intensity of Tetris. This video has been making the rounds. It&apos;s so over the top, I can&apos;t help but appreciate it: The...</itunes:summary>
<description>
<![CDATA[<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="tresling_20080418.jpg" src="http://www.hackszine.com/tresling_20080418.jpg" width="500" height="219" class="mt-image-none" style="" /></span></p>

<p>Meet Tresling, a newfangled competitive sport which combines the physical challenge of arm wrestling with the mental intensity of Tetris. This video has been making the rounds. It's so over the top, I can't help but appreciate it:</p>

<p><object width="500" height="405"><param name="movie" value="http://www.youtube.com/v/D2W7JX5D1Qs&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/D2W7JX5D1Qs&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="500" height="405"></embed></object></p>

<p>The site is scant on details, but as far as I know, this represents the first arm-wrestling human computer interface. The NES brought us guns and running pads. The Wiimote a tennis racket, fishing pole, and boxing glove. If you can get past the initial craziness of Tresling, it's actually an interesting hack in that it's a completely new category of game play made possible by a clever homebrew controller.</p>

<p><a href="http://tresling.org/">Tresling: Arm Wrestling + Tetris</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/04/tresling_arm_wrestling_game_co.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
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</description>
<link>http://www.hackszine.com/blog/archive/2008/04/tresling_arm_wrestling_game_co.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/04/tresling_arm_wrestling_game_co.html?CMP=OTC-7G2N43923558</guid>
<category>Electronics</category>
<pubDate>Fri, 18 Apr 2008 21:46:05 -0800</pubDate>

</item>

<item>
<title>Practical fluid mechanics</title>
<itunes:summary> Mick West from Cowboy Programming posted a two part series to his blog titled Practical Fluid Dynamics. Originally written for Game Developer Magazine, it covers a number of clever (and down-to-earth) techniques for simulating the movement of fluids in...</itunes:summary>
<description>
<![CDATA[<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="fluid_20080403.jpg" src="http://www.hackszine.com/fluid_20080403.jpg" width="500" height="273" class="mt-image-none" style="" /></span></p>

<p>Mick West from Cowboy Programming posted a two part series to his blog titled Practical Fluid Dynamics. Originally written for Game Developer Magazine, it covers a number of clever (and down-to-earth) techniques for simulating the movement of fluids in games and other software environments where real-time speed and visual authenticity matter most.</p>

<p>Special attention is paid to the simulation of particulate matter being carried around within a fluid volume&mdash;think effects like smoke, fire, and bubbles. I know I've seen a number of people using particle systems to do this sort of thing, but the methods Mick describes are all based on a grid model where you represent the system with a velocity field and a density field. Unlike a particle system, these fields represent a continuous fluid surface, allowing you to measure the density and velocity of the fluid at any location on the surface by interpolating the values from the nearest cells in the field array.</p>

<p><a href="http://cowboyprogramming.com/2008/04/01/practical-fluid-mechanics/">Practical Fluid Mechanics</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/04/practical_fluid_mechanics.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
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</description>
<link>http://www.hackszine.com/blog/archive/2008/04/practical_fluid_mechanics.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/04/practical_fluid_mechanics.html?CMP=OTC-7G2N43923558</guid>
<category>Software Engineering</category>
<pubDate>Thu, 03 Apr 2008 19:23:40 -0800</pubDate>

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<item>
<title>Shredz64: Guitar Hero for C64</title>
<itunes:summary> Toni Westbrook authored a new C64 game called Shredz64, bringing the best game of all time to the best computing platform of all time: You can use the real Guitar Hero controller using the PSX64 PS2-to-DB9 converter which Toni...</itunes:summary>
<description>
<![CDATA[<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="shredz64_20080327.jpg" src="http://www.hackszine.com/shredz64_20080327.jpg" width="500" height="558" class="mt-image-none" style="" /></span></p>

<p>Toni Westbrook authored a new C64 game called Shredz64, bringing the best game of all time to the best computing platform of all time:</p>

<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/WyCMM6e1Lbo&rel=0&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/WyCMM6e1Lbo&rel=0&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="500" height="400"></embed></object></p>

<p>You can use the real Guitar Hero controller using the PSX64 PS2-to-DB9 converter which Toni also created.  This takes the game controller input and maps it to the appropriate up, down, left, right and potentiometer lines for the Commodore.</p>

<p>Shredz64 uses the internal SID audio processor to play any of your favorite SID tunes.  In addition to the built-in songs, you can import new SID files and even create new levels by editing note tracks (using the game controller, naturally).</p>

<p>I'm speechless.</p>

<p><a href="http://www.synthdreams.com/shredz64.php">Shredz64</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/03/shredz64_guitar_hero_for_c64.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
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</description>
<link>http://www.hackszine.com/blog/archive/2008/03/shredz64_guitar_hero_for_c64.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/03/shredz64_guitar_hero_for_c64.html?CMP=OTC-7G2N43923558</guid>
<category>Retro Computing</category>
<pubDate>Thu, 27 Mar 2008 19:32:30 -0800</pubDate>

</item>

<item>
<title>Wii homebrew now works from internal SD Card</title>
<itunes:summary> It looks like the 0.1alpha3 release of the Wii Twilight Hack now works with the internal SD slot. No USBGecko or other additional hardware needed. There are 5 versions of the chainloader for the different regions and releases of...</itunes:summary>
<description>
<![CDATA[<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/IowCjQb6dQA&rel=0&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/IowCjQb6dQA&rel=0&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="500" height="400"></embed></object></p>

<p>It looks like the 0.1alpha3 release of the Wii Twilight Hack now works with the internal SD slot. No USBGecko or other additional hardware needed. </p>

<p>There are 5 versions of the chainloader for the different regions and releases of the Wii console.  Follow the instructions to unzip the right one to the correct directory on your SD Card, and then it's as simple as copying your homebrew .elf file to the SD card's root directory and starting up Zelda.</p>

