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iPlayset: Tangible Interface that brings
Toys to life
Dr. Eiman Kanjo, Senior Lecturer
Mobile Sensing and Pervasive Computing
Nottingham Trent University
ED285,Clifton Lane, Nottingham, UK, NG11 8NS
email: eiman.kanjo@ntu.ac.uk
2
Tangible and Table
Top Interfaces
User interacting with the DigitalDesk (Wellner, 1993)Graspable Interfaces: Drawing with bricks (Fitzmaurice, 1996)
EnhancedDesk system (Oka et al., 2002)
3
Tangible and Table
Top Interfaces
Information is being projected on the active Pucks and the
SenseTable (Patten, 2001)
The display setting of the Tangible Viewpoint system (Mazalek et
al., 2002)
4
Tangible and Table Top
Interfaces
Zowie Playset (Shwe & Francetic, 2000)
SAM project (Cassell et al., 2000)
• Recently, attention has focused on the development of
computer-user interfaces, which combine digital
information with physical environments.
• In this work, we developed a novel sensing technology
that allows users to use their home computer and an
ordinary web camera to detect multiple small physical
objects, referred to as “Interactive Toys” (e.g. small
dolls, cars, animal figurines) in a collaborative
environment, referred to as “Interactive Toys
Environment” (e.g. playsets or boardgames).
5
From Tangible Interfaces to Interactive
Toys
6
iToys
7
Object tracking
Technologies
Criteria
Type Accuracy Bandwidth Interference
Hazard
Contact/ Non
Contact
Orientation
detection
Mechanical 0.1-2.5 mm > 3000 Hz Physical occlusion Direct Contact Yes
Optical 0.1-0.5 mm
100 -2500
Hz
Occlusion
Markers attached
to objects
Yes
Magnetic ~5 mm 20 - 100 Hz Metal Objects
Detectors
attached to users
Yes
Acoustic ~1 mm 500-1000 Hz Acoustic Sources None -
RFID tags 3-10 cm
100 kHz -5.9
GHz
-
Tags are
connected to
objects
-
Computer
Vision
vary
fps depends
on the
camera
Physical occlusion none Yes
• Computer vision relies on the imaging device,
image processing and programming techniques
has been accelerated by the recent integration of
fast computers and the availability of simply, low
cost cameras.
• By choosing computer vision to facilitate toy
tracking and identification, it is possible to
develop the Interactive Toys Environment both
with sensor-free toys and gloves-free hand
interaction.
8
Why computer
vision?
Turn-based Interaction Mode
9
InteractionModes
Real-Time Mode
10
Turn Based Mode
(a) User is performing a task
(b) User has made an input to the system
User’s hand interacting with the system in the turn-based mode
11
Single toy
Background capture Bck
and first frame f1
Capture second frame
f2
Change detection
Colour recognition
Multiple
toys
Multiple toys
Moments calculation
Object position, Orientation, length
and width of the toy.
Application
Interactive Panel
Detection
Panel Normalisation
Motion
Detection
Skin
Detection
Regions labelling
Copy second frame f2 to
first frame f1
Warning message
The panel is partially or
completely out of the
camera’s view
Repeat
for all
toys
12
Turn-based mode
User is being playing with 3D game in the turn-based mode
13
Real-Time Mode
User interacting with Chicken Hunt game in real-time background dependent mode
14
Capture first frame Image f1Capture first frame Image f2
Change Detection
Application
Colour Recognition
Moment Calculations
toy positions and orientations
System diagram for the real-time background-independent interaction mode
15
Panel Normalization
W
Y c
C
Yw
Xw
Z w
X c
Z c
d
Yf
Xf
I
D
A
C
B
X p
Z p
Y p
P(x, y)
a
c
c
bF
I (x, y)
a
c
c
d
b
16
Edge Detection
1
2
1
3
1
4
1
5
1
The five stages of the edge detection algorithm
17
Image rectification
Image Frame
(X0, Y0) (X, Y)
a
b
(xa , ya)
(xb , yb)
Affine warping
18
Image Rectification
(a) The original image (b) The output image
The results of image rectification using rotation, translation and scaling,
(a) The original image (b) The resulting image
An example of image rectification using bilinear warping.
