Difference between revisions of "Jedi Robot Training 3.0"
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Diego Martinoia developed the high-level intelligence and image processing, while Daniele Calandriello dealt with the tedious SDK - drone communication issues. | Diego Martinoia developed the high-level intelligence and image processing, while Daniele Calandriello dealt with the tedious SDK - drone communication issues. | ||
− | The player is supposed to wear a uniform with the double purpose of being identified and "feel" the game. The sword used is a red | + | The player is supposed to wear a uniform with the double purpose of being identified and "feel" the game. The sword used is a red swimming noodle, since the real-glowing light-blue wii-lightsaber accessory produced a too high intensity light that disturbed the recognition of the uniform color. |
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+ | The game is very dynamic, being the player able to move freely in the space, and the drone follows him/her, while keeping the interaction on. | ||
-- More info in the Discussion area (for AIRWiki users only) -- | -- More info in the Discussion area (for AIRWiki users only) -- |
Revision as of 07:21, 13 June 2011
Jedi Robot Training 3.0
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Short Description: | An highly competitive robotic game, which is inspired by George Lucas' Star Wars Saga. |
Coordinator: | AndreaBonarini (andrea.bonarini@polimi.it) |
Tutor: | AndreaBonarini (andrea.bonarini@polimi.it) |
Collaborator: | |
Students: | DiegoMartinoia (diego.martinoia@mail.polimi.it), DanieleCalandriello () |
Research Area: | Robotics |
Research Topic: | Robogames |
Start: | 2010/10/07 |
End: | 2011/03/30 |
Status: | Closed |
Level: | Bs |
Type: | Course |
This is a project for the Computer Engineering Lab Course aimed at implementing a system based on a drone that heads to a Jedi knight trainee. When the laser mounted on the pointer fires, the trainee should parry it with a light-saber.
This work is done as part of the Highly Interactive Robogames effort in the Jedi Training Robogame line, and extends the results obtained by other projects in the direction of better drone, better behavior, and better playability.
The main revolution in comparison to the previous versions is the drone itself. It is no more a mechanical arm attached to a table, but a real flying quadricopter (A.R.Parrot Drone)
The project relies on both the official SDK (which is pretty complicate to understand) and the openCV 2.1 libraries for image processing.
Diego Martinoia developed the high-level intelligence and image processing, while Daniele Calandriello dealt with the tedious SDK - drone communication issues.
The player is supposed to wear a uniform with the double purpose of being identified and "feel" the game. The sword used is a red swimming noodle, since the real-glowing light-blue wii-lightsaber accessory produced a too high intensity light that disturbed the recognition of the uniform color.
The game is very dynamic, being the player able to move freely in the space, and the drone follows him/her, while keeping the interaction on.
-- More info in the Discussion area (for AIRWiki users only) --
A test of the developed system. Notice that it is working outside, with confusing colors in background. The system is quite robust, and very playable. It has been tested also in public exhibitions like the 2011 Open day at Politecnico di Milano.