<p>Twilight Hack 0.1alpha3- [<a href="http://www.engadget.com/2008/03/14/wii-twilight-hack-now-works-sans-gamecube-adapter/">via</a>] <a href="http://wiibrew.org/index.php?title=Twilight_Hack">Link</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/03/wii_homebrew_now_works_from_in.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
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</description>
<link>http://www.hackszine.com/blog/archive/2008/03/wii_homebrew_now_works_from_in.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/03/wii_homebrew_now_works_from_in.html?CMP=OTC-7G2N43923558</guid>
<category>Gaming</category>
<pubDate>Fri, 14 Mar 2008 21:00:21 -0800</pubDate>

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<item>
<title>N64 emulation: better than the real thing</title>
<itunes:summary> Racketboy has a great article showing off some of the capabilities of the modern N64 emulator. If your machine is fast enough, most of the available emulators will really give you a noticeable resolution boost and better looking anti-aliased...</itunes:summary>
<description>
<![CDATA[<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="n64emu_20080311.jpg" src="http://www.hackszine.com/n64emu_20080311.jpg" width="500" height="352" class="mt-image-none" style="" /></span></p>

<p>Racketboy has a great article showing off some of the capabilities of the modern N64 emulator. If your machine is fast enough, most of the available emulators will really give you a noticeable resolution boost and better looking anti-aliased models. Using the Rice Video plugin with the Project64 emulator, you can even swap out the textures for some games with user-created texture packs. </p>

<p>I still use the real hardware (is the N64 considered "retro" now?), so before seeing this, I hadn't even considered emulation for this platform. That all changed when I saw the Mario64 mod shown above. The selection of available emulators is impressive, and there are open source emulators available for just about every platform. I'm currently playing a game under Mupen64 on my iMac and it's pretty flawless. My only wish is that all computers came, by default, with a nice joystick like they did back in the 80s.</p>

<p>Enhance N64 Graphics With Emulation Plugins & Texture Packs - <a href="http://www.racketboy.com/retro/nintendo/n64/2008/03/enhance-n64-graphics-with-emulation-plugins-texture-packs.html">Link</a><br />
Project64 Emulator - <a href="http://www.pj64-emu.com/">Link</a><br />
Rice Video Plugin - <a href="https://ricevideo.bountysource.com/">Link</a><br />
Mupen64 Emulator (cross-platform, open source) - <a href="http://mupen64.emulation64.com/">Link</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/03/n64_emulation_better_than_the.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
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</description>
<link>http://www.hackszine.com/blog/archive/2008/03/n64_emulation_better_than_the.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/03/n64_emulation_better_than_the.html?CMP=OTC-7G2N43923558</guid>
<category>Gaming</category>
<pubDate>Tue, 11 Mar 2008 22:35:18 -0800</pubDate>

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<item>
<title>Microsoft Excel 3D engine</title>
<itunes:summary> Peter Rakos wrote an article for Gamasutra today which demonstrates how to hack yourself a simple 3D engine by subverting an Excel worksheet. It&apos;s not going to win any FPS awards, but the fact that you can even get...</itunes:summary>
<description>
<![CDATA[<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/RV6uiZj0FHM&rel=0"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/RV6uiZj0FHM&rel=0" type="application/x-shockwave-flash" wmode="transparent" width="500" height="400"></embed></object></p>

<p>Peter Rakos wrote an article for Gamasutra today which demonstrates how to hack yourself a simple 3D engine by subverting an Excel worksheet. It's not going to win any FPS awards, but the fact that you can even get Excel to draw raw shapes blows my mind. </p>

<p>In his demo, the worksheet is used to calculate values for all the polygon vertices and a very small macro loop draws the resulting mesh to the screen.</p>

<p>After downloading the source XLS, run the demo by hitting alt-F8 (option-F8 in Mac Excel). You'll find the code under the "Tools-&gt;Macro-&gt;Macros" menu.</p>

<p>Microsoft Excel: Revolutionary 3D Game Engine - <a href="http://www.gamasutra.com/view/feature/3563/microsoft_excel_revolutionary_3d_.php">Link</a><br />
Peter's Example 3D Excel files - <a href="http://gamasutra.com/images/RakosExcel.zip">Link</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/03/microsoft_excel_3d_engine.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
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</description>
<link>http://www.hackszine.com/blog/archive/2008/03/microsoft_excel_3d_engine.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/03/microsoft_excel_3d_engine.html?CMP=OTC-7G2N43923558</guid>
<category>Excel</category>
<pubDate>Thu, 06 Mar 2008 20:14:22 -0800</pubDate>

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<item>
<title>Wii Linux</title>
<itunes:summary> This is awesome news from the GameCube Linux Wiki: 24 Feb 2008: Long time, no see Although we haven&apos;t posted any news in the last 2 years, we have silently continued our work keeping the kernel patches up to...</itunes:summary>
<description>
<![CDATA[<p><img alt="wiili_20080226.jpg" src="http://www.hackszine.com/wiili_20080226.jpg" width="500" height="375" /></p>

<p>This is awesome news from the GameCube Linux Wiki:</p>

<blockquote>
<b>24 Feb 2008:</b> <b>Long time, no see</b> Although we haven't posted any news in the last 2 years, we have silently continued our work keeping the kernel patches up to date. With the latest <a href="http://downloads.sourceforge.net/gc-linux/linux-2.6.24-gc.patch.gz">2.6.24</a> release we have added support for the <a href="http://www.usbgecko.com/faq.htm">USB Gecko</a> adapter as a console and terminal, so you can now logon into your gc-linux distro using minicom or HyperTerminal (TM). And last but not least, we have finally run natively Linux on the Nintendo Wii through Team Tweezers' <a href="http://wiibrew.org/index.php?title=Twilight_Hack">twilight-hack</a>. We have released a small usbgecko-enabled <a href="http://downloads.sourceforge.net/gc-linux/wii-linux-PoC-0.1.tgz">Proof of Concept</a> mini-distro to prove it. Did I say have fun? :)
</blockquote>

