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README.md

README.md

Bounce

Bounce is an augmented reality installation, allowing the user to interact with the system by throwing balls at a projection on the wall.

It was developed as a student project using OpenFrameworks and the included OpenCV-Addon.

Programming and functionalities are quite prototypical.

watch video

What you need:

Instructions

application setup

In order to compile Bounce you have to:

  • download Openframeworks with addons(FAT), compatible to your IDE
  • in the OF directory, go to apps/addonsExamples/ and make a copy of allAddonsExample, rename it bounce
  • add the source-files from this repository to bounce/src/
  • get the media and include it in bounce/bin/data/

Notice: The current version is not able to adapt to size change after being compiled. All buttons and graphics are measured to 1280 x 800, and need to be modified in position and size otherwise. To change the window's size you need to change the windowWidth and windowHeight at main.cpp (line 13 and 14).

hardware setup

  • use a projector to throw a screen-projection on a wall. The picture needs to be rectangular, no trapezoidal effect.
  • than darker the room and than lighter the projection than better.
  • it's not necessary that the camera is directly beside the projector.
  • make sure that the camera gets the full screen, but few from the surrounding.
  • fasten the microphone as near as possible at the projection, directly on the wall, a contact microphone is best.
  • test if you get a sound when throwing a ball against the wall.
  • use black beanbags or tennisballs in black duct tape.

interface

start:

  • Windows: When starting the program, a console window is opened and gives you a list of camera devices. Type in the ID of the device you want to use.

  • MacOS: If you want to choose a device, start from Terminal, otherwise the first available device is chosen.

  • Linux: not tested

menu:

  • After the start you see the menu
  • Mouseclicking has the same effect as a bounce of a ball.
  • You can click or bounce on the buttons to start games or calibration.

games:

  • The games start immediately or after the first bounce.
  • after the game is finished you see a scores table
  • on the left side are all-time highscores, on the right side the scores of the last ten players.
  • if you get inserted in the highscores, you have to type in your name.
  • the highscores get saved in game.txt in the bounce directory

calibration

After the launch of Bounce it is nessesary to calibrate before the balls get recognised.

  • Click on the calibrate button in the menu.
  • Now you see the picture of the camera, if not, no camera is available.
  • Direct the camera to the screen or projection, the full application window has to be inside the picture.
  • click again and the calibration will start, make sure that nothing moves in the image of the camera.
  • at first the system tries to see 4 circles, one in each corner.
  • then every single cornerposition gets measured from the application.
  • after that you can see the audio-plot of the microphone, make some noise and you see an effect.
  • now the application is able to recognise balls thrown at the projection, if not read error-handling.

It is also recommended to calibrate while playing.

keys

  • SPACE - pauses/proceeds the game
  • M - back to menu
  • F - fullscreen
  • S - open camera settings window
  • C - shows/hides the Console (see console)
  • 1 to 5 - shows processed images
  • 0 - reset calibration
  • ESC - end program

console

used to change specific values (left bottom)

press 'c' to show/hide

use LEFT and RIGHT arrow to navigate between values and UP and DOWN to change the value

values:

  • screenStoreSize - regulates how much pictures from screen get stored, neccessary because cameraImage and screenImage have temporal difference
  • camWaitFrames - sets how many frames the system waits from sound to picture, because the microphone is faster than the camera
  • threshold - sets how high the brightness difference of a pixel has to be at least between camera- and screenImage to be recognised
  • bangLevel - how much energy-change in the audiosignal a bounce has to make to be recognised, symbolised by the red line at the end of calibration mode

error-handling

bang of ball not loud enough:

  • do the calibration as described, till the audioplots appear.
  • throw a ball and see if the audioplot goes above the red line.
  • if not change the bangLevel at the console, till the ballsound is above the red line.

ball not detected:

  • after calibration, throw a ball against the wall
  • press '5' to see a gray picture from the camera with the ball on it
  • if there is no ball on the picture, you have problems with the microphone maybe
  • press '3' to see a black picture whera all differences between screen and camera are white
  • the ball should be a white blob in this picture
  • if there is more white than the ball, increase the threshold in the console
  • if there is no white, decrease the treshold in the console, until you see the ball after throwing.
  • if the white is not controllable, adapt the lighting of your room.

projector or camera was moved:

  • do the calibration once again