Myself and fellow student Chris Pelling had our paper Be Careful How You Point That Thing: Wiimote Aiming Across Large Displays published in OzCHI. This publication (most likely) marks the end of this work. However, if you are interested in learning more about this work, check out the Wiimote project page
A kooky concept that will keep you entertained for a while... (more)
Controlling the Facial Expressions of a Virtual Character using a Webcamera
07th October 2009
Using a piece of software called FaceAPI (created by Seeing Machines) we can track a user's facial features and use this to drive the expression of a virtual character.
Die hards will love, most others will find it a bit lame... (more)
Presenting at Dorkbot
04th September 2009
On the 28th September, I'll be presenting at Canberra's monthly Dorkbot
gathering. The presentation will cover my PhD work, including
the creation of my interactive self portrait.
My interactive portrait was selected as a finalist in the
National Portrait Gallery's Youth Self Portrait Prize. The artwork
uses a web camera to mimic the facial expressions of the viewer.
For those interested in viewing the artwork, it goes on display at
the National Portrait Gallery from the 23rd of July to the 13th of
September.
A perfect example of what a "mobile game" isn't meant to be... (more)
WWDC '09
20th June 2009
I recently attended Apple's World Wide Developers Conference (WWDC or 'dub dub')
in San Francisco, so expect to see more Apple based content on site in the coming months.
Myself and fellow filmmaker Beau Vardos managed to pick up
Best Screenplay and Best Editing at this year's
Lights,
Canberra, Action.
FPS Head Tracking Demo
23rd February 2009
As part of my PhD research into using
head movements in games, I have released a demo
which illustrates several head
controlled techniques, including the ability to; peer around corners,
interactively look around the virtual scene (ala Johnny Lee),
aim down the barrel of the gun, perform a 180 spin,
as well as zoom in - all
just using your head (source code available too)
For my PhD, I am looking into the possibilities of using head movements
in games as a form of input. The following video demonstrates some
of the work that has been conducted thus far.
Multiple Sensor Bar Wiimote Driver
23rd February 2009
As part of a research project, I developed a driver
for the Wiimote that allows it to span across multiple, vertical
sensor bars (source code available too)
For my 4th year Software Engineering research project,
I ported the Nintendo Wiimote and
Valve's Source engine into a two-walled virtual reality theatre (known as
the Wedge) and created a virtual version of our university. Check
out the video below, or for
more information click here.
Published in VRST 08
23rd February 2009
We recently had our Wiimote work published in ACM's
Symposium on Virtual Reality Software and Technology (VRST).
The paper
can be found ACM's
Portal. For more information on my Wiimote work, check out
the Wiimote project page