<p>On a side note, I'm trying to put some instructions together for getting a dev environment set up with libogc and devkitPro. I'm not going to be able to test without a Wii, but <a href="http://www.tehskeen.com/forums/showthread.php?s=5b5710a923597dcd6c8aea32e4512319&p=25936#post25936">this</a> looks like a good place to start.  Shout out in the comments if you know of any good Wii dev howtos that have sprouted up.</p>

<p>GameCube Linux Wiki - [<a href="http://games.slashdot.org/games/08/02/25/1940203.shtml">via</a>] <a href="http://www.gc-linux.org/wiki/Main_Page">Link</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/02/wii_linux.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
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</description>
<link>http://www.hackszine.com/blog/archive/2008/02/wii_linux.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/02/wii_linux.html?CMP=OTC-7G2N43923558</guid>
<category>Linux</category>
<pubDate>Tue, 26 Feb 2008 19:19:52 -0800</pubDate>

</item>

<item>
<title>SIXAXIS hacks</title>
<itunes:summary> Hackszine reader IraqiGeek writes: I made an application that uses libusb-Win32 and PPJoy to map the Sony Sixaxis into a windows joystick with the accelerometers working and mapped. Unfortunately, the gyro on my sixaxis seems to be faulty. So,...</itunes:summary>
<description>
<![CDATA[<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/a2rM5Zy5T5Y&rel=1&border=0"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/a2rM5Zy5T5Y&rel=1&border=0" type="application/x-shockwave-flash" wmode="transparent"width="500" height="400"></embed></object></p>

<p>Hackszine reader IraqiGeek writes:</p>

<blockquote>I made an application that uses libusb-Win32 and PPJoy to map the Sony Sixaxis into a windows joystick with the accelerometers working and mapped.

<p>Unfortunately, the gyro on my sixaxis seems to be faulty. So, while the code is already there to read the gyro data, it can't be used for anything.</p>

<p>The installation process is not exactly the shortest, but I've made a step-by-step how-to describing it.</blockquote></p>

<p>I did a little digging and there are a couple of other noteworthy SIXAXIS hacks. In addition to IraqiGeek's driver, there is another Windows SIXAXIS driver that people are using with some success. I also was able to find a third Windows driver which contains full source, in case you want to do something more interesting than play games.</p>

<p>Speaking of more interesting, there also exists an open source library for Linux. If you check out the above video, you can see that a gumstix embedded computer is using the SIXAXIS input to control a number of servos.</p>

<blockquote>The six R/C servos are connected to a Gumstix board with built-in Bluetooth module. Inertial measurements from the SIXAXIS are received directly through a PF_BLUETOOTH socket (not through the joystick API, due to HID descriptor issues). Heuristics explicitly discriminate between two types of motion (rotation or translation).</blockquote>

<p>The author was even able to use this setup to control a small helicopter. Pretty cool stuff, I must say.</p>

<p>Anyone know if the SIXAXIS sensor data can be easily polled with an Arduino? Maybe this could be a be a cheap option for a 6DOF IMU.</p>

<p>Using the PlayStation 3 controller in Bluetooth mode with Linux - <a href="http://www.pabr.org/sixlinux/sixlinux.en.html">Link</a><br />
SixAxis source driver for Windows - <a href="http://onakasuita.org/ps3/">Link</a><br />
Use your SIXAXIS on Windows (ps3sixaxis_en.exe)- <a href="http://www.ps3fanboy.com/2006/12/07/use-your-sixaxis-on-windows-sony-hearts-microsoft-after-all/">Link</a><br />
WinSIXAXIS (IraqiGeek's libusb/PPJoy driver) - <a href="http://www.iraqigeek.com/winsixaxis/">Link</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/02/sixaxis_hacks.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
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</description>
<link>http://www.hackszine.com/blog/archive/2008/02/sixaxis_hacks.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/02/sixaxis_hacks.html?CMP=OTC-7G2N43923558</guid>
<category>Gaming</category>
<pubDate>Thu, 21 Feb 2008 19:28:13 -0800</pubDate>

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<item>
<title>One-handed Wii controller</title>
<itunes:summary> Ryan Culy designed a single-handed, combination Wiimote and Nunchuck (motechuck?), making Nunchuck-enabled Wii games accessible to a friend who is missing a hand. It&apos;s a solid concept and a nice looking custom acrylic execution. Benheck named this one his...</itunes:summary>
<description>
<![CDATA[<p><img alt="motechuck_20080219.jpg" src="http://www.hackszine.com/motechuck_20080219.jpg" width="500" height="557" /></p>

<p>Ryan Culy designed a single-handed, combination Wiimote and Nunchuck (motechuck?), making Nunchuck-enabled Wii games accessible to a friend who is missing a hand. It's a solid concept and a nice looking custom acrylic execution. Benheck named this one his Hack Pick of the Wii-k:</p>

<blockquote>The basic idea is that you strap the nunchuck to one arm and press the analog stick against your leg to use it. The C and Z buttons are ported out and attached to the side of the main Wii-mote, thus making it the main controller but with nunchuck support. I picked this project because it has a good purpose and I've had lots of requests for something similar, and unfortunately haven't gotten around to doing it myself. So this proves it can be done, way to go Ryan!</blockquote>

<p>Wii Controller for Single-Handed Use - [<a href="http://www.nintendowiifanboy.com/2008/02/18/one-handed-wii-controller-is-a-feel-good-mod/">via</a>] <a href="http://benheck.com/02-17-2008/bens-hack-pick-of-the-wii-k">Link</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/02/onehanded_wii_controller.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
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</description>
<link>http://www.hackszine.com/blog/archive/2008/02/onehanded_wii_controller.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/02/onehanded_wii_controller.html?CMP=OTC-7G2N43923558</guid>
<category>Gaming</category>
<pubDate>Tue, 19 Feb 2008 20:53:50 -0800</pubDate>

</item>

<item>
<title>Wii Twilight Hack</title>
<itunes:summary> A demo of the first Wii ELF loader is now available for download, thanks to bushing, Segher, and tmbinc. It takes advantage of the Twilight Princess savegame overflow from a couple of weeks ago, but now there&apos;s something more...</itunes:summary>
<description>
<![CDATA[<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/zaRhyEUOk44&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/zaRhyEUOk44&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="500" height="400"></embed></object></p>

