DOC PREVIEW
MIT 6 111 - Project Proposal

This preview shows page 1-2-3 out of 10 pages.

Save
View full document
View full document
Premium Document
Do you want full access? Go Premium and unlock all 10 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 10 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 10 pages.
Access to all documents
Download any document
Ad free experience
Premium Document
Do you want full access? Go Premium and unlock all 10 pages.
Access to all documents
Download any document
Ad free experience

Unformatted text preview:

TEAM 12: TERMANATOR PROJECT PROPOSAL TEAM MEMBERS: Donald Eng Rodrigo Ipince Kevin Luu1. INTRODUCTION: This project involves the design and implementation of a unique, first-person shooting game. The system is divided into four primary components: Devices, Inputs, Game Engine, and Graphics. The basic structure of the game is that creatures will be coming towards the user from a pseudo 3-D perspective. If the creature touches the user, the game is over, and the high score is recorded. To stay in the game, the user must destroy each creature with a special gun (the user’s input). The gun consists of two devices that will be used as the user’s input to the game. In the game, the gun will generate streams of blocks, targeted at the creatures coming at the user. That stream of blocks is controlled by two devices: the pointer and the shaker. The pointer directs the stream of blocks to where the user is aiming. The second device, the shaker, provides the corresponding power level of the gun; the higher the power level is, the more intense the weapon will be. With the weapon, the user has the ability to move the direction that the gun is pointing, so that he/she has the capability to shoot other creatures. In addition, the user can change the angle that the gun is pointing based on its vertical position. Through this, the user can shoot over a particular creature if he/she is targeting a creature in far sight. One note is that in order for the gun to operate at its full potential, the shaker needs to be constantly in motion, so that the weapon is powered, and streams of blocks are targeting specific creatures.2. MODULE SPECIFICATIONS: Figure 1: High level block diagram The implementation of the project is divided into four major sections: the devices, the inputs, the Game Engine, and the Graphics. Each block handles different sets of functionality and, ultimately, contributes to the overall system. Below is a description of each block.2.1. DEVICES COMPONENT: (Implementation by Kevin Luu) 2.1.1. Camera A camera will be used to continuously output camera images. The camera’s quality needs to allow the input handling modules to easily distinguish the location of the marker on the player’s point devices through difference in color intensity. This device will be borrowed from the lab. 2.1.2. Shaker The shaker device for the user would be a customized tube with two buttons on both ends, which contains a ball that will make contact with the buttons as the user shakes the tube in a vertical motion. Since the press of a button will generate a single pulse, the module will send continuous pulses with intervals depending on the speed of the shaker. The interval between pulses would be proportional to the intensity of the stream that would be used at that instance in the game. For example, if the device is shook vigorously, the time elapsed between the click of the buttons will be small, which correspond to more pulses occurring in a given time interval. 2.2. INPUTS COMPONENT: (Implementation by Kevin Luu) 2.2.1. Video Process This module takes in a stream of pixels from the video camera in the YCrCb color space and store the information into memory. From the image in the memory, the module will detect the location of the marker, and display it accordingly onto the screen. The use of YCrCb color space enables a more precise means of recognizing the marker. Aside from detecting the traditional RGB pattern, YCrCb utilizes the measures of luminance and chrominance to accurately distinguish differences in color intensity. Through this, the user will be able to use the marker as an interactive pointing device to direct the stream in the game. During the start of the game, the player will be asked to locate their marker onto a designated rectangular area on the screen as a mean of initializing the input to the game. From this, this module will try to locate the marker through detecting differences in color intensity between the marker and the background. From the initialization process, the module will store the exact color specification of the marker, and will be using these values as thresholds in detecting the location of the marker at every frame. During game play, each pixel will be compared to the stored pixel ranges that resemble the color of the marker. Through comparisons of all pixels in the image, the module will be able to obtain a set of x, y-coordinates that translate to the location of the desired pixels on the VGA screen. However, noise can be introduced through numerous devices, including the quality of the camera and the lighting condition of the game area. 2.2.2. Medium Filter In response to possible noises that can influence the overall marker detection, a medium filter (incorporated into Image Process Module) will be used as means of eliminating unwanted noise. The medium filter operates by checking four successive pixels to any pixels that might resemble the marker. This notion is based on the fact that the desired object to be detected is a solid figure that is much larger than a single pixel, meaning that the object should have a continuous number of pixels adjacent to one another. The medium filter checks to see if there are adjacent pixels that are also selected. With this filter, it is believed that all extraneous pixels that are mistakenly detected from the camera will be eliminated, resulting in a more precise representation of the marker’s location.As outputs from the medium filter, the x, y-coordinates of the resulting pixels will be used to compute the center location of the marker. This can be done through averaging the x and y-coordinates separately. These values, which represent the x, y-coordinates of the marker’s center of mass on the VGA screen, will become outputs of this module. 2.2.3. Shaker Logic This module is responsible for determining the intensity of the stream in the game. Inputs to the module are pulses that are translated from the speed of the shaker. Since the interval between consecutive pulses is proportional to the intensity of the stream in the game, the module will interpret the shake pulses and output the power level of the stream corresponding to how fast the device is being shaken. For example, more pulses occurring in a given time interval indicates that a higher power will be generated for the stream. Once the power value is determined from the shaker pulses, the module will send the determined


View Full Document

MIT 6 111 - Project Proposal

Documents in this Course
Verilog

Verilog

21 pages

Video

Video

28 pages

Bass Hero

Bass Hero

17 pages

Deep 3D

Deep 3D

12 pages

SERPENT

SERPENT

8 pages

Vertex

Vertex

92 pages

Vertex

Vertex

4 pages

Snapshot

Snapshot

15 pages

Memories

Memories

42 pages

Deep3D

Deep3D

60 pages

Design

Design

2 pages

Frogger

Frogger

11 pages

SkiFree

SkiFree

81 pages

Vertex

Vertex

10 pages

EXPRESS

EXPRESS

2 pages

Labyrinth

Labyrinth

81 pages

Load more
Download Project Proposal
Our administrator received your request to download this document. We will send you the file to your email shortly.
Loading Unlocking...
Login

Join to view Project Proposal and access 3M+ class-specific study document.

or
We will never post anything without your permission.
Don't have an account?
Sign Up

Join to view Project Proposal 2 2 and access 3M+ class-specific study document.

or

By creating an account you agree to our Privacy Policy and Terms Of Use

Already a member?