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-rw-r--r--report/chapter4.tex2
-rw-r--r--report/img/headpos_mapping.pdfbin0 -> 14200 bytes
-rw-r--r--report/wiimote_ir.tex4
3 files changed, 3 insertions, 3 deletions
diff --git a/report/chapter4.tex b/report/chapter4.tex
index dc9fd6d..632e55d 100644
--- a/report/chapter4.tex
+++ b/report/chapter4.tex
@@ -1,5 +1,5 @@
-\subsection{Problems}
+\section{Problems}
The number of test cases to implement was the first small problem the group had encountered. However, it was not the only one. The main problem was due to the chosen input device; the Wiimote\footnote[1]{Wiimote is a nickname for the Wii remote which is the primary controller (6DOF) used with the Nintendo Wii.}. As the Wiimote supports 6DOF only 3DOF were used in the project. This was enough to be able to place a block inside the correct hole.
diff --git a/report/img/headpos_mapping.pdf b/report/img/headpos_mapping.pdf
new file mode 100644
index 0000000..1a626c2
--- /dev/null
+++ b/report/img/headpos_mapping.pdf
Binary files differ
diff --git a/report/wiimote_ir.tex b/report/wiimote_ir.tex
index 845f6ba..d4d9cbe 100644
--- a/report/wiimote_ir.tex
+++ b/report/wiimote_ir.tex
@@ -78,11 +78,11 @@ Assuming that the wiimote is positioned perpendicular to the sensor bar, the dis
\label{fig:wiimote_dist_calc}
\end{figure}
-Because the wiimote never is perpendicular to the sensor bar, the distance will be an estimate. If the angle between the wiimote and the sensor bar deviates from $ 90^{\circ} $, being an angle $ \alpha $ in the range $ (0, 180) $, then the measured distance $ |g_l-g_r| $ is a factor $ \mathsf{sin}(\alpha) $ from the actual distance that would be perceived from a perpendicular viewing angle where $ \alpha = 90^{\circ} $. The computed distance $ d $ will therefore be larger then the actual distance. However, the angle $ \alpha $ can be measured when using customized sensor bar with three LED groups with equally space in between. The angle can then be computed from the ratio between $ | g_l - g_c | $ and $ | g_r - g_c | $, where $ g_c $ are de camera coordinates of the center LED group. \\%a third beacon positioned at equal distances in between the other two. %Our 3D mouse implementation does not require such precise distance calculation, because the \\
+Because the wiimote never is perpendicular to the sensor bar, the distance will be an estimate. If the angle between the wiimote and the sensor bar deviates from $ 90^{\circ} $, being an angle $ \alpha $ in the range $ (0, 180) $, then the measured distance $ |g_l-g_r| $ is a factor $ \mathsf{sin}(\alpha) $ from the actual distance that would be perceived from a perpendicular viewing angle where $ \alpha = 90^{\circ} $. The computed distance $ d $ will therefore be larger then the actual distance. However, the angle $ \alpha $ can be measured when using customized sensor bar with three LED groups with equally space in between. The angle can then be computed from the ratio between $ | g_l - g_m | $ and $ | g_r - g_m | $, where $ g_m $ are de camera coordinates of the middle LED group. \\%a third beacon positioned at equal distances in between the other two. %Our 3D mouse implementation does not require such precise distance calculation, because the \\
\subsubsection{Mapping to head position}
-For the headtracking implementation we use a wiimote mounted on top of the display. This wiimote is used to track the position of the users head with respect to the display. We use the position of the head to set a perspective projection such that it originates from the user's point of view. As a result the 3D scene can be observed from different angles and distances, and if done right the display seems to be a window to 3D world behind it. For the wiimote to be able track the position of the head, the user is required to have two infrared sources mounted on its head. \\
+For the headtracking implementation we use a wiimote mounted on top of the display. This wiimote is used to track the position of the users head with respect to the display. We use the position of the head to set a perspective projection such that it originates from the user's point of view. As a result the 3D scene can be observed from different angles and distances, and if done right the display seems to be a window to a 3D world. For the wiimote to be able track the position of the head, the user is required to have two infrared sources mounted on its head. \\
The head position is first calculated in real world measurements, relative to the center of the display and then converted to world coordinates. For the best results, the wiimote has to be aligned with the axis of the display such that the wiimote's z-axis is perpendicular to the display. \\