R/C Car Controlled By An IPad Or Kinect

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R/C cars can be tons of fun, but sometimes the fun runs out after awhile. [Gaurav] got bored of steering around his R/C car with its remote, so he built an interface that lets him control the car using two different motion-detecting devices.

He built an HTML5 application for his iPad, which allows him to steer the car around. As you can see in the video below, the application utilizes the iPad’s tilt sensor to activate the car’s motors and steering depending on where on the screen he has moved the guide marker.

The second steering method he devised uses his Kinect sensor to track his movements. His hand gestures are mapped to a set of virtual spaces similar to those which the iPad uses. By moving his hands through these areas, the Arduino triggers the car’s remote just as it does with the iPad.

The actual remote control interface is achieved by wiring the car’s remote to an Arduino via a handful of opto-isolators. The Arduino is also connected to his computer via the serial port, where it waits for commands to be sent. In the case of the iPad, a Python server waits for commands to be issued from the HTML5 application. The Kinect’s interface is slightly different, with a C# application monitoring his movements and sending the commands directly to the serial port.

Check out the video below to see the car in action, and swing by his site if you are interested in grabbing some source code and giving it a try yourself.

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Kinect Two-fer: MoCap Movie And Robot Control

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It’s no mystery that we like the Kinect around here, which is why we’re bringing you a Kinect two-fer today.

We have seen video hacks using the Kinect before, and this one ranks up there on the coolness scale. In [Torben’s] short film about an animation student nearly missing his assignment deadline, the Kinect was used to script the animation of a stick figure model. The animation was captured and built in Maya, then overlaid on a separate video clip to complete the movie. The overall quality is great, though you can notice some of the typical “jitter” that the Kinect is known for, and there are a few places where the model sinks into the floor a bit.

If you want to try your hand at animation using the Kinect, all of the scripts used to make the movie are available on the creator’s site for free. [via Kinect-Hacks]

Our second Kinect item comes in the form of a gesture driven Lego MindStorms bot. Using OpenNI along with Primesense for body tracking, [rasomuro] was able to use simple motions to drive his NXT bot around the house. His movements are tracked by the Kinect sensor which are translated into commands relayed to the robot via his laptop’s Bluetooth connection. Since the robot has two motors, he mapped couple of simple arm motions to drive the bot around. We’ll be honest when we say that the motions remind us of Will Farrell’s “Frank the Tank” scene in Old School, but [rasomuro] says that he is trying to simulate the use of levers to drive the bot.  Either way, it’s pretty cool.

Videos of both hacks are embedded below for your perusal.

If you are interested in seeing some more cool Kinect hacks be sure to check out this Minecraft interface trio, this cool Kinect realtime video overlay, and this Kinect-Nerf gun video game interface.

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Kinect + Minecraft Trifecta

Today we have a special treat, three projects combining the “fastest selling consumer electronics device”, Kinect, and the “fastest selling indie java game that once kept us from sleeping for an entire weekend”, Minecraft!

[Sean Oczkowski] writes in to tell us about his efforts to play Minecraft with Kinect using no more than the OpenKinect Java wrapper on Ubuntu.  The code was written in about 4 days with some help from Wikipedia.  Using  histograms to locate the player in the field of view, the script calculates the center mass of the body and defines interactions for the limb occupying that quadrant of the screen. [Sean] does an excellent job of running through the whole process as well as the decisions made along the way. The whole thing is a bit like running in place, and we can’t imagine the flailing that will occur during the inevitable creeper encounter.

Next we have  [Wade McGillis] with his award winning Minecraft Kinect Controller. [Wade] provides source code and executables at his site. This version of control uses skeletal tracking data to sense the user’s gestures. This still involves holding your hands out like a zombie but it is a bit more versatile as one can pass their arms in front of their own body.

Finally [Nathan Viniconis] has been doing some very interesting work using the Kinect to import giant three dimensional models into the game world. [Nathan] then goes the extra mile and animates the figures! Check out the video below for the really impressive results. We here at Hackaday feel that this is the most appropriate use of this technology, and may begin building gigantic statues of ourselves on public servers.

Check out the the tricrafta (minefecta?) of videos after the jump!

