[etgalim] works in Solidworks extensively and wanted a more intuitive way of rotating objects onscreen. To do this, he created a mouse that responds to rotation. He put a 3D compass module inside an old mouse and wired it up to an Arduino. The Arduino then relays the I2C sensor data to the computer. So far, he has a Processing script that uses the mouse to rotate a cube, but eventually he wants to write a Solidworks plugin. It’s a bit shaky, and we think it would be a bit smoother (and cheaper) if he used gyros like the jedipad. Video after the jump.
Continue reading “3D Magnetometer mouse in processing”
Reader [Nikolaus] decided that instead of using an existing image based bar code decoder, he would write his own. Using the Processing language he created a scanner that parsed the black and white pattern when a bar code was centered on the image. His code then parsed that data and compared it with the initializing character to provide a reference. Currently his scanner supports three character sets of the Code 128 encoding, and provided his complete code so that others could add as they see fit. He admits that the code is a bit messy due to the lengthy character tables, but very straight forward.
The Laughing Man is the antagonist from the anime series Ghost in the Shell: Stand Alone Complex. During each of his public appearances in the series he manages to hack all video feeds/cyborg eyes in the vicinity to obscure his face with the logo above.
[Ben Kurtz] had been watching the series recently and realized he could put together a similar effect using Processing. The interesting bit, and what makes this more fun than a simple demo, is that he’s using the OpenCV library. OpenCV is a open source computer vision library. [Ben] uses it to handle the facial recognition in Processing and then apply the image.
It’s only 100 lines and we wonder what other fun tricks could be employed. Here’s a Hack a Day skull you can swap in for the logo.
Processing, the open source programming language designed for artists and other creative types, finally went 1.0. Processing inspired numerous outpourings of creativity and beauty, from interactive art installations to sound sculptures. Improvements to Processing include OpenGL anti-aliasing, an extensible Tools menu, and the XML library included by default. You can read up on the changes or download Processing and start playing with it yourself.
[via Create Digital Motion]
[Manuel] has been playing around with [Johnny Lee]’s Wiimote head tracking code. He’s posted a preliminary port outlining the code in the Processing environment. It relies on darwiinremoteOSC so you won’t see this outside of OSX, but it should help you out if you’re trying to do this is in Processing on another platform.
[via Create Digital Motion]
Many of the early applications for the much anticipated Oculus Rift VR rig have been in gaming. But it’s interesting to see some more useful applications besides gaming, before it’s commercial release sometime this year. [JoLau] at the Institute i4Ds of FHNW School of Engineering wanted to go a step beyond rendering virtual worlds. So he built the Intuitive Rift Explorer a.k.a IRE. The IRE is a moving reality system consisting of a gimbaled stereo-vision camera rig transmitting video to the Rift, and matching head movements received from the Oculus Rift. The vision platform is mounted on a Remote-controlled robot which is completely wireless.
One of the big challenges with using VR headsets is lag, causing motion sickness in some cases. He had to tackle the problem of latency – reducing the time from moving the head to getting a matching image on the headset – Oculus Rift team specified it should be less than 20ms. The other important requirement is a high frame rate, in this case 60 frames per second. [JoLau] succeeded in overcoming most of the problems, although in conclusion he does mention a couple of enhancements that he would like to add, given more time.
[JoLau] provides a detailed description of the various sub-systems that make up IRE – the Stereo camera, audio and video transmission, media processing, servo driven gimbal for the stereo camera, and control system code. [JoLau]’s reasoning on some of the interesting hardware choices for several components used in the project makes for interesting reading. Watch a video of the IRE in action below.
Continue reading “Putting Oculus Rift on a Robot”