19
Change Detection for Toys
Tracking and Turn Detection
20
(b) Image after
background subtraction
(c) Image after
thresholding
(a) Original image
Change Detection for Toys
Tracking in real-time mode
21
Motion History Approach to Turn
Detection
(a) Input image (b) Corresponding MHI
image
A hand moving a toy
22
Motion History Approach to
Turn Detection
M
A histogram of an MHI image of turn-based interaction mode
23
Region Description using Moments
(c)Real-time
background
independent mode
(b) Real-time-
background
dependent mode
(a) Turn-based
mode
Example images with the results of moment calculations in three interaction modes
24
Colour Recognition
r
g
x Asian
x African
x
Caucasian
Human hand skin samples plotted in Normalised-rg space
x Asian
x African
x Caucasian
Human hand skin samples plotted in Cb-Cr space
25
Skin Detection
(a) Original image with a hand (b) Resulting image
on a bright background
An example of the application of hand skin detection
26
Toy Colour Recognition
27
Four examples of colour recognition test
results
28
Toy Colour Recognition(2)
(a) Original colour image (b) Resulting image
An example of colour recognition results for multiple colour objects
29
Preliminary user
tests
Three boys playing with the “Mouse Trap” board game during the preliminary user tests
Children interacting with the farm playset during the preliminary user tests
30
Wizard Oz test
Side Camera 1
Top Camera 1 Side Camera 2
Screen
Screenshots of the Wizard Oz test with four children (two boys and two girls)
31
The Coloured Farm
Two boys aged six
One girl and one boy aged ten
Two girls aged four
32
(a) Toy plane moving on a printed background (b) Screenshot of the corresponding game actions
The “Chicken Hunt” game
Chicken Run Game
33
Controling Tetris
Screenshot of Falling Blocks user interface with game actions
Thank you
Any questions?

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iPlayset: Tangible Interface that brings Toys to life (Eiman Kanjo)

  • 1. iPlayset: Tangible Interface that brings Toys to life Dr. Eiman Kanjo, Senior Lecturer Mobile Sensing and Pervasive Computing Nottingham Trent University ED285,Clifton Lane, Nottingham, UK, NG11 8NS email: eiman.kanjo@ntu.ac.uk
  • 2. 2 Tangible and Table Top Interfaces User interacting with the DigitalDesk (Wellner, 1993)Graspable Interfaces: Drawing with bricks (Fitzmaurice, 1996) EnhancedDesk system (Oka et al., 2002)
  • 3. 3 Tangible and Table Top Interfaces Information is being projected on the active Pucks and the SenseTable (Patten, 2001) The display setting of the Tangible Viewpoint system (Mazalek et al., 2002)
  • 4. 4 Tangible and Table Top Interfaces Zowie Playset (Shwe & Francetic, 2000) SAM project (Cassell et al., 2000)
  • 5. • Recently, attention has focused on the development of computer-user interfaces, which combine digital information with physical environments. • In this work, we developed a novel sensing technology that allows users to use their home computer and an ordinary web camera to detect multiple small physical objects, referred to as “Interactive Toys” (e.g. small dolls, cars, animal figurines) in a collaborative environment, referred to as “Interactive Toys Environment” (e.g. playsets or boardgames). 5 From Tangible Interfaces to Interactive Toys
  • 7. 7 Object tracking Technologies Criteria Type Accuracy Bandwidth Interference Hazard Contact/ Non Contact Orientation detection Mechanical 0.1-2.5 mm > 3000 Hz Physical occlusion Direct Contact Yes Optical 0.1-0.5 mm 100 -2500 Hz Occlusion Markers attached to objects Yes Magnetic ~5 mm 20 - 100 Hz Metal Objects Detectors attached to users Yes Acoustic ~1 mm 500-1000 Hz Acoustic Sources None - RFID tags 3-10 cm 100 kHz -5.9 GHz - Tags are connected to objects - Computer Vision vary fps depends on the camera Physical occlusion none Yes
  • 8. • Computer vision relies on the imaging device, image processing and programming techniques has been accelerated by the recent integration of fast computers and the availability of simply, low cost cameras. • By choosing computer vision to facilitate toy tracking and identification, it is possible to develop the Interactive Toys Environment both with sensor-free toys and gloves-free hand interaction. 8 Why computer vision?
