著者
篠田 貴大 坂本 眞人
出版者
宮崎大学工学部
雑誌
宮崎大学工学部紀要 (ISSN:05404924)
巻号頁・発行日
no.49, pp.177-189, 2020-09

In recent years, entertainment computing has received increasing attention in Japan. In this study, we focused on projection mapping. Projection mapping is a technology for creating a new space by synthesizing space and video using a projector. Many people have been fascinated by the work that combines dancer performance and projection mapping. However, in these tasks, it is necessary for the performer to accurately match the motion of the image object in the projection mapping, and it is difficult for many people. Therefore, we propose a participatory projection mapping that changes interactively according to the user's movement in order to entertain not only the people who view the projection mapping but also the performers. In this study, we focused on sports and implemented projection mapping that can perform pitching of baseball and lifting of soccer according to the user's skeleton coordinates using Kinect. Also, if the user hides from Kinect's field of view and then enters Kinect's field of view again, there is a problem that the re-following of the user's skeleton coordinates is not performed well. We approached the problem by using a cascade classifier to detect users. We asked five users to experience the projection mapping proposed in this study, and conducted a questionnaire to obtain evaluation. From the results of the questionnaire, we think that we could get a certain evaluation as to whether the performers could enjoy as well as the people who saw the projection mapping. Future tasks include the implementation of tutorial screens and texture mapping to make the operation easier to understand, so that even small children and people with physical disabilities can experience it.