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: How to differentiate tacking points?  ( 13167 )
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« : September 16, 2010, 11:23:07 AM »

I am working on a project using wiimote finger tracking to control a virtual shadow puppet programmed in Flash (ActionScript 3). The puppet is design to have 3 points on 2 hands and head, respectively. I want to fix each point at its position, for example, point1 is on head, point2 is on the left hand and point 3 is on the right hand. Because when performing, there will be fast movements, I'm worrying the three points may not be continuously detected, result in the change of the positions of the three points, for example, point1 becomes the left hand, point2 becomes the head, etc..

Is there any way to fix them permanently, so that even thought when one of the points, for example point2, is undetected at a short period of time, point1 and point3 are still fixed on head and the right hand, and when point2 is back, it still can be assigned to the left hand?

Thanks very much!
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« #1 : September 16, 2010, 09:15:01 PM »

Hi Dexter,

For your case, you may want to use the expected related position of the IR points to determine which is the left/right/head.

You may need to continuously track the positions of these 3 points so that when one of the points disappears, you are able to determine which are the existing points.

As the Wiimote is able to track IR blobs continuously as long as the IR point does not disappear, it may be useful for you as you do not need to track manually to determine the points.

Regards,
Boon Jin

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« #2 : September 20, 2010, 06:47:11 AM »

Hi Dexter,

For your case, you may want to use the expected related position of the IR points to determine which is the left/right/head.

You may need to continuously track the positions of these 3 points so that when one of the points disappears, you are able to determine which are the existing points.

As the Wiimote is able to track IR blobs continuously as long as the IR point does not disappear, it may be useful for you as you do not need to track manually to determine the points.

Regards,
Boon Jin
Hello Boon Jin,

Thank you very much for your reply.
We thought about using the relative position of the 3 points as the tracking reference but the problem occurs when the points' relative position changes. For example, if at the beginning point 1 and point 2 are nearer to each other and point 3 is far from them, and later point 3 becomes nearer to point 1 and point 2 becomes farther from point 1, the programme will not be able to track the points correctly.
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« #3 : September 20, 2010, 08:12:16 AM »


Hello Boon Jin,

Thank you very much for your reply.
We thought about using the relative position of the 3 points as the tracking reference but the problem occurs when the points' relative position changes. For example, if at the beginning point 1 and point 2 are nearer to each other and point 3 is far from them, and later point 3 becomes nearer to point 1 and point 2 becomes farther from point 1, the programme will not be able to track the points correctly.

Hi,

As long as the 3 points remain detected by the Wiimote continuously, the points will remain in their respective tracking objects.

You may want to set contraints on your system to limit the positions/orientations that can be detected. For example, the head can be forced to be always higher up compared to the other points.

Regards,
Boon Jin

Smoothboard
Wii Whiteboard/Wiimote Whiteboard with annotation features and collaborate with multiple iPads and Android Tablets!

Smoothboard for Mac
Using a Mac? Now you can annotate on PowerPoint or Keynote slideshows!

BoonJin[/url
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« #4 : October 15, 2013, 10:11:05 PM »

Although this is a bit late you can do this

Put a single IR led on a set point on the puppet.
Turn it on and take a base reference reading.
Turn it off and now turn on your 3 leds
Take your reading from these and use the original base position to calculate the offsets.

This way you can move your puppet around and still work it it's position

I do this with two lots of 4 leds and you can switch them over very fast i.e. 10+ times a second
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