sip final presentation

18
PROJECT NO-X- CLUDE: Motion Gaming For Everyone Eric Maly University of Advancing Technology November 12, 2011

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PRO301 Final Presentation

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Page 1: Sip final presentation

PROJECT NO-X-CLUDE: Motion Gaming For Everyone Eric Maly

University of Advancing Technology

November 12, 2011

Page 2: Sip final presentation

SIP ObjectiveProject No-Xclude seeks to discover an ideal position for the Kinect sensor to recognize those in seated positions

Method: Various sensor positions Lighting position/distance

Page 3: Sip final presentation

Where Are We? State of Motion Gaming November 2010 – Microsoft enters

motion gaming arena Vs. Playstation Move & Nintendo Wii Wii & Move rely on wand-like controllers

Two-fold motion detection development: PimeSense – Core recognition; encoded

infared light recognizes different forms Microsoft Research Cambridge – machine

learning replaced mocap suit

Page 4: Sip final presentation

State of Motion Gaming Cont’d Wand Problems – Muscle disorders/gross

motor skill delays made usage impossible; hands-free motion recognition could solve this

Limits in recognition abilities forced players to assume dangerous positions

Quick fix- start node moved from spine base to back of neck

Page 5: Sip final presentation

Sensor Position Experiments Tools:

Sensor Adjustable height table/tripod Tape measure to measure distance Lab assistant

Control position: Kinect on top of/below TV Test Positions:

Floor level Minimum height – left/center/right of play space Midrange height – left/center/right of play space Maximum height-left/center/right of play space

Page 6: Sip final presentation

Position Experiment Results

Control Position

No nodes detected in either in-game/console tuner Wheelchair player identical to background in depth

image

Page 7: Sip final presentation

Position Experiment Results Floor

Sensor angle adjusts to +27°(maximum value); bottom-up depth image, no nodes recognized in either tuner

Sensor automatically re-adjusts to 90° upon failed recognition

Page 8: Sip final presentation

Position Experiment Results

Table – 27”

Right/left side of play space yield same result System settings tuner – Head & hands only recognized In-game tuner – No nodes recognized

Center System settings tuner – Head & hands only recognized In-game tuner – No nodes recognized

Page 9: Sip final presentation

Position Experiment Results Table -40”

Right/left side of play space yield same result System settings tuner – Head & hands only recognized In-game tuner – No nodes recognized

Center System settings tuner – Head & hands only recognized In-game tuner – No nodes recognized

Page 10: Sip final presentation

Point Transfer AnomalyConditions:

Sensor height - 54 1/8” (Top of TV) No extra light source present Wheelchair subject – 65” from sensor, directly

behind able-bodied subject Able-bodied subject – 18 ½” from sensor

Synopsis Able-bodied subject stands in front of sensor When they step out of the way, skeletal points

transfer to wheelchair subject, allowing recognition in console tuner, no recognition in-game

Page 11: Sip final presentation

Point Transfer Anomaly Results

1.

2. 3.

Page 12: Sip final presentation

Lighting/Height Experiment Results Sensor height 27”,light at left/right of

player (same result each side) Assumption: Increased light from side

reveals all nodes w/o disrupting camera Results:

System settings tuner – head/hands only, face not clear

In-game tuner – light had no effect (no nodes detected)

Page 13: Sip final presentation

Lighting/Height Experiment Results Sensor height 27”,light in center (in front

of) player Assumption: Increased light from center

reveals all nodes and eliminates face not clear Results:

System settings tuner – head/hands only, face not clear

In-game tuner – light had no effect (no nodes detected)

Page 14: Sip final presentation

Lighting/Height Experiment Results Sensor height 40”,light at left/right of

player (same result each side) Assumption: Raising sensor allows view of

larger area, lighting more effective Results:

System settings tuner – head/hands only, face not clear error not present

In-game tuner – light had no effect (no nodes detected)

Page 15: Sip final presentation

Lighting/Height Experiment Results Sensor height 40”,light in center (in front

of) player Assumption: Raising sensor decreases

light intensity revealing all nodes and face Results:

System settings tuner – head/hands only, face not clear error

In-game tuner – light had no effect (no nodes detected)

Page 16: Sip final presentation

Lighting/Distance Experiment Results Light position – 79” from player (on TV) Assumption: Placing light farther away reveals all nodes

& face (possibly regardless of sensor height Sensor height – 27”

Light at left/right (same result) Settings tuner – Head & hands detected, face not

clear error In-game tuner – no nodes detected

Light at center Settings tuner – Head & hands detected, face not

clear error not present In-game tuner – no nodes detected

Page 17: Sip final presentation

Lighting/Distance Experiment Results Light position – 79” from player (on TV) Assumption: Placing light farther away reveals all nodes

& face (possibly regardless of sensor height Sensor height – 40”

Light at left/right (same result) Settings tuner – Head & hands detected, face not

clear error In-game tuner – no nodes detected

Light at center Settings tuner – Head & hands detected, face not

clear error not present In-game tuner – no nodes detected

Page 18: Sip final presentation

Conclusions/Further Research Lighting/sensor height do not change

recognition of wheelchair-bound players Testing in various play spaces Place sensor on variable-angle platform Manual vs. electric wheelchair Possible solutions:

Camera shutter Increased intensity infrared