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Wiimote / Kinect Lab Design

Wiimote / Kinect Lab Design. Senior Design December 2011, Group 16 Adviser: Dr. Tom Daniels Brenton Hankins Rick Hanton Harsh Goel Jeff Kramer. Schedule. Background on 185 Lab Hardware Software Design Software Components Test Cases Schedule and Cost. Solution.

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Wiimote / Kinect Lab Design

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  1. Wiimote/Kinect Lab Design Senior Design December 2011, Group 16 Adviser: Dr. Tom Daniels Brenton Hankins Rick Hanton Harsh Goel Jeff Kramer

  2. Schedule • Background on 185 Lab • Hardware • Software Design • Software Components • Test Cases • Schedule and Cost

  3. Solution

  4. Project Description • Software design for Dr. Daniels for Iowa State CprE 185 classes • Provide simple-to-use input for student code • Current C code allows students to pipe output to their own programs • A GUI program allows viewing of Wii Remote output and piped output simultaneously, but has scheduling issues • Provide an interface for both Wii Remotes (polish existing code) and Microsoft Kinect

  5. Functional Requirements • Develop an installer for the Wiimote project. • Identify and Remove errors from the Wiimote lab software • Correct buffering problems and synchronize user program with the incoming data stream. • Make Kinect sensor data streams available to the user in an efficient and real-time manner • Provide an interactive application that students can program using the Kinect data. • Have an interface to write programs on the received Kinect data and run them.

  6. Non-Functional Requirements • Reliability: We will refine and package the software that is designed. This pertains to optimization of real-time processes such as data processing. A testing plan shall be developed for this purpose. • Portability: The project shall be portable between computers. We will cater mainly to windows, but will ensure that our libraries are extendable in case there is a need to adapt it to another system. Additionally, the software shall be easy to install and remove. • Usability: The project shall be easy to use, both for instructors and students. It shall simplify tasks to set up and run projects by means of intuitive GUIs so that students can focus on problem solving aspects as much as possible.

  7. Assumptions • The software is designed to be used in a Windows computer lab that has both a bluetooth dongle and a Wiimote or a Kinect sensor at each computer terminal. • We are currently assuming that the Microsoft SDK will be released in the next week or two, otherwise development will continue based on the OpenKinect software on the Windows platform

  8. Existing Developed Software • The Wii Wrap software was previously developed by a student at Iowa State • Similar software for the Wii Remote exists such as Wiimote Whiteboard, WiinRemote, or GlovePie • OpenKinect is a package of software created by enthusiasts to run Kinect programs on Linux, Mac, and Windows • Within a few weeks Microsoft will release a Kinect SDK specifically for Windows

  9. Risks Risk 1: Temporarily lose a developer from our team for unforeseen reasons. Mitigation 1: The team will do our best to continue work without the developer while they are gone and rely on a detailed documentation trail. We will use technologies like Skype and email to keep in touch with the developer during their absence. Risk 2: Unable to keep tasks fully on schedule due to other projects and schoolwork. Mitigation 2: Set up minor deadlines to make progress on larger tasks. Risk 3: Important equipment becomes lost or nonfunctional (Wiimote, Kinects) Mitigation 3: Jeff has several personal Wiimotes available to him for use and there are one or two extra department-owned Kinects Dr. Daniels has for use. Risk 4: No individuals on the project team have experience programming with graphics APIs. Mitigation 4: We have built periods of time into our schedule for us to work on developing the necessary experience with OpenGL and SDL environments to allow us to design and develop software for the Kinect efficiently.

  10. Hardware - Wii • Wii Remote / Wiimote • 11 buttons + Power • Roll/Pitch/Yaw Gyro • Infrared Sensor • Speaker (unsupported) • Optional Nunchuck (unsupported)

  11. Hardware - Kinect • RGB Webcam Camera 640x480 @ 30 Hz (center) • IR Projector Projects Grid for Depth Mapping • IR Camera at 640x480 @ 30 Hz collects depth data (right) • Microphones give room audio • Small Panning motor turns sensor bar from side to side • Onboard image preprocessing • Projector power draw requires extra AC power • Thanks to iFixit for some specs data

  12. Software Dataflow Wii Lab

  13. Development Software Selection Wii Wrap • Written in C • GUI written in Java • Testing will be done with JNI to improve performance of GUI Kinect SDK • Written in C++ Wii Wrap installer • MSI

  14. How Wii Wrap Works

  15. Wii Wrap GUI

  16. Wii Wrap GUI • Fix Run/Stopped Errors in GUI when the Wii Wrap software doesn’t execute as planned. • Discover where the lag in display output is (Java Buffers, Windows I/O) • Integrate GUI into Wii Wrap installer

  17. Kinect - Approaches Naïve Approach • Develop similar text output program that is based on OpenKinect, using OpenGL, pthreads, and the Windows port of the Linux USB library functions • Allow students to generate a spreadsheet of data that they can work on before developing real-time software. Con: Slow, lots of text processing and possibly storage

  18. Kinect - Approaches What we need • Provide a GUI environment that would use OpenGL (or an alternative) to show basic output of the Kinect (depth on video) as well as user modifications to the video data (head replacement, skeleton tracking, etc). • Want to make use as painless as possible (no pthreads etc to deal with) Visualized Depth Data as RGB

  19. Kinect - Design • Need to evaluate how to best integrate student code • Concept A : Process-Update Model • Provide a framework of classes that students modify without needing to know how OO programming works User Models Process* API for the Student Update* Called when new frame data is available * -> function pointers Called to update the screen after processing

  20. Kinect • Anticipated User View • Backend: High-Level Sketch Acquire Moving Average of Frames Input Screen Output Screen Apply User-Defined Process* Function Apply User-Defined Update* Function Apply Changes to Output Screen

  21. Test Plan • We will use similar test plans for both the Wii and Kinect. • Initially we will use black box testing methods on individual modules of the program. • Testing boundary input values such as null, negative values, etc. • Randomizing input values in case edge case is missed • The second phase of testing will be integration testing. • Testing the entire system as a whole single unit • Making sure all the individual modules function when combined • GUI testing can be done alongside integration phase of the testing plan. • Consists of making sure GUI is responsive, functions properly (buttons do the correct actions)

  22. Test Plan (Part 2) • Once the functionality is tested, we will need to do performance testing especially on the GUI. • Use Eclipse TPTP to test performance. • Test GUI input buffering, load tests, etc. • Will have Dr. Daniels use the programs to see if they are satisfactory and what changes need to be made. • Make revisions to code based on Daniels’ feedback

  23. Schedule

  24. Cost Estimates

  25. Cost Estimates

  26. Questions?

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