> While I've been recovering from my Royal Adelaide Cold, I've been playing
> around with my computer-vision based remake of Tekken Torture Tournament.
> Here is a video showing my current progress at reading the players energy
> bars from a video feed.
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> On 24 September 2012 15:23, Steven Pickles <thatpix...@gmail.com> wrote:
> > While I've been recovering from my Royal Adelaide Cold, I've been playing
> > around with my computer-vision based remake of Tekken Torture Tournament.
> > Here is a video showing my current progress at reading the players energy
> > bars from a video feed.
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That's actually kind of hard. As you can see in that video, the player was
already at 0% before the final blow was dealt. I could monitor the match
lights separately, perhaps...
pix
On 24 September 2012 15:46, sighmon <simon.loff...@gmail.com> wrote:
> > On 24 September 2012 15:23, Steven Pickles <thatpix...@gmail.com> wrote:
> > > While I've been recovering from my Royal Adelaide Cold, I've been
> playing
> > > around with my computer-vision based remake of Tekken Torture
> Tournament.
> > > Here is a video showing my current progress at reading the players
> energy
> > > bars from a video feed.
> > > --
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> Groups
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> hackerspace-adelaide@googlegroups.com
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On Monday, September 24, 2012 4:51:07 PM UTC+9:30, pix wrote:
> That's actually kind of hard. As you can see in that video, the player was > already at 0% before the final blow was dealt. I could monitor the match > lights separately, perhaps...
On 24 September 2012 16:51, Steven Pickles <thatpix...@gmail.com> wrote:
> That's actually kind of hard. As you can see in that video, the player was
> already at 0% before the final blow was dealt. I could monitor the match
> lights separately, perhaps...
i've got match light tracking working now. it's a bit dodgy (the light
"explodes" on, which bleeds into the nearby lights) but should work for our
purposes - as we just know that "something is happening with the match
lights".
now i need to record some new test videos with all the lights being lit,
and to see what happens in a draw (timeout).
picking events out of the audio would be crazy difficult, unless you know
some DSP voodoo i don't ;)
pix
On 24 September 2012 19:21, Thomas Sprinkmeier <thomas.sprinkme...@gmail.com
> wrote:
> On 24 September 2012 16:51, Steven Pickles <thatpix...@gmail.com> wrote:
> > That's actually kind of hard. As you can see in that video, the player
> was
> > already at 0% before the final blow was dealt. I could monitor the match
> > lights separately, perhaps...
> might the audio provide better cues?
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> i've got match light tracking working now. it's a bit dodgy (the light
> "explodes" on, which bleeds into the nearby lights) but should work for our
> purposes - as we just know that "something is happening with the match
> lights".
> now i need to record some new test videos with all the lights being lit,
> and to see what happens in a draw (timeout).
> picking events out of the audio would be crazy difficult, unless you know
> some DSP voodoo i don't ;)
> pix
> On 24 September 2012 19:21, Thomas Sprinkmeier <
> thomas.sprinkme...@gmail.com> wrote:
>> On 24 September 2012 16:51, Steven Pickles <thatpix...@gmail.com> wrote:
>> > That's actually kind of hard. As you can see in that video, the player
>> was
>> > already at 0% before the final blow was dealt. I could monitor the match
>> > lights separately, perhaps...
>> might the audio provide better cues?
>> --
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So pix are you calculating intensity ? or just when they bar changes. It would be cool to do the power/length of the zap based on the amount of bar which you lose in 1 hit.
On Monday, 24 September 2012 19:31:40 UTC+9:30, pix wrote:
> s/we just know/we just need to know/
> On 24 September 2012 19:31, Steven Pickles <thatp...@gmail.com<javascript:> > > wrote:
>> i've got match light tracking working now. it's a bit dodgy (the light >> "explodes" on, which bleeds into the nearby lights) but should work for our >> purposes - as we just know that "something is happening with the match >> lights".
>> now i need to record some new test videos with all the lights being lit, >> and to see what happens in a draw (timeout).
