interactive projection mapping using human detection by

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Interactive Projection Mapping using Human Detection by Machine Learning Makoto Sakamoto 1 , Takahiro Shinoda 1 , Kenji Sakoma 1 , Takahiro Ishizu 1 , Amane Takei 1 , Takao Ito 2 1 Department of Computer Science and System Engineering, University of Miyazaki, Miyazaki-City, 889-2192, Japan E-mail: [email protected] 2 Graduate School of Engineering, Hiroshima University, Higashi-Hiroshima, 739-8527, Japan E-mail: [email protected] Abstract In recent years, “Entertainment Computing” (EC) has attracted attention and has become one of the major industries in Japan. Projection Mapping” is well known in this EC. Projection mapping is a video technology that creates a new space by synthesizing space and video using a projector. Among them, many people are fascinated by works that create a fantastic world by combining dancer performance and projection mapping. However, these works require the performer to accurately align with the coordinates of the image objects in the projection mapping, which is not easy for everyone. In this study, we aim to entertain not only the people who see the projection mapping but also performers. Therefore, we have prototyped an interactive projection mapping that changes according to user movement. This time, we focused on sports and projected the ball to the user to experience baseball pitching and soccer lifting. Furthermore, we conducted a questionnaire survey to evaluate the sense of use of this system, and the results showed that many people can enjoy by this projection mapping. Keywords: Entertainment Computing, EC, Projection Mapping, Kinect. 1. Introduction In recent years, exciting projection mapping has received more and more attention. Many people have seen projection mapping to buildings such as theme parks. For example, there is a closing ceremony for the “Rio Olympics” held in August 2016. Currently, projections are also being made on familiar items such as clothes, faces, and notebooks. For example, during a performance at the world's largest advertising festival in Cannes, the artist's white costume became a screen, and colorful graphics were projected one after another. Projection mapping will delight us in many ways. However, in the conventional projection mapping, the viewer mainly enjoys watching and enjoying the projected image, so that the viewer's feeling of immersion in the content is considered insufficient 1) . In this study, we propose a participatory projection mapping that changes according to the movement of participants by projecting to participants. 85 Copyright © 2020, the Authors. Published by AROB Jimukyoku This is an open access article under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/). AROB Jimukyoku Journal of Advances in Artificial Life Robotics, Vol. 1, No. 2 (September 2020) 85-89

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Page 1: Interactive Projection Mapping using Human Detection by

Interactive Projection Mapping using Human Detection by Machine Learning

Makoto Sakamoto1, Takahiro Shinoda1, Kenji Sakoma1, Takahiro Ishizu1 , Amane Takei1, Takao Ito2

1Department of Computer Science and System Engineering, University of Miyazaki,

Miyazaki-City, 889-2192, Japan

E-mail: [email protected] School of Engineering, Hiroshima University,

Higashi-Hiroshima, 739-8527, Japan

E-mail: [email protected]

Abstract

In recent years, “Entertainment Computing” (EC) has attracted attention and has become one of the major industries in Japan. “Projection Mapping” is well known in this EC. Projection mapping is a video technology that creates a new space by synthesizing space and video using a projector. Among them, many people are fascinated by works that create a fantastic world by combining dancer performance and projection mapping. However, these works require the performer to accurately align with the coordinates of the image objects in the projection mapping, which is not easy for everyone. In this study, we aim to entertain not only the people who see the projection mapping but also performers. Therefore, we have prototyped an interactive projection mapping that changes according to user movement. This time, we focused on sports and projected the ball to the user to experience baseball pitching and soccer lifting. Furthermore, we conducted a questionnaire survey to evaluate the sense of use of this system, and the results showed that many people can enjoy by this projection mapping.

Keywords: Entertainment Computing, EC, Projection Mapping, Kinect.

1. Introduction

In recent years, exciting projection mapping hasreceived more and more attention. Many people have seen projection mapping to buildings such as theme parks.For example, there is a closing ceremony for the “Rio Olympics” held in August 2016.

Currently, projections are also being made on familiar items such as clothes, faces, and notebooks. For example, during a performance at the world's largest advertising festival in Cannes, the artist's white costume became a screen, and colorful graphics were projected one after another.

Projection mapping will delight us in many ways. However, in the conventional projection mapping, the viewer mainly enjoys watching and enjoying the projected image, so that the viewer's feeling of immersion in the content is considered insufficient1).

In this study, we propose a participatory projection mapping that changes according to the movement of participants by projecting to participants.

85

Copyright © 2020, the Authors. Published by AROB JimukyokuThis is an open access article under the CC BY-NC license (http://creativecommons.org/licenses/by-nc/4.0/).