<p>A demo of the first Wii ELF loader is now available for download, thanks to bushing, Segher, and tmbinc. It takes advantage of the Twilight Princess savegame overflow from a couple of weeks ago, but now there's something more substantial for people to try out on their own hardware.</p>

<p>Had my Wii not been stolen, I'd report back with more info, but from what I understand, this isn't working correctly with at least one US Zelda revision. </p>

<p>You can track the latest Wii homebrew progress at the WiiBrew Wiki. From the looks of the video, these guys are probably very close to a bootstrap file that will load in an arbitrary homebrew application.</p>

<p>Wii Twilight Hack - <a href="http://wiibrew.org/index.php?title=Twilight_Hack">Link</a><br />
WiiBrew Wiki - <a href="http://wiibrew.org/index.php?title=Main_Page">Link</a><br />
Wii Linux Wiki - <a href="http://www.wiili.org/index.php/Main_Page">Link</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/02/wii_twilight_hack.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
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</description>
<link>http://www.hackszine.com/blog/archive/2008/02/wii_twilight_hack.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/02/wii_twilight_hack.html?CMP=OTC-7G2N43923558</guid>
<category>Gaming</category>
<pubDate>Mon, 11 Feb 2008 20:05:37 -0800</pubDate>

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<item>
<title>Extracting GTA3 art assets for use in your own game</title>
<itunes:summary> One of the most frustrating things about homebrew game development is that there&apos;s almost an insurmountable amount of work that needs to be done just to get something decent to display on a screen. You can roll your own...</itunes:summary>
<description>
<![CDATA[<p><img alt="mygta_20080210.jpg" src="http://www.hackszine.com/mygta_20080210.jpg" width="500" height="392" /></p>

<p>One of the most frustrating things about homebrew game development is that there's almost an insurmountable amount of work that needs to be done just to get something decent to display on a screen. You can roll your own complete graphics and physics engines and still have nothing to show for it if there are no art assets to load.</p>

<p>QuantumG's solution to the problem was to focus on developing the game engine using the model data from GTA3. Knowing that the art is already functional in another game allows you to focus on your code, and it's more fun when you can see the immediate results of your work.</p>

<p>The blog entry walks you through his experience with extracting and using the mesh, texture, city, and character data and making use of it with the OGRE graphics engine. If you've ever played around with making  a game before, but got discouraged for lack of art assets, this is really worth a read.</p>

<p>Using GTA3 art assets in OGRE - <a href="http://quantumg.blogspot.com/2007/03/almost-have-game-engine-here.html">Link</a><br />
OGRE 3D graphics engine - <a href="http://www.ogre3d.org/">Link</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2008/02/extracting_gta3_art_assets_for.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
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</description>
<link>http://www.hackszine.com/blog/archive/2008/02/extracting_gta3_art_assets_for.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/02/extracting_gta3_art_assets_for.html?CMP=OTC-7G2N43923558</guid>
<category>Software Engineering</category>
<pubDate>Sun, 10 Feb 2008 20:18:55 -0800</pubDate>

</item>

<item>
<title>Wii Drum Kit</title>
<itunes:summary> The Wii Drum Kit is another great example of a tangible user interface made possible with the Wiimote. The latest version adds support for the Nunchuck, so you can use both hands to play your virtual drum kit. This...</itunes:summary>
<description>
<![CDATA[<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/a8CU1I_8un0&rel=0&color1=0xd6d6d6&color2=0xf0f0f0&border=0"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/a8CU1I_8un0&rel=0&color1=0xd6d6d6&color2=0xf0f0f0&border=0" type="application/x-shockwave-flash" wmode="transparent" width="500" height="400"></embed></object></p>

<p>The Wii Drum Kit is another great example of a tangible user interface made possible with the Wiimote. The latest version adds support for the Nunchuck, so you can use both hands to play your virtual drum kit. This one is a Windows application, and source is available at the This is Not a Label blog.</p>

<p>The Wiimote + Nunchuck combination seems like the perfect interface for an air drum. Different gestures are used to trigger a specific drum, so the high hat is a flick to the side, the snare is a forward hit, etc. There's no kick pedal, of course, but the fist stamping motion that's used is a reasonable alternative.</p>

<p>Wii Drum Kit - <a href="http://www.thisisnotalabel.com/Wii-Drum-Kit-Source-Code.php">Link</a><br />
Control Your Applications With a Wiimote - <a href="http://www.hackszine.com/blog/archive/2007/03/control_your_applications_with.html">Link</a></p>]]>
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</description>
<link>http://www.hackszine.com/blog/archive/2008/02/wii_drum_kit.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/02/wii_drum_kit.html?CMP=OTC-7G2N43923558</guid>
<category>Music</category>
<pubDate>Tue, 05 Feb 2008 19:18:16 -0800</pubDate>

</item>

<item>
<title>Buffer overflow discovered in Wii Zelda</title>
<itunes:summary> A couple Wii hackers have found a way to glitch Zelda into running unsigned code. From the forum discussion at TehSkeen: Yes, that&apos;s right - an exploit for the Nintendo Wii has been discovered and it allows you to...</itunes:summary>
<description>
<![CDATA[<p><img alt="wiizeldaexploit_20080128.jpg" src="http://www.hackszine.com/wiizeldaexploit_20080128.jpg" width="500" height="368" /></p>

<p>A couple Wii hackers have found a way to glitch Zelda into running unsigned code.  From the forum discussion at TehSkeen:</p>

<blockquote>Yes, that's right - an exploit for the Nintendo Wii has been discovered and it allows you to run custom code. The method is pretty simple. Copy over a save file for Zelda, load it and the code runs. Don't get too excited yet. They have only been able to run 4 lines of code, but this is in a days work.</blockquote>

<p>Right now I'm still having trouble reading through the forums due to all the attention this has been getting.  I suspect it'll be a little while before the dust settles and we find out the nitty gritty of repeating the hack and making it actually do something useful.</p>