>> picking events out of the audio would be crazy difficult, unless you know >> some DSP voodoo i don't ;)
>> pix
>> On 24 September 2012 19:21, Thomas Sprinkmeier <thomas.sp...@gmail.com<javascript:> >> > wrote:
>>> On 24 September 2012 16:51, Steven Pickles <thatp...@gmail.com<javascript:>> >>> wrote: >>> > That's actually kind of hard. As you can see in that video, the player >>> was >>> > already at 0% before the final blow was dealt. I could monitor the >>> match >>> > lights separately, perhaps...
>>> might the audio provide better cues?
>>> -- >>> You received this message because you are subscribed to the Google >>> Groups "HackerSpace - Adelaide, South Australia" group. >>> To post to this group, send email to hackerspac...@googlegroups.com<javascript:> >>> . >>> To unsubscribe from this group, send email to >>> hackerspace-adelaide+unsubscribe@googlegroups.com <javascript:>. >>> For more options, visit this group at >>> http://groups.google.com/group/hackerspace-adelaide?hl=en.
Currently I'm just collecting data. The control code comes next, and is
free to interpret that data. Our electronics only lets us control the
duration of the shock not the intensity. My plan is to make the duration
proportional to the amount of energy lost. If you look closely there is a
red "shadow" that falls slower than the orange energy bar. I'm hoping the
end result will be something like the zap continuing for as long as that
red shadow is moving (tho I'm not tracking that red shadow, I will be
simulating something similar so I can control how slowly it drains).
pix
On Sep 27, 2012 9:39 AM, "alphie" <njspr...@iprimus.com.au> wrote:
> So pix are you calculating intensity ? or just when they bar changes. It
> would be cool to do the power/length of the zap based on the amount of bar
> which you lose in 1 hit.
> On Monday, 24 September 2012 19:31:40 UTC+9:30, pix wrote:
>> s/we just know/we just need to know/
>> On 24 September 2012 19:31, Steven Pickles <thatp...@gmail.com> wrote:
>>> i've got match light tracking working now. it's a bit dodgy (the light
>>> "explodes" on, which bleeds into the nearby lights) but should work for our
>>> purposes - as we just know that "something is happening with the match
>>> lights".
>>> now i need to record some new test videos with all the lights being lit,
>>> and to see what happens in a draw (timeout).
>>> picking events out of the audio would be crazy difficult, unless you
>>> know some DSP voodoo i don't ;)
>>> pix
>>> On 24 September 2012 19:21, Thomas Sprinkmeier <thomas.sp...@gmail.com>wrote:
>>>> On 24 September 2012 16:51, Steven Pickles <thatp...@gmail.com> wrote:
>>>> > That's actually kind of hard. As you can see in that video, the
>>>> player was
>>>> > already at 0% before the final blow was dealt. I could monitor the
>>>> match
>>>> > lights separately, perhaps...
>>>> might the audio provide better cues?
>>>> --
>>>> You received this message because you are subscribed to the Google
>>>> Groups "HackerSpace - Adelaide, South Australia" group.
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>>>> To unsubscribe from this group, send email to hackerspace-adelaide+**
>>>> unsubscribe@googlegroups.com.
>>>> For more options, visit this group at http://groups.google.com/** >>>> group/hackerspace-adelaide?hl=**en<http://groups.google.com/group/hackerspace-adelaide?hl=en>
>>>> .
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There are maybe a couple of frames worth of lag. Not really noticeable, but
it is enough that you can't play the game using the captured stream. We
will be doing an analog split of the signal so the players will be using an
unlagged video stream.
pix
On 27 September 2012 17:54, Damien P <athe...@gmail.com> wrote:
> What are you using for the image capture? Will lag be an issue? I can't
> imagine so, if anything you'll anticipate the zap which might make it worse!
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> There are maybe a couple of frames worth of lag. Not really noticeable,
> but it is enough that you can't play the game using the captured stream. We
> will be doing an analog split of the signal so the players will be using an
> unlagged video stream.
> pix
> On 27 September 2012 17:54, Damien P <athe...@gmail.com> wrote:
>> What are you using for the image capture? Will lag be an issue? I can't
>> imagine so, if anything you'll anticipate the zap which might make it worse!
>> To post to this group, send email to
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