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         The final piece uses six networked computers, four projectors, the Wii Balance Board, a series of Wii remotes, five instances of a Unity application, and a suspended cube made from PVC piping covered with translucent white muslin. 
         There is one computer designated as the “host” computer.  This is where the server runs within Unity and is where most of the calculations are occurring.  The host computer is running both the Unity application as well as multiple instances of OSCulator.  The host computer has four Wii remotes and the Balance Board connected to it via Bluetooth.  One instance of OSCulator is receiving data from four Wii remotes connected to another computer while the other gathers data from the remotes and Balance Board connected to this computer.  Both instances of OSCulator pass the data received from the remotes and the Balance Board to the Unity application.  According to the data that Unity receives from OSCulator, it rotates the different joints on the onscreen avatar.  This rotational data in Unity is sent out and picked up by the other computers on the network (the ones with the connected projectors).  Each of these computers is running a slightly different version of the Unity application.  The difference is the angle that the camera is facing.  The computer that is connected to the front projector is running the application that has the camera facing forward, the computer connected to the left projector is running the application that has the camera facing to the left, and so on.
         Prior to entering the cube, the user has Wii remotes attached to different parts of the body with Velcro straps.  A Wii remote is attached to each upper arm (bicep), lower arm/wrist, upper leg/thigh, lower leg (calf), and upper back.  Two additional Wii remotes are also held in one’s hands.  The user then steps into the cube and onto the Balance Board.
         The virtual environment is seen from a first person view.  The virtual cameras are placed where the virtual character’s eyes are, so the limbs of this virtual character can be seen.  The user will notice that the limbs move in correspondence to how he or she is moving his or her own limbs in real life.  Ideally, this movement would be precise 1:1 and would never get thrown off.  The application usually does a good job of keeping track of the limbs, but due to the nature of the Wii remotes gyroscopes, it is possibly for the readings to become incorrect.  This casuses the onscreen limbs to move in directions unintended by the user.  If this happens, the user can face the front screen, hold his or her arms straight out to the side with feet shoulder width apart.  The user can then press and hold the B buttons on both the left and right Wii remotes in order to instantly recalibrate the collection of Wii remotes.  This will “resync” the onscreen limbs to those of the user.
         One is able to move throughout the environment by leaning in different directions while standing on the Balance Board.  The direction the user leans determines the way the virtual character moves.  For example, if the user is facing the front screen and leans forward, the character will move forward; if the user leans to the right, the character will strafe to the right.  If the user faces to the left and leans forward, the character will move “forward” (forward as appears to the user now turned left, but really it’s moving to the left); if the user leans to the left, the character will move “left” (really backwards).

Summary of Ideal Piece
The Audience