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1: 2012-09-22 (土) 18:21:56 iseki ソース 現: 2012-09-25 (火) 14:18:56 iseki ソース
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[[Back to Setting Menu>../../Setting Menu]] [[Back to Setting Menu>../../Setting Menu]]
-** Dialog of Settings [#s4a914e1]+*** Motion (for OpenNI/NITE) [#i17804a1] 
 +&ref(../Setting_Motion_openni_en.png); 
 +#br
-*** Setting of Animation Dialog [#x8e7383d+**** NI Device Data [#zd5e37e0
-&ref(DIALOG_ANIMATION_E.jpg);+- In OpenNI, the ''Position Data'' of joints and the ''Rotation Matrix'' are obtained. It specifies which is used. 
 +- By the manual of OpenNI/NITE, the Position Data has good accuracy than the Rotation Matrix. 
 +#br
-**** Animation UUID [#r6dc794f+**** Confidence [#z38973eb
-- UUID (correctly GUID) of the animation replaced with the animation data from the Kinect is specified.+- The threshold of the confidence (reliability) of the data in OpenNI is specified. 
 +#br
-*** Setting of Sensor Window Dialog [#rfe5bb5b] +**** Joint Constraint [#h026c71b
-&ref(DIALOG_SENSOR_E.jpg); +- Restrictions are given and corrected to a motion of a joint and a gradual vibration of hand and foot etc
-**** Mirroring [#na527ba8+- But this is under experimental. 
-- Mirroring of Kinect Data is performed+#br
-- An avatar motion is mirrored, too.+
-**** Use Camera Image [#d3b90e25+**** Smoothing [#t8ef7de7
-- Display camera image on Sensor Window. +- ''NITE Smoothing'' 
-- If it is unchecked, background of Sensor Window is light gray.+-- A motion of joint is smoothed using the function of ''NITE''. 
 +-- It seems that the Moving Average is probably used. But detailed parameters are unknown. 
 +-- It is referring to the manual of OpenNI/NITE for details (if it exists). 
 +- ''Moving Average Smoothing'' (our implementation) 
 +-- This uses typical ''Moving Average'' to smoothing move of joints 
 +#br
-*** Setting of Log Window Dialog [#m11bf759+**** Correction [#m7914e86
-&ref(DIALOG_LOG2_E.jpg);+- ''Rotation of Y-Axis'' 
 +-- This rectifies the inclination of avatar's front and back. A unit is a degree. 
 +#br
-**** Position [#a01e22b1] +**** Detection of Parts [#cce3efd4
-- Display position data (XYZ) from Kinect. +- ''ALL'' 
- +-- The whole body is detected
-**** Rotation Matrix [#i839a39a] +- ''UPPER'' 
-- Display elements of rotation matrix from Kinect. +-- The upper body is detected.
- +
-**** Quaternion [#efa9fa10+
-- Display relative Quaternion that is computed from rotation matrix. +
-- Viewer reads this data directory from shared memory. +
- +
-**** Received Data from Network [#n805e0c7] +
-- Display received Animatin UUID, Number of joints and Unit Data Size (double[8] or float[4]) +
-**** Network Check [#je622a03] +
-- The information for debugging for network functions is displayed. So, receiving Rate in every 5s (packets/s), delay time of own data, received Animation Num. and Connection Key are  displayed. +
- +
-*** Setting of Data Save Dialog [#x7e58104] +
-&ref(DIALOG_DATA_E.jpg); +
-- Not implemented yet. This function will be supported by v2.1.0. +
- +
-*** Setting of Network Dialog [#x9904c0e] +
-&ref(DIALOG_NETWORK3_E.jpg); +
- +
-**** Output of Data [#i3397729] +
-- Network and Local: Animation Data is wrote to shared memory and sent to Animation Relay Server. +
-- Network only: Animation data is sent only to Animation Relay Server. +
-**** Fast Transfer Mode [#k875fd78] +
-- Usually, the UDP data for one frame of an avatar is a header(64Byte) + elements number of joint data(8) x double(8Bytes) x joints number(11) = 768Bytes. +
-- If this is checked, a data type will turn into a float(4Bytes), and will serve as 416Bytes in all. In this size, fragmentation is never caused on the network. +
-- You can change this, also in during transmission of data. +
- +
-**** Received Port [#bbceb756] +
-- Port number of UDP which receives data from an Animation