TY - GEN
T1 - Design and implementation of an interactive animatronic for guest response analysis
AU - Burns, Brian
AU - Samanta, Biswanath
N1 - Publisher Copyright:
© 2015 IEEE.
PY - 2015/6/24
Y1 - 2015/6/24
N2 - Within entertainment applications, animatronics must be identified as human partners to establish status for dynamic interactions for enhanced acceptance and effectiveness as socially-interactive agents. This research covers the design and implementation for human identification using a depth camera (Carmine from PrimeSense), an open-source middleware (NITE from OpenNI), Java-based Processing and an Arduino microcontroller into an animatronic dragon. Using the data from depth camera, people are identified by approximating a person's skeletal information. Based on the movements of the individual, the program tracks a human body, or bodies, within the camera's field of view. Joint locations, in the tracked human, are isolated for specific usage by the program. Joints include the head, torso, shoulders, elbows, hands, knees and feet. The dragon capabilities include a four degrees-of-freedom neck, moving wings, tail, jaw, blinking eyes and sound effects. These outputs instigate a movement in the tracked human, which establishes the cycle of human to animatronic interactions. This animatronic creature design will allow for future research in the effectiveness of interactive elements in themed environments.
AB - Within entertainment applications, animatronics must be identified as human partners to establish status for dynamic interactions for enhanced acceptance and effectiveness as socially-interactive agents. This research covers the design and implementation for human identification using a depth camera (Carmine from PrimeSense), an open-source middleware (NITE from OpenNI), Java-based Processing and an Arduino microcontroller into an animatronic dragon. Using the data from depth camera, people are identified by approximating a person's skeletal information. Based on the movements of the individual, the program tracks a human body, or bodies, within the camera's field of view. Joint locations, in the tracked human, are isolated for specific usage by the program. Joints include the head, torso, shoulders, elbows, hands, knees and feet. The dragon capabilities include a four degrees-of-freedom neck, moving wings, tail, jaw, blinking eyes and sound effects. These outputs instigate a movement in the tracked human, which establishes the cycle of human to animatronic interactions. This animatronic creature design will allow for future research in the effectiveness of interactive elements in themed environments.
KW - Animatronics
KW - Arduino
KW - Depth Camera
KW - Dragon
KW - Human Tracking
UR - http://www.scopus.com/inward/record.url?scp=84938125346&partnerID=8YFLogxK
U2 - 10.1109/SECON.2015.7132899
DO - 10.1109/SECON.2015.7132899
M3 - Conference article
AN - SCOPUS:84938125346
T3 - Conference Proceedings - IEEE SOUTHEASTCON
BT - IEEE SoutheastCon 2015 - Conference Proceedings
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - IEEE SoutheastCon 2015
Y2 - 9 April 2015 through 12 April 2015
ER -