Sketch2presentation

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Sketch2presentation

  1. 1. Pong Sketch Two Project Jin Fan Jessica Yu
  2. 2. Pong – design concept <ul><li>What is it? </li></ul><ul><li>A n interactive environment that incorporates camera motion detection, media object, sound and projections. </li></ul><ul><li>Inspired by the electronic ping pong game, our project takes it one step further by allowing participants to use their whole body and gestures to interact with the graphic ball. </li></ul><ul><li>In the installation, users ’ motions are tracked through a video camera, which is then projected onto a screen as a silhouette along with a computer generated bouncing ball (refer to image) </li></ul><ul><li>Users’ presence cause the ball to physically bounce off their silhouette on the screen. </li></ul><ul><li>Users can experiment with interactive possibilities (i.e. Multiple players trying to pass the ball to each other rather than a single interactive experience. </li></ul>
  3. 3. Quality of Motion <ul><li>Space-oriented - user motions and gestures are direct and expressed within the defined space. </li></ul><ul><li>Common motions- waving, kicking, jumping, ducking or positioning their body to form a shape in order to trap the ball in a corner. </li></ul><ul><li>Iconic gestures - i.e. users move their hands downward towards the ball repetitively since they associate this gesture to the motion of dribbling a ball </li></ul>
  4. 4. Technical Aspects
  5. 5. Input + Output <ul><li>Input: Participants’ movements and body gestures as captured by the video camera device. </li></ul><ul><li>Output : Projected image on the screen (digital bouncing ball, silhouette) & Sound </li></ul>
  6. 6. Approach to sensing <ul><li>MAX MSP function to detect Point of Contact: </li></ul><ul><ul><li>Convert both input values to grey scale </li></ul></ul><ul><ul><li>Multiplies the value of each white area by 0.5 </li></ul></ul><ul><ul><li>When both white areas (the ball and the blob) overlap, their value adds up to 1. T </li></ul></ul><ul><ul><li>Allows us to determine the point of contact and program the resulting bouncing motion by locating the white blob in the screen that possesses the value of 1. </li></ul></ul><ul><li>Brightness thresholding: </li></ul><ul><ul><li>Detects luminosity between the foreground users and the background environment. </li></ul></ul><ul><ul><li>Isolate users from the background in the video input and detect the users’ movements. </li></ul></ul>
  7. 7. Code Process These are the 4 stages we drew to analyze different positions of the ball in order to achieve the bouncing action.
  8. 8. Research –similar projects <ul><li>1. IDEO multi-touch prototype http://labs.ideo.com/2008/12/08/quick-n-dirty-multi-touch-flash-api-wiimote/ </li></ul><ul><li>Use of Wiimote andflash application to turn a projection surface into a multi-touch environment. Our project was inspired by this ping pong interaction through using physical movements and projections. </li></ul><ul><li>2. Virtual Ping Pong game http://www.wansvision.com/pingpong.html </li></ul><ul><li>A system that measures hand movements and move the paddle accordingly. Our project takes it one step further by allowing participants to interact with their whole body rather than just limited to hands. </li></ul>1. 2.
  9. 9. Research - Theory <ul><li>http://www.flong.com/texts/essays/essay_cvad/ </li></ul><ul><li>- This article discusses basic mechanism of computer vision and how it can be applied in different situations and purposes. </li></ul><ul><li>- Outlined some elementary tracking and overlapping detection techniques that is applicable to the construction of our project (refer to image below). </li></ul><ul><li>http://a.parsons.edu/~jonah/jonah_thesis.pdf </li></ul><ul><li>- Outlines Jonah’s theories and advantages of computer vision. </li></ul><ul><li>- Articulate concepts behind computer vision and how to incorporate it in order to create a successful interactive environment for the audience (i.e. expressive interactions, interactive mapping, use of whole body, etc.). </li></ul>
  10. 10. Experiences <ul><li>No restrictions to wires or hardware since the only input device is the camcorder. This promotes a more natural, continuous and physical experience. </li></ul><ul><li>With the application of computer vision, we have more flexibility in terms of the type of interaction and actions versus the original version of pong, which requires the use of a joystick controller. </li></ul><ul><li>One drawback is that there is no centre of gravity programmed within the environment. This causes the experience appears less realistic since the ball bounces the same way and in speed regardless of the amount of force we applied to it. </li></ul>

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