  • 10. 10 Turn Based Mode (a) User is performing a task (b) User has made an input to the system User’s hand interacting with the system in the turn-based mode
  • 11. 11 Single toy Background capture Bck and first frame f1 Capture second frame f2 Change detection Colour recognition Multiple toys Multiple toys Moments calculation Object position, Orientation, length and width of the toy. Application Interactive Panel Detection Panel Normalisation Motion Detection Skin Detection Regions labelling Copy second frame f2 to first frame f1 Warning message The panel is partially or completely out of the camera’s view Repeat for all toys
  • 12. 12 Turn-based mode User is being playing with 3D game in the turn-based mode
  • 13. 13 Real-Time Mode User interacting with Chicken Hunt game in real-time background dependent mode
  • 14. 14 Capture first frame Image f1Capture first frame Image f2 Change Detection Application Colour Recognition Moment Calculations toy positions and orientations System diagram for the real-time background-independent interaction mode
  • 15. 15 Panel Normalization W Y c C Yw Xw Z w X c Z c d Yf Xf I D A C B X p Z p Y p P(x, y) a c c bF I (x, y) a c c d b
  • 16. 16 Edge Detection 1 2 1 3 1 4 1 5 1 The five stages of the edge detection algorithm
  • 17. 17 Image rectification Image Frame (X0, Y0) (X, Y) a b (xa , ya) (xb , yb) Affine warping
  • 18. 18 Image Rectification (a) The original image (b) The output image The results of image rectification using rotation, translation and scaling, (a) The original image (b) The resulting image An example of image rectification using bilinear warping.
  • 19. 19 Change Detection for Toys Tracking and Turn Detection
  • 20. 20 (b) Image after background subtraction (c) Image after thresholding (a) Original image Change Detection for Toys Tracking in real-time mode
  • 21. 21 Motion History Approach to Turn Detection (a) Input image (b) Corresponding MHI image A hand moving a toy
  • 22. 22 Motion History Approach to Turn Detection M A histogram of an MHI image of turn-based interaction mode
  • 23. 23 Region Description using Moments (c)Real-time background independent mode (b) Real-time- background dependent mode (a) Turn-based mode Example images with the results of moment calculations in three interaction modes
  • 24. 24 Colour Recognition r g x Asian x African x Caucasian Human hand skin samples plotted in Normalised-rg space x Asian x African x Caucasian Human hand skin samples plotted in Cb-Cr space
  • 25. 25 Skin Detection (a) Original image with a hand (b) Resulting image on a bright background An example of the application of hand skin detection
  • 27. 27 Four examples of colour recognition test results
  • 28. 28 Toy Colour Recognition(2) (a) Original colour image (b) Resulting image An example of colour recognition results for multiple colour objects
  • 29. 29 Preliminary user tests Three boys playing with the “Mouse Trap” board game during the preliminary user tests Children interacting with the farm playset during the preliminary user tests
  • 30. 30 Wizard Oz test Side Camera 1 Top Camera 1 Side Camera 2 Screen Screenshots of the Wizard Oz test with four children (two boys and two girls)
  • 31. 31 The Coloured Farm Two boys aged six One girl and one boy aged ten Two girls aged four
  • 32. 32 (a) Toy plane moving on a printed background (b) Screenshot of the corresponding game actions The “Chicken Hunt” game Chicken Run Game
  • 33. 33 Controling Tetris Screenshot of Falling Blocks user interface with game actions