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Using Kinect to interact with presentation software
Mälardalens högskola, Akademin för innovation, design och teknik.
2013 (engelsk)Independent thesis Basic level (university diploma), 10 poäng / 15 hpOppgave
Abstract [en]

Imagination Studios is a company specialized in motion capturing and animation. Part of their daily business is working at trade shows where they have a booth to keep close contact with existing customers and also to find new ones. However, usually only two to three people will be working at the booth, and frequently, these people will be in meetings with potential customers. During a time like this, nobody is free to attend to other people checking out the booth. This can result in a potential loss of a new customer. This project seeks a way to alleviate that problem.The idea behind this project was to create an application that trade show visitors can interact with in a playful and innovative way while also giving them a feel of what Imagination Studios is all about while looking for information about the company. To do this it was decided to let users interact with the system by using a Microsoft Kinect. The Kinect allows for easy implementation of a user interface based on motion capturing while also being very cost effective. A new user interface was to be designed as well, without copying already existing solutions and without simply expanding a traditional UI with new elements. To achieve this several design sketches were made, and the most interesting ones were then turned into storyboards. These were then used to decide on the final design, which was then elaborated on by use of video sketches and a collage in Adobe Photoshop.Several tools were used during the actual implementation. For the actual visualization and graphical design, the Unreal Engine 3 in combination with UDK was decided upon. To connect Kinect and Unreal Engine 3, a third party addon called NIUI which makes use of the open source SDK OpenNI was used. For ease of debugging and programming in Unrealscript, the programming language used by the Unreal Engine 3, an addon for Microsoft Visual Studio 2010 called nFringe (Pixel Mine, Inc., 2010) was used.

sted, utgiver, år, opplag, sider
2013. , s. 33
HSV kategori
Identifikatorer
URN: urn:nbn:se:mdh:diva-20866OAI: oai:DiVA.org:mdh-20866DiVA, id: diva2:639336
Eksternt samarbeid
Imagination Studios Uppsala
Fag / kurs
Computer Science
Veileder
Examiner
Tilgjengelig fra: 2013-09-19 Laget: 2013-08-07 Sist oppdatert: 2018-01-11bibliografisk kontrollert

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