AROB Jimukyoku Journal of Advances in Artificial Life Robotics, Vol. 1, No. 2 (September 2020) 85-89

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Makoto Sakamoto, Takahiro Shinoda, Kenji Sakoma, Takahiro Ishizu , Amane Takei, Takao Ito

2. Study method

2.1. Equipment Used

2.1.1. Kinect for Windows

Kinect for Windows is available from Microsoft. It’s a peripheral device that enables operations by body movement, gestures, sound, etc. without using a controller (see Fig.1). Kinect has an infrared sensor, an RGB camera that

acquires 8-bit 3-channel (RGB) image data, a depth image sensor that acquires distance (depth) image data from Kinect, and a sound microphone that estimates the position of a sound source. Also, Kinect’s feature is "posture recognition

technology", recognizes the whole human body and performs operations by its movement. Thereby, it is possible to estimate where the parts of the body are by using the depth image.

Fig. 1: Kinect for Windows v12).

2.1.2. Projector

The projector is used for projection.

2.2. Development Environment

・ OS: Windows10,・ Development Environment: Visual Studio 2017,・ Development Language: C++,・ OpenNI2,

OpenNI is an interface that allows you toconfigure Kinect, acquire images, measure distance, and use a microphone. It is also used in this study because it can be linked with OpenCV, an image processing library.

・ NiTE,NiTE is used to get data (eg gesture recognition, motion tracking etc) from Kinect2).

・ OpenCV,Create an object detector using the OpenCVlibrary.

・ OpenGL.

3. Outline of the system

It was programmed to display seven screens: Ball,Color, Depth, User, Skeleton, Combination (for projection), and Combination PC (for PC) (see Fig.2-7).

Fig. 2: “Ball” screen display. Fig. 3: “Color” screendisplay.

Fig. 4: “Depth” screen display. Fig. 5: “User” screen display.

Fig. 6: “Skeleton” screen Fig.7: “Combination” display. “Combination PC”

screen display.

Infrared sensor RGB camera Depth image sensor

Microphone

AROB Jimukyoku Journal of Advances in Artificial Life Robotics, Vol. 1, No. 2 (September 2020) 85-89

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Interactive Projection Mapping using

3.1. User Detection

3.1.1. Boosting

Boosting is a learning algorithm that sequentially generates weak classifiers and combines them to create a strong classifier3). In this study, we decided to use a method called AdaBoost among various Boosting methods. AdaBoost is a technique for creating a classifier with high accuracy by learning by adaptively weighting the recognition rate of the classifier during the learning process4) (see Fig.8).

Fig. 8: AdaBoost.

3.2. Extract image features

The classifier learns by extracting the feature amount of the image at the time of creation. There are the following three feature extraction methods. ・ Haar-Like,・ Local Binary Pattern (LBP),・ Histogram of Oriented Gradients (HOG).In this study, we conducted experiments using LBP.

3.2.1. LBP

LBP is one of feature quantities that can be used for image recognition and classification5). It is usually calculated in a 3x3 pixel area and extracts local features. It is particularly resistant to lighting changes and has the advantage of being able to calculate at high speed. In the calculation method, first, the luminance value of the center is compared with the luminance values of pixels in the vicinity of the surrounding eight. Of the 8 neighborhoods, 1 is set when the luminance value is equal to or greater than the central luminance value, and 0 is set otherwise. This is multiplied by a mask, the sum is obtained, and this value is replaced with the luminance value of the central pixel. A mask is a weight assigned 2n

clockwise from the top left. This operation is performed for all pixels, and the resulting image is called an LBP

image. The object is recognized using the LBP feature value thus obtained.

3.3. Soccer mode

The first screen is in the black initial state. When the user raises his knee, a soccer ball and a soccer stadium are projected. In addition, a sound is now played when kicking the ball. If the ball coordinate is lower than the y coordinate threshold, the ball disappears and is initialized. In addition, physics was used for the lifting operation (see Fig.9).

Fig. 9: Soccer mode execution result.

3.4. Baseball mode

The first screen is in the black initial state. When the user raises his hand, a baseball ball and a baseball stadium are projected. In addition, a sound is now played when throwing the ball. In order to make the ball appear to be thrown in the back, the ball gradually gets smaller as the flight distance increases. When the ball position is greater than the threshold value of the x coordinate (the left edge of the screen as seen by the user), the ball disappears and is initialized (see Fig.10).

Fig. 10: Baseball mode execution result.

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Makoto Sakamoto, Takahiro Shinoda, Kenji Sakoma, Takahiro Ishizu , Amane Takei, Takao Ito

4. Experimental result

The experiment using the threshold of skeleton coordinates and the method of this study were tested and compared6). In this study, we performed grayscale on the “Color” screen display obtained from Kinect and detected the user using object detector. Fig. 11 shows

human body recognition in soccer mode.