<p>With any luck, this will lead to a small bootstrap loader that will allow homebrew Wii development to take off, similar to the glory days of the Dreamcast.</p>

<p>Zelda Exploit: Run Unsigned Code w/o Modchip - <a href="http://www.tehskeen.com/forums/showthread.php?t=6216">Link</a><br />
Zelda homebrew exploit - <a href="http://www.wiili.org/index.php/Exploits/Zelda">Link</a></p>]]>
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</description>
<link>http://www.hackszine.com/blog/archive/2008/01/buffer_overflow_discovered_in.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/01/buffer_overflow_discovered_in.html?CMP=OTC-7G2N43923558</guid>
<category>Gaming</category>
<pubDate>Mon, 28 Jan 2008 20:14:08 -0800</pubDate>

</item>

<item>
<title>Accelerometer motion analysis</title>
<itunes:summary> There&apos;s an article over on the WiiLi Wiki that goes into great detail describing how to translate 3D accelerometer measurements into an estimation of the position, rotation, and velocity of a device like the Wiimote. By making a few...</itunes:summary>
<description>
<![CDATA[<p><img alt="wiirot_20080123.jpg" src="http://www.hackszine.com/wiirot_20080123.jpg" width="500" height="327" /></p>

<p>There's an article over on the WiiLi Wiki that goes into great detail describing how to translate 3D accelerometer measurements into an estimation of the position, rotation, and velocity of a device like the Wiimote. By making a few assumptions&mdash;people's arms have a limited range of motion, most Wii play doesn't take place in moving vehicles, etc.&mdash;it's quite surprising what you can get away with with just the accelerometer data.</p>

<blockquote>The amusingly named (but rarely used) term for the rate of change of acceleration is jerk. The jerk term for the remote shows up in the time derivative of the force recorded by the sensor, along with the rotation term that contains the angular velocity of the remote. We can extract both rotation and linear acceleration if we assume a few things:

<ul><li>We know the "up" direction before the motion starts.</li>
<li>Throughout the motion, the jerk on the remote perpendicular to the current direction of gravity is small.</li></ul>

<p>Then we can assume the time derivative of the force component which is perpendicular to our current estimate of the up direction is caused by the user rotating the controller only. This allows us to update our estimate of the up direction for the next time step. In each time step, we can also get the linear acceleration of the remote by subtracting our estimate of  from the current force sensor report. In effect we are integrating up a coupled set of ordinary differential equations. (Note, need to review the math here. Beware.)</p>

<p>The main problem with this technique is error accumulation in our estimate of "up." Since it is unlikely the user can keep the controller in constant linear motion without injuring themselves, the TV, or their opponent, we can look for times when the total reported force is close to g = 1.0 to recenter . You have to be careful when doing this because it is possible and probably common for the Wiimote to report an acceleration close to g = 1.0 while it is accelerating. When this happens your acceleration vector does not actually point "up" and you will recenter to an incorrect R. This can happen anytime you are accelerating both downward and in the horizontal plane.</blockquote></p>

<p>I keep thinking that there should be some class of flying vehicle that, when operated under fairly restrained conditions, might be able to get by with just accelerometer measurements to obtain reasonably accurate state information. You could integrate the acceleration data through very limited motions that are within some margin of error, recalibrate, and repeat. This is probably a pipe dream, but I really want a solution for a $50 6DOF IMU. :/</p>

<p>Accelerometer motion analysis - <a href="http://www.wiili.org/index.php/Motion_analysis">Link</a></p>]]>
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</description>
<link>http://www.hackszine.com/blog/archive/2008/01/accelerometer_motion_analysis.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/01/accelerometer_motion_analysis.html?CMP=OTC-7G2N43923558</guid>
<category>Software Engineering</category>
<pubDate>Wed, 23 Jan 2008 22:30:23 -0800</pubDate>

</item>

<item>
<title>Micropolis: Sim City open sourced</title>
<itunes:summary> Don Hopkins has released a GPLed version of the original Sim City, cleaned up and renamed to the original title, Micropolis: The &quot;MicropolisCore&quot; project includes the latest Micropolis (SimCity) source code, cleaned up and recast into C++ classes, integrated...</itunes:summary>
<description>
<![CDATA[<p><img alt="simcity_20080112.jpg" src="http://www.hackszine.com/simcity_20080112.jpg" width="500" height="316" /></p>

<p>Don Hopkins has released a GPLed version of the original Sim City, cleaned up and renamed to the original title, Micropolis:</p>

<blockquote>The "MicropolisCore" project includes the latest Micropolis (SimCity) source code, cleaned up and recast into C++ classes, integrated into Python, using the wonderful SWIG interface generator tool. It also includes a Cairo based TileEngine, and a cellular automata machine CellEngine, which are independent but can be plugged together, so the tile engine can display cellular automata cells as well as SimCity tiles, or any other application's tiles.

<p>The key thing here is to peek inside the mind of the original Maxis programmers when they built it. Remember, this was back in the day when games had to fit inside of 640k so some "creative" programming techniques were employed. SimCity has been long a model used for urban planning and while it's just a game, there are a lot of business rules, ecosystem modeling, social dependencies, and other cool stuff going on in this codebase. It may not be pretty code but it's content sure is interesting to see.</blockquote></p>

<p>The source will compile for X86/Linux systems, and I'm betting we'll see ports to other platforms at some point. If you're on a Mac and just want to play the game, just run a copy of Ubuntu in an emulator like QEMU and install the binary there.</p>

<p>SimCity Source Code Released to the Wild - [<a href="http://developers.slashdot.org/developers/08/01/12/1846256.shtml">via</a>] <a href="http://weblogs.asp.net/bsimser/archive/2008/01/10/simcity-source-code-released-to-the-wild-let-the-ports-begin.aspx">Link</a><br />
Micropolis Downloads - <a href="http://www.donhopkins.com/home/micropolis/">Link</a></p>]]>
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</description>
<link>http://www.hackszine.com/blog/archive/2008/01/micropolis_sim_city_open_sourc.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/01/micropolis_sim_city_open_sourc.html?CMP=OTC-7G2N43923558</guid>
<category>Retro Gaming</category>
<pubDate>Sat, 12 Jan 2008 19:41:51 -0800</pubDate>

