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Pong Sketch Two Project

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Inspired by the electronic ping pong game, our project takes it one step further ... the original version of pong, which requires the use of a joystick controller. ... – PowerPoint PPT presentation

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Title: Pong Sketch Two Project


1
Pong Sketch Two Project
  • Jin Fan
  • Jessica Yu

2
Pong design concept
  • What is it?
  • An interactive environment that incorporates
    camera motion detection, media object, sound and
    projections.
  • 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.
  • 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)
  • Users presence cause the ball to physically
    bounce off their silhouette on the screen.
  • Users can experiment with interactive
    possibilities (i.e. Multiple players trying to
    pass the ball to each other rather than a single
    interactive experience.

3
Quality of Motion
  • Space-oriented - user motions and gestures are
    direct and expressed within the defined space.
  • Common motions- waving, kicking, jumping,
    ducking or positioning their body to form a shape
    in order to trap the ball in a corner.
  • 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

4
Technical Aspects
5
Input Output
  • Input Participants movements and body gestures
    as captured by the video camera device.
  • Output Projected image on the screen (digital
    bouncing ball, silhouette) Sound

6
Approach to sensing
  • MAX MSP function to detect Point of Contact
  • Convert both input values to grey scale
  • Multiplies the value of each white area by 0.5
  • When both white areas (the ball and the blob)
    overlap, their value adds up to 1. T
  • 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.
  • Brightness thresholding
  • Detects luminosity between the foreground users
    and the background environment.
  • Isolate users from the background in the video
    input and detect the users movements.

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
Research similar projects
  • 1. IDEO multi-touch prototype
    http//labs.ideo.com/2008/12/08/quick-n-dirty-mult
    i-touch-flash-api-wiimote/
  • 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.
  • 2. Virtual Ping Pong game http//www.wansvision.
    com/pingpong.html
  • 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.

1.
2.
9
Research - Theory
  • http//www.flong.com/texts/essays/essay_cvad/
  • - This article discusses basic mechanism of
    computer vision and how it can be applied in
    different situations and purposes.
  • - Outlined some elementary tracking and
    overlapping detection techniques that is
    applicable to the construction of our project
    (refer to image below).
  • http//a.parsons.edu/jonah/jonah_thesis.pdf
  • - Outlines Jonahs theories and advantages of
    computer vision.
  • - 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.).

10
Experiences
  • No restrictions to wires or hardware since the
    only input device is the camcorder. This
    promotes a more natural, continuous and physical
    experience.
  • 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.
  • 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.
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