Depth Stream Calibration

Calibration flow

To calibrate selected depth sensor to work in an interactive projection environment (floor, wall or table), the following steps are required:

  1. Setting the image orientation (vertical/horizontal).
  2. Setting the interaction area corners (calibration points).
  3. Setting the detection parameters (technique, tilt, distance and sensitivity).

The camera calibration process will be described in details in next sections.

Before we start the calibration, pre-configuration of the Player is required to define your target work environment.

Player Startup: Environment Selection

1. Choose INTERACTIVE PROJECTION at startup

At Player 1st start you get a screen to select the Player environment. Choose Interactive Projection (even if your setup consists of a PC and a camera, without a projector). If you choose PC/Touch Screen option, you will not be guided through the Interactive Projection Wizard, but see interface adapted to touch screens for selected apps from our App Library.

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ACTION: Choose Interactive Projection option.

2. Define CAMERA TYPE as DEPTH CAMERA

Select one camera type of these shown below:

  1. Depth camera
  2. IR USB camera board
  3. Motioncube IR Kit

ACTION: Select a Depth camera option.

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Next screens will be adjusted to your choice.

3a. Select INTERACTIVE FLOOR as a projection SURFACE

Choose the surfaces on which interactive games will be projected. You may combine even two or three surfaces, depending of your setup capabilities. Typically Floor mode and Table mode can be combined in one setup easily, as the projection area is horizontal in both modes and there may be no need to ingerate in the installation.

ACTION: Select Interactive Floor

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3b. Choose MOTION INTERACTION type

Motion interaction is a standard way of playing apps on the interactive floor. We offer within motion-interactive setups additional interesting forms of playing the games like steering the RC vehicle or contolling games from a mobile UI (i.e. with smartphone). You can leave only Motion interaction checkbox checked, or select all visible. The consequence of checking specific interaction types will be the visibility of specific games in Your App Library; you will see only those apps for which interaction type was selected in this view. You can always change your selection later by reopening this view in Menu: Settings > Advanced > Player Environment & Modes.

ACTION: Select Motion interaction and Apply

Great! The Player has all the basic settings defined. Next step will be just to indicate the camera for your setup and calibrate the interaction area. The Interactive Projection Wizard will guide you through this process.

Finally click YES on the Interactive Projection Wizard popup.

Interactive Projection Wizard

Once you have your Player configured to work in the interactive projection environment, you may go through camera setting and calibration flow.

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Now you should have a depth camera connected with your computer. Make sure your Windows operating system detects your camera. Install necessary drivers or runtimes. See Troubleshooting Guide. Connect the projector with a computer. Face both devices onto one surface area. Camera view shall cover entire image (plus some margin) in the projection area. Switch main display to a projector to enable calibration on a target projection surface. See Setup Guide.

Useful option

At this phase, for testing purposes only, it is not a must to have a projector connected to your computer, as you can follow the whole calibration process and display games on your monitor. However, to calibrate the camera for the desired setup with the image projected on a surface the projector is necessary.

1. Setup Selection

Choose you basic device mode: Floor, Table or Wall. Calibration options will be adjusted to your selection.

ACTION: Select Floor

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2. Stream Engines Selection

Choose from the list the required stream engine(s) for your setup. Do not set all possibilities by default, if it is not necessary, as this impact on Player workload.

ACTION: Choose the engine for your target depth camera

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3. Frame Source Selection

From a Device list select your camera device. If you don't see any camera or you can't see the view from the camera, see Troubleshooting Guide.

ACTION: Select your Orbbec Astra model

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4. Image Orientation

First step: Make sure the orientation of the image displayed by the projector is correct. In case of the floor projection the players shall see the image correctly while facing the projector, not having projector on their backs. Correct projector settings for image if needed.

Second step: Stand in the interaction area and verify the view in the camera. Make flips with the image in the camera view, only if the user orientation is captured wrong.

ACTION: Flip the camera image horizontally or vertically if required.

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5. Determine the Camera Calibration Points

In this step we use the RGB preview from the camera to define four corners of the projected image.

ACTION: Move four calibration points with a mouse and set the interaction area. The camera shall see exactly the game area/game image - not less, not more.

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6. Motion Detection Technique

Motioncube supports two detection modes:

  1. Single frame mode detects stationary objects and objects in motion within a defined range (distance from a camera). The interaction effect will be triggered by both: moving and stationary objects.

Hint

1. Apply **Single frame** for interactive wall with ball interaction. 2. Apply **Single frame** for interactive floor if you want to eliminate "shadow interaction" on the floor.
  1. Diff frames mode detects objects in motion in full range (specific distance from a camera defined by a user is not applied). Motion releases the interaction effect.

Hint

Apply it when Single frame mode triggers to much interaction effects. It works in any case, but maybe not always as precise as Single frame. Apply **Diff frames** for interactive table if you want to eliminate stationary object interaction i.e. to avoid unintended effect triggered without hand moving.

ACTION: Choose Single Frame

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Important

The next settings will be defined for selected detection technique. If you decide to change the detection technique later, please Restore defaults and configure next setting once again.

7. Surface Tilt Adjustment

This step makes the surface even in the camera view, by recalculating distances betwen camera and surface in the interaction area.

Apply this step for both detection modes.

ACTION: Run Auto adjustment, then correct manually if needed

Verify your setting by walking on the floor and observing camera view.

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8. Set the distance range for motion detection

Apply this step for both detection modes.

ACTION: Run Auto range. Correct manually if needed for Single frame mode. For Diff frame leave automatic settings.

Verify your setting by walking on the floor and observing camera view.

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9. Sensitivity for Motion Detection

Treshold parameter defines which motion detection results will trigger interaction effect. The lower the value, the more detection rubbish. The higher the value, the smaller detection results.

Default value for floor, table and wall is 10 for motion detection.

ACTION: Click Restore default, then correct manually if needed.

Verify your setting by walking on the floor and observing camera view.

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10. Done! What's next?

Follow the Welcome page to get started (My App Library > Welcome).

Log in to the Application Store in Player using your Motioncube account. This will give you access to free games and templates.

Switch to Designer view to access additional templates (Settings > Advanced > Designer View).

Remember that you can use our Self-Testers (Settings > Advanced, e.g., Tester: Motion). Whenever you want to test or purchase a new type of app, or if you notice issues with app interaction, run the appropriate tester to verify your setup’s capabilities and ensure proper calibration.

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