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Real-time Wireframe Video Effect Overlay With Kinect

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[Francois] over at 1024 Architecture has been working on a project we think you’ll be likely to see in a professional music video before too long. Using his Kinect sensor, ha has been tracking skeletal movements, adding special effects to the resulting wire frame with Quartz Composer. While this idea isn’t new, the next part is. He takes the QC tweaked video stream and then projects it back over the performer using MadMapper to match the video to the body movements, recording the resultant display.

The project started out with a few hiccups, including a noticeable delay between the body tracking and the display. It caused the performer to have to move more slowly than he would like, so things had to be tweaked. [Francois] first tested the latency between his computer and the projector by displaying a timecode representation on the screen as well as via the projector. He found the projector to have a latency of 1 frame at 60 fps, which wasn’t too bad. This led him to believe the culprit was his Kinect, and he was right.  There was a 6 frame delay, so he locked the video output to 30 fps in hopes of cutting that delay in half.

The effect is slightly reminiscent of Tron, but with more distortion. We can’t wait to see more projects similar to this one in the future.

The resulting video embedded below is pretty cool in our opinion, but you can judge for yourself.

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Clever Hack Tethers A Kinect Sensor To The PS3

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Now that Kinect has been hacked to work with just about everything from robots to toaster ovens, someone finally got around to tweaking it for use on the PS3.

[Shantanu] has been hard at work writing code and experimenting with some preexisting Kinect software to get the sensor to talk to his PS3. The Kinect is hooked up to a PC, which captures all of his movements with OpenNI. Those movements are mapped to PS3 controls via NITE, a piece of middleware used for interpreting gestures into commands. All of the captured button presses are then relayed to the PS3 over a Bluetooth connection using DIYPS3Controller.

As you can see in the video below, the solution works pretty well for what should be considered pre-alpha code. He has been able to map several custom gestures to button presses, and the Kinect does an overall decent job tracking his limbs and translating their movements to on-screen actions. The actual in-game use is a bit rough at the moment, but aside from the infancy of the code, you have to remember that these games were never meant to be played with the Kinect.

It’s a job well done, and we can’t wait to see where this project goes.

Looking for more Kinect fun? Look no further than right here.

[via Kinect-Hacks]

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People-tracking Orb Demo Makes Us Want To Build Our Own

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Earlier this week, we came across a video of an orb-based eyeball that would follow you throughout the room, based on data gathered from a Kinect sensor. Try as we might, we couldn’t find much more than the video, but it seems that the guys behind the project have spoken up in a recent blog post.

[Jon George] of The Design Studio UK explained that the person-tracking eyeball visualization was built using a PC, a Kinect, and a product called the Puffersphere, which projects a 360 degree image on the inside of a glass orb. A panoramic image is converted for use by the special lens inside the sphere by applying a filter which warps the image into a circular shape.

After the image has been created, a simple Windows app is used in conjunction with the OpenNI framework that allows the image to follow you around the room.

The only problem with this fun little project is the price of the sphere – we’re not sure what it is exactly, but rest assured it is more than we are willing to pay for such a toy. We’re thinking there has to be a way to simulate the orb’s effect to some degree using cheaper hardware. It’s possible that it could be done using a small-scale DIY version of this spherical mirror projection build, though it consists of concave half-spheres rather than full orbs.

In the meantime, take a look at these two videos of the orb in action. Don’t worry – we know you were totally thinking about the Eye of Sauron, so the second video should not disappoint.

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Kinect, Mouse, And Nerf Gun Combine For House Of The Dead

[Tony Blanch] built his own motion controller for playing House of the Dead. It should work with any shooter that follows the ‘rail’ type of game play (your character is not free walking, but moves along a set path beyond your control).

Two parts come together to make this happen. The first is the Nerf dart gun that you see above. The circuit board fitted into the top portion of the plastic housing is from a five-button wireless mouse. The buttons are used to sense trigger pulls from the player. The second portion of the controller is a Kinect. It has been set up to work with a Windows 7 machine. [Tony] used the Flexible Action and Articulated Skeleton Toolkit (FAAST) to bind and track the gun controller, moving the mouse cursor on the screen to match the movements of the weapon. Check out the video after the break to see how responsive this system is.

This is a very interesting departure from the gun controllers we’ve seen before.

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