</item>

<item>
<title>Using the Boarduino with a Wii Nunchuck</title>
<itunes:summary> Tod E. Kurt put together a nice Boarduino demonstration, connecting the device to the Wii Nunchuck and using it to control the position of a servo. As you rotate the device, the servo continuously adjusts its position to point...</itunes:summary>
<description>
<![CDATA[<p><object type="application/x-shockwave-flash" data="http://blip.tv/scripts/flash/showplayer.swf?enablejs=true&file=http%3A//blip.tv/rss/flash/450368&feedurl=http%3A//todbot.blip.tv/rss/&autostart=false&brandname=todbot&brandlink=http%3A//todbot.blip.tv/" width="500" height="410" allowfullscreen="true" id="showplayer"><param name="movie" value="http://blip.tv/scripts/flash/showplayer.swf?enablejs=true&file=http%3A//blip.tv/rss/flash/450368&feedurl=http%3A//todbot.blip.tv/rss/&autostart=false&brandname=todbot&brandlink=http%3A//todbot.blip.tv/" /><param name="quality" value="best" /></object></p>

<p>Tod E. Kurt put together a nice Boarduino demonstration, connecting the device to the Wii Nunchuck and using it to control the position of a servo. As you rotate the device, the servo continuously adjusts its position to point straight up.</p>

<blockquote>The Boarduino's small footprint made me want to see how small of a device I could whip up in an hour from some fairly complex components. So I decided to see how small the combination of a Boarduino, a Wii Nunchuck, and a hobby servo motor could be. Here's a little video of the result.</blockquote>

<p>His demo is nicely documented and the source is available and extremely digestible. I've been monkeying around with BS2 hardware for too long. This has convinced me it's time to upgrade.</p>

<p>Boarduino, Wii Nunchucks, and Servos - <a href="http://todbot.com/blog/2007/10/25/boarduino-wii-nunchuck-servo/">Link</a><br />
Boarduino: compact, breadboard compatible Arduino clone - <a href="http://www.hackszine.com/blog/archive/2007/12/boarduino_compact_breadboard_c.html">Link</a><br />
Hook your Wii nunchuck up to an Arduino - <a href="http://www.hackszine.com/blog/archive/2007/06/hook_your_wii_nunchuck_up_to_a.html">Link</a></p>]]>
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</description>
<link>http://www.hackszine.com/blog/archive/2008/01/using_the_boarduino_with_a_wii.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/01/using_the_boarduino_with_a_wii.html?CMP=OTC-7G2N43923558</guid>
<category>Electronics</category>
<pubDate>Mon, 07 Jan 2008 21:44:34 -0800</pubDate>

</item>

<item>
<title>Open source game development</title>
<itunes:summary> One of the more interesting recent news items is the announcement of Apricot, a new open source game development effort that is promising to produce a complete 3D game and development/production stack by the end of July 08. The...</itunes:summary>
<description>
<![CDATA[<p><img alt="apricot_20080103.jpg" src="http://www.hackszine.com/apricot_20080103.jpg" width="500" height="343" /></p>

<p>One of the more interesting recent news items is the announcement of Apricot, a new open source game development effort that is promising to produce a complete 3D game and development/production stack by the end of July 08.</p>

<blockquote>The team will work on a cross platform game (at least Linux, Windows, OS X), using Blender for modeling and animation, Crystal Space as 3D engine and delivery platform, and Python for some magic scripting to glue things together. It is not only the purpose to make a compelling 3D game experience, but especially to improve and validate the open source 3D game creation pipeline, with industry-standard conditions.</blockquote>

<p>I've only monkeyed with Crystal Space and Blender in the past, but I'm really impressed to see how far both of these applications have come and how they are now able to integrate with each other. There's a plugin for Blender called blender2crystal which makes it possible to develop maps and characters within the Blender 3D modeler, then export those models (including their physics and animation properties) into scriptable entities that can be used directly in the Crystal Space 3D engine. Tying the functionality of these two applications together is such a good move. Hopefully Apricot will help develop a solid model and some best practices for producing an entire game using these two tools.</p>

<p>If you can't wait until July to start digging through the Apricot code, there are several demos that have been made using Blender and Crystal Space that you should check out. The general outline is that you develop your game's 3D artwork within Blender, use Crystal Space as the underlying 3D engine, and then write your game logic in Python scripts which can control the underlying 3D engine via the CEL (Crystal Entity Layer) API.</p>

<p><b>Resources:</b><br />
Project Apricot - <a href="http://apricot.blender.org/">Link</a><br />
Crystal Space (3D Engine) - <a href="http://www.crystalspace3d.org/">Link</a><br />
Blender (3D Modeling Tool) - <a href="http://www.blender.org/">Link</a><br />
CEL (Python Scripting for Crystal Space) - <a href="http://www.crystalspace3d.org/main/CEL">Link</a><br />
blender2crystal - <a href="http://b2cs.delcorp.org/index.php/Main_Page">Link</a><br />
Blender 3D: Noob to Pro WikiBook - <a href="http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro">Link</a></p>]]>
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</description>
<link>http://www.hackszine.com/blog/archive/2008/01/open_source_game_development.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2008/01/open_source_game_development.html?CMP=OTC-7G2N43923558</guid>
<category>Software Engineering</category>
<pubDate>Wed, 02 Jan 2008 22:51:14 -0800</pubDate>

</item>

<item>
<title>Wii homebrew apps now possible</title>
<itunes:summary> A few days ago at the 24th Chaos Communication Congress a Wii hack was demonstrated that allows arbitrary software to run on the Wii console. Previously, the console was only available via the Gamecube emulation mode. This new hack...</itunes:summary>
<description>
<![CDATA[<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/FHMxReeVlPM&rel=0&color1=0xd6d6d6&color2=0xf0f0f0&border=0"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/FHMxReeVlPM&rel=0&color1=0xd6d6d6&color2=0xf0f0f0&border=0" type="application/x-shockwave-flash" wmode="transparent" width="500" height="400"></embed></object></p>