Fig. 11: User detection using human detector in soccer mode.

In previous study, when the subject disappeared from the Kinect field of view and entered the field of view again, there was a problem that the skeletal information was not retraced and mapping was not successful. In this study, we solved the problem by performing human body recognition using OpenCV without using tracking of skeleton coordinates.

5. Conclusion

In this study, we used an object detector created with Opencv to create an interactive projection mapping whose mapping changes according to human movement. In previous study, when the subject disappeared from the Kinect field of view and entered the field of view again, there was a problem that the skeletal information was not retraced and mapping was not successful. In this study, we were able to solve these problems by using a method that does not use arbitrary thresholds. For example, in previous artist concerts, artists have been following the

movement of projection mapping. However, with this method, it is possible to perform projection mapping that matches the movement of the artist. This will reduce the difference between each other's movements and make it possible to produce more realistic performances. In the future, we would like to realize interactive projection mapping using more accurate human body classifiers by increasing the number of sample images.

References 1. W.Ogasa, H.Katayose, "TPPM (Take Part in

Projection Mapping): Multiplayer participation typeprojection mapping application using tablet terminal",Entertainment Computing 2014, 2014-09-12, 77-79, 2014.

2. M.Koeda, E.Ueda, T.Nakamura, “Introduction toimage processing with OpenCV (in Japanese)”, KodanshaLtd., ISBN978-4061538290, 2017.

3. Nobuyuki Nishiuchi, Takuma Suzuki, KimihiroYamanaka "Development of Work Posture EvaluationSystem Using Boosting" J Jpn Ind Manage Assoc 62,51-58, 2011.

4. Yoav Freund, Robert E Schapire "A Decision-Theoretic Generalization of On-Line Learningand anApplication to Boosting" journal of computer and systemsciences 55, 119139, 1997.

5. Ojala T, Pietikäinen M & Harwood D, “Performanceevaluation of texture measures with classification based onKullback discrimination of distributions.”, Proc. 12thInternational Conference on Pattern Recognition (ICPR1994), Jerusalem, Israel. Vol I, 582-585, 1994.

6. Makoto Sakamoto, Takahiro Shinoda, Takahiro Ishizu,Masahiro Hori, Hazuki Watanabe, Amane Takei, TakaoIto "A Proposal of Interactive Projection Mapping UsingKinect" IEEE Xplore: 29, November, 2018.

============================================ Authors Introduction

Dr. Makoto Sakamoto

Makoto Sakamoto received the Ph.D. degree in computer science and systems engineering from Yamaguchi University. He is presently an associate professor in the Faculty of Engineering, University of Miyazaki. He is a theoretical computer scientist,

and his current main research interests are automata theory, languages and computation. He is also interested in digital geometry, digital image processing, computer vision, computer graphics, virtual reality, augmented reality, entertainment computing, complex systems and so on.

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Mr. Takahiro Shinoda

Takahiro Ishizu is a master student at Department of Computer Science and System Engineering, University of Miyazaki. His current research interests are computer graphics and image processing.

Mr. Kenji Sakoma

Kenji Sakoma is a master student at Department of Computer Science and System Engineering, University of Miyazaki. His current research interests are computer graphics and image processing.

Mr. Takahiro Ishizu

Takahiro Ishizu is a master student at Department of Computer Science and System Engineering, University of Miyazaki. His current research interests are computer graphics and image processing.

Prof. Amane Takei

Amane Takei is working as Associate Professor for Department of Electrical and systems Engineering, University of Miyazaki, Japan. His research interest includes high performance computing for computational electromagnetism, iterative methods for the solution of sparse linear systems, domain decomposition

methods for large-scale problems. Prof. Takei is a member of IEEE, an expert advisor of The Institute of Electronics, Information and Communication Engineers (IEICE), a delegate of the Kyushu branch of Institute of Electrical Engineers of Japan (IEEJ), a director of Japan Society for Simulation Technology (JSST).

Dr. Takao Ito Dr. Takao Ito is Professor of Management of Technology (MOT) in Graduate School of Engineering at Hiroshima University. He is serving concurrently as Professor of Harbin Institute of Technology (Weihai) China. He has published numerous papers in refereed

journals and proceedings, particularly in the area of management science, and computer science. He has published more than eight academic books including a book on Network Organizations and Information (Japanese Edition). His current research interests include automata theory, artificial intelligence, systems control, quantitative analysis of inter-firm relationships using graph theory, and engineering approach of organizational structures using complex systems theory.

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