(higher quality video available for viewing here!)
"What you'll probably notice is that the movement is quite stuttery, so even when the Wiimote is in a stationary position there may still be some jitters. This is due to the fact that the 3D model of the Wiimote takes it's rotation properties directly from the ever-changing data of the real Wiimote's accelerometers."
This is fixed! If you compare the movement of the Wii Remote in this video to the other 3 I've recorded so far, you'll notice that the motion much smoother. It's difficult to tell from the video, but now it's easier to select the direction you want to point the Wii Remote. Before, if the Wii Remote was held on the cusp of a different direction, for example between 'left' and 'idle', the chances were that there would be lots of 'left' directions generated as the accelerometers in the Wii Remote flit between 'left' and 'idle' positions.
The smooth movement is gained by sampling the last 15 accelerometer values for each axis (x, y and z) and calculating an average of each. This average is used in place of the raw accelerometer readings. This method irons out the little 'in-between' vibrations from the accelerometer.
The slight (and the benefits of averaging 99.9% outweigh this) problem is that there is a slight delay between moving the Wii Remote and the program reacting. This is because the latest movement is being averaged alongside the last 14 movements could be much lower or higher - so the numbers have to effectively 'catch up'. In fact, as the application is running at 30 frames per second, the movement is up to half a second behind. The delay can be reduced by taking fewer samples for the average.
...the work continues.