<p>A few days ago at the 24th Chaos Communication Congress a Wii hack was demonstrated that allows arbitrary software to run on the Wii console.  Previously, the console was only available via the Gamecube emulation mode.  This new hack will allow folks to write homebrew software that can take advantage of the Wii's full capabilities. </p>

<p>Here's a description of the hack from Tysoe_J in the WiiLi forums:</p>

<blockquote>In pressed Wii games, there are two values that are put together to make the on-the-fly decryption key with which the Wii can actually execute the game. One in on the security ring of the manufactured disc, and one is stored by every Wii to decrypt data (the static key). What's happened here is they've got the "Lego Star Wars" game key simply from the disc, and they've got the FULL ("master") key used to decrypt ONLY Lego Star Wars game through dumping Wii memory (this was done by disabling some of the ATi bridge that locks out the RAM during Gamecube mode). 

<p>Now, this resulted in the "master" key for Lego Star Wars, and the "disc auth" key for it too. Reverse engineering this resulted in the generic Wii data key, thus allowing them to burn their own data under the disguise of LSW. Then, of course, a drive modchip was needed cos they can't press their own discs... </p>

<p>STILL, that's what's going on... Nintendo wouldn't be able to patch this with a firmware update. They'd have to change hardware keys and most DEFINITELY fix up the ATi lockout bridge too.</blockquote></p>

<p>Wii Linux, open source Wii games - a lot of stuff should be possible now. Happy new year!</p>

<p>Nintendo Wii Homebrew "Hello World" - [<a href="http://www.wiili.org/index.php/Wii_homebrew">via</a>] <a href="http://www.youtube.com/watch?v=FHMxReeVlPM">Link</a><br />
24c3 tweezer attack @ WiiLi.org forum - <a href="http://www.wiili.org/forum/24c3-tweezer-attack-homebrew-mission-accomplished-t3197.html">Link</a></p>]]>
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</description>
<link>http://www.hackszine.com/blog/archive/2007/12/wii_homebrew_apps_now_possible.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2007/12/wii_homebrew_apps_now_possible.html?CMP=OTC-7G2N43923558</guid>
<category>Gaming</category>
<pubDate>Mon, 31 Dec 2007 16:53:13 -0800</pubDate>

</item>

<item>
<title>Johnny Chung Lee&apos;s Wiimote hacks</title>
<itunes:summary> Johnny Chung Lee, who you may recall from $14 steadicam fame (read about it in Make:01), is also a very proficient Wiimote hacker. His latest, demonstrated in the video above, is a prototype VR system that uses the Wiimote...</itunes:summary>
<description>
<![CDATA[<p><object width="500" height="400"><param name="movie" value="http://www.youtube.com/v/Jd3-eiid-Uw&rel=0&color1=0xd6d6d6&color2=0xf0f0f0&border=0"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/Jd3-eiid-Uw&rel=0&color1=0xd6d6d6&color2=0xf0f0f0&border=0" type="application/x-shockwave-flash" wmode="transparent" width="500" height="400"></embed></object></p>

<p>Johnny Chung Lee, who you may recall from $14 steadicam fame (read about it in Make:01), is also a very proficient Wiimote hacker.</p>

<p>His latest, demonstrated in the video above, is a prototype VR system that uses the Wiimote and a head-mounted IR LED as a head tracking device. The software transforms a standard monitor into a 3 dimensional portal. As you move your head, the objects on the screen are positioned appropriately for your new perspective. Think about adjusting your position to see what's around the side of the screen!  The effect is like looking through a window, and it gives an more impressive 3D effect that you'd get with the goofy colored glasses.</p>

<p>Lee has a project page for his Wii creations, which also includes a finger tracking, Minority Report-style device and an interactive whiteboard hack. He's generously provided source for all of these hacks. Return the favor by building something cool.</p>

<p>Johnny Chung Lee's Wii Hacks - <a href="http://www.cs.cmu.edu/~johnny/projects/wii/">Link</a><br />
Procrastineering Blog - <a href="http://procrastineering.blogspot.com/">Link</a></p>]]>
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</description>
<link>http://www.hackszine.com/blog/archive/2007/12/johnny_chung_lees_wiimote_hack.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2007/12/johnny_chung_lees_wiimote_hack.html?CMP=OTC-7G2N43923558</guid>
<category>Gaming</category>
<pubDate>Sun, 23 Dec 2007 20:16:30 -0800</pubDate>

</item>

<item>
<title>Fix a broken Rock Band strummer bar</title>
<itunes:summary> Several Rock Band players are dealing with an issue with the Fender&apos;s strummer bar. If your Strat starts going wonky and doesn&apos;t register strums or occasionally double-strums, chances are your problem can be easily solved with a couple of...</itunes:summary>
<description>
<![CDATA[<p><img alt="rockbandfix_20071218.jpg" src="http://www.hackszine.com/rockbandfix_20071218.jpg" width="500" height="339" /></p>

<p>Several <i>Rock Band</i> players are dealing with an issue with the Fender's strummer bar. If your Strat starts going wonky and doesn't register strums or occasionally double-strums, chances are your problem can be easily solved with a couple of screw drivers.</p>

<p>The problem is that the screw which holds the switch in place can come loose (or was assembled loose at the factory). Over time the entire switch mechanism can rotate out of place.  This can cause the switch to stick in a closed position, or close multiple times when the strummer bounces against the untensioned switch.</p>

<p>This is actually a pretty common problem with a lot of different controllers. I've had the same issue with old joysticks and even a few RC car controllers. Whether it's a simple switch, or a control that rotates a potentiometer, if the controller is used frequently and forcefully, the adjustable mount for the sensor can wiggle out of place. It's just a matter of cracking the case and poking around to see what went wrong and correct the problem.</p>

<p>Rock Band: My strummer broke... AND I FIXED IT - [<a href="http://gadgets.boingboing.net/2007/11/23/fix-your-broken-rock.html">via</a>] <a href="http://www.quartertothree.com/game-talk/showthread.php?t=40188">Link</a></p>]]>
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</description>
<link>http://www.hackszine.com/blog/archive/2007/12/fix_a_broken_rock_band_strumme.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2007/12/fix_a_broken_rock_band_strumme.html?CMP=OTC-7G2N43923558</guid>
<category>Gaming</category>
<pubDate>Tue, 18 Dec 2007 18:50:12 -0800</pubDate>

</item>

<item>
<title>Using QoS to prioritize your bandwidth</title>
<itunes:summary> You can use the Quality of Service (QoS) feature on many routers to optimize your internet connection for devices and services that are most important to you. Adam at Lifehacker put together a quick walkthrough for tuning the QoS...</itunes:summary>
<description>
<![CDATA[<p><img alt="qos_20071127.jpg" src="http://hackszine.com/qos_20071127.jpg" width="500" height="192" /></p>

<p>You can use the Quality of Service (QoS) feature on many routers to optimize your internet connection for devices and services that are most important to you.  Adam at Lifehacker put together a quick walkthrough for tuning the QoS settings on our favorite router firmware, the open-source DD-WRT.</p>

<blockquote>Your internet connection is an indispensable part of your life, but between BitTorrent, Xbox Live, web browsing, and VoIP, sometimes there's not enough bandwidth to go around. But rather than running around the house shutting down all of your computers next time you're experiencing a little lag on Xbox Live or Skype is breaking up on you, you can set up Quality of Service (QoS) rules on your router to distribute bandwidth to your different gadgets and applications based on your priorities. Today I'll show you how.</blockquote>

<p>The nice thing about setting up QoS on your router is that you can prioritize packets by application, IP and MAC address, or a specific router port, all to your own preferences.  Everyone has different needs, so you may want to maximize the available bandwidth for VoIP or network gaming, guarantee a chunk of bandwidth for ssh connections or your web server, or throttle down P2P applications so that they don't affect other network services.  There's nothing set in stone, so you can really make your router work for you to improve the way your internet connection is utilized.</p>

<p>Ensure a Fast Internet Connection When You Need It - <a href="http://lifehacker.com/software/feature/ensure-a-fast-internet-connection-when-you-need-it-326543.php">Link</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2007/11/using_qos_to_prioritize_your_b.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
[&lt;a href="http://www.hackszine.com/blog/archive/2007/11/using_qos_to_prioritize_your_b.html?CMP=OTC-7G2N43923558#comments" /&gt;Comments&lt;/a&gt;]
</description>
<link>http://www.hackszine.com/blog/archive/2007/11/using_qos_to_prioritize_your_b.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2007/11/using_qos_to_prioritize_your_b.html?CMP=OTC-7G2N43923558</guid>
<category>VoIP</category>
<pubDate>Tue, 27 Nov 2007 21:20:09 -0800</pubDate>

</item>

<item>
<title>Wiimote controlled Aibo</title>
<itunes:summary> What works well for a gaming input device also appears to be a useful tool for human robot interaction. University of Calgary students Cheng Guo and Ehud Sharlin performed a study in which participants tried to pose Aibos and...</itunes:summary>
<description>
<![CDATA[<p><img alt="wiiaibo_20071122.jpg" src="http://hackszine.com/wiiaibo_20071122.jpg" width="500" height="284" /></p>

<p>What works well for a gaming input device also appears to be a useful tool for human robot interaction.   University of Calgary students Cheng Guo and Ehud Sharlin performed a study in which participants tried to pose Aibos and navigate them through obstacles using both keyboards and a Wiimote-based gesture interface:</p>

<blockquote>For the navigation tasks we did not expect that there would 
be a significant difference between the numbers of errors 
participants made using the different techniques. However, 
the data showed the opposite. Participants made 43% more 
errors with the keypad interface than with the Wiimote 
interface in the navigation tasks. Many participants felt that 
this was due to the small key size and the unintuitive 
mapping between buttons and robot actions.

<p>...</p>

<p>Moreover, gesture input tends to support simultaneous input <br />
compared to button input. As one of the participants <br />
commented, "I could do both hands (both arm movements) <br />
at the same time without a lot of logical thinking (with the <br />
Wiimote/Nunchuk interface), where with the keyboard I <br />
had to press one (button) and the other (button) if I was <br />
doing two hand movements at the same time. Although they <br />
would be intime." <br />
</blockquote></p>

<p>I wonder if the same holds true as the gestures become more complex to support a larger command set.  For a reduced set of instructions, however, this really makes a lot of sense.  Knowing the spatial position of your hands is completely second-nature, making simple gestures much more intuitive than pressing keys on a keyboard.</p>

<p>Wiimote controlled Aibo - <a href="http://utouch.cpsc.ucalgary.ca/pmwiki.php?n=Projects.Wiibot">Link</a>,  <a href="http://pharos.cpsc.ucalgary.ca/Dienst/Repository/2.0/Body/ncstrl.ucalgary_cs/2007-880-32/pdf">Paper (PDF)</a></p>]]>
[&lt;a href="http://www.hackszine.com/blog/archive/2007/11/wiimote_controlled_aibo.html?CMP=OTC-7G2N43923558" /&gt;Read More&lt;/a&gt;]  
[&lt;a href="http://www.hackszine.com/blog/archive/2007/11/wiimote_controlled_aibo.html?CMP=OTC-7G2N43923558#comments" /&gt;Comments&lt;/a&gt;]
</description>
<link>http://www.hackszine.com/blog/archive/2007/11/wiimote_controlled_aibo.html?CMP=OTC-7G2N43923558</link>
<guid>http://www.hackszine.com/blog/archive/2007/11/wiimote_controlled_aibo.html?CMP=OTC-7G2N43923558</guid>
<category>Electronics</category>
<pubDate>Thu, 22 Nov 2007 22:11:03 -0800</pubDate>

</item>


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