1 / 42

Virtual Dart: An Augmented Reality Game on Mobile Device

Virtual Dart: An Augmented Reality Game on Mobile Device. Supervisor: Professor Michael R. Lyu. Prepared by: Lai Chung Sum Siu Ho Tung. Outline. Background Information Motivation Objective Methods Results Future Work Q & A. What is Augmented Reality (AR)?.

Anita
Download Presentation

Virtual Dart: An Augmented Reality Game on Mobile Device

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Virtual Dart: An Augmented Reality Game on Mobile Device Supervisor: Professor Michael R. Lyu Prepared by: Lai Chung Sum Siu Ho Tung

  2. Outline • Background Information • Motivation • Objective • Methods • Results • Future Work • Q & A

  3. What is Augmented Reality (AR)? • A combination of real world and computer generated data • Add computer graphic into video

  4. Background Information • Most mobile phones equipped with cameras • Games written in J2ME & proprietary development platform

  5. Background Information • Typical mobile games

  6. Background Information • Mobile games employed Augmented Reality

  7. Motivation • How can the game “remember” external environment?  Save external environment information

  8. Objectives • Demonstrate how a game “remember” its external environment for Augmented Reality (AR) • Virtual Dart is just a game for demonstration of the proposed methodology

  9. Problems to be solved… • What information should we store? • How does the game recognize the information? • How does the game perform motion tracking?

  10. Introduction to Mobile Video Object Tracking Engine (mVOTE) • Convert the camera movement into translational movement and degree of rotation

  11. What is a feature? • Section of an image that is easily highlighted for the purpose of detection and tracking • Have a high contrast in relation to its immediate surroundings X

  12. What does our program need?

  13. Program Flow – Initial Algorithm

  14. Program Flow – Initial Algorithm

  15. Experiment of Feature Selection • Feature Selection in mVOTE VS FAST Corner Detection Algorithm • Testing Environment • Normal lighting • Insufficient lighting

  16. Normal Lighting Condition

  17. Normal Lighting Condition

  18. Normal Lighting Condition

  19. Insufficient Lighting Condition

  20. Insufficient Lighting Condition

  21. Analysis • Normal Lighting  Both algorithms worked reasonably well • Insufficient Lighting  Only mVOTE’s Feature Selection could produce output • Occasionally, Feature Selection in mVOTE selected some flat regions as features • FAST Corner worked better in terms of accuracy

  22. Experiment of Initial Approach

  23. Experiment of Initial Approach

  24. Experiment of Initial Approach

  25. Initial Feature Recognition Conclusion • Accuracy?? LOW!

  26. Program Flow – Enhanced Feature Recognition Algorithm

  27. Enhanced Feature Recognition

  28. Enhanced Feature Recognition

  29. Enhanced Feature Recognition

  30. Algorithms Comparison • Initial Feature Recognition VS Enhanced Feature Recognition • Initial Approach: 3 Features • New Approach: Whole selection area • Reason for LOW accuracy: (Initial Approach)  Features may not be descriptive enough

  31. Improvement of Feature Selection • Two conditions of a “Good” Feature: • Descriptive • Large internal intensity difference • Corner Detector can help us to find out good features

  32. FAST Corner Detector • Examine a small patch of image • Considering the Bresenham Circle of radius r around the candidate pixel which is called p • Intensities of n continuous pixels on the circle are larger than p or smaller than p by barrier  Potential corner

  33. e.g. r = 3, n = 12, barrier = 25 215 – 65 = 150 > 25 =barrier  Marked by red 65 – 39 = 26 > 25 =barrier Marked by Blue

  34. e.g. r = 3, n = 12, barrier = 25

  35. e.g. r = 3, n = 12, barrier = 25

  36. FAST Corner Detector • The typical values of r and n are 3 and 12 respectively • For the value of barrier, we did an experiment to choose the value • We chose “25” after the experiment (for what?)

  37. FAST Corner Detector • Advantage: • Fast • Disadvantages: • Cannot work well in noisy environment • Accuracy depends on parameter – barrier

  38. FAST Corner Detector

  39. How does Feature Recognition works? • Full screen as search window • Use Sum Square Difference (SSD) to calculate the similarity of blocks • Still slow in current stage (~20 – 60sec) • Tried to use a smaller image and scale up to full screen • Scaling step is too time consuming

  40. Motion Tracking during the game • Keep track of three features • Use two features to locate dart board • The last feature point is used for backup • Use if either one of the feature points fail • Condition for a feature point failure • Feature point is at the edge of the screen • Two feature points are too close

  41. Future Works • Allow users to load saved features • Increase the speed of feature recognition • Add physical calculation engine

  42. Q & A

More Related