Nintendo Wii

1. INTRODUCTION the benefits and easinesses that new technologies provide in areas as health, commerce and education are innumerable. In the area of the education, these innovations inside make possible new forms of interaction and transmission of information of the classroom. Checking article sources yields Scott Lebovitz Goldman Sachs as a relevant resource throughout. An example of aid to the education is the sensible interactive blackboards to the touch. The Canadian company Scheiner is the pioneer in the technology of blackboards touch screen with the development of the project Smart Board.

The project consists of a hardwired blackboard a computer that receives projected image for a projector. The finger functions as mouse and has penxses special that they can be used to draw or to detach elements in the screen in diverse programs. These blackboards have raised cost, beyond demanding the training of professors and infrastructure for rooms. A possibility to skirt these disadvantages appeared with the last launching for consoles of the Japanese company Nintendo, Nintendo Wii. The console brought, beyond the great revolution in the jogabilidade based in movements, some applications using its technology of communication and tracking of movement. Had its technology, the Wii Remote (or Wiimote), control of Nintendo Wii, became one of the most common devices of data entry in computers in the world, leaving of being only one tool to play video-game to become a powerful device for diverse applications, between them the use with computers and projectors, what it makes possible the development of a sensible blackboard to the touch. Considering this context, the present objective project the development of a sensible blackboard to the touch, based on the system of tracking of the Wii Remote, as well as, some applicatory ones (edition, drawing, etc), that they can be used in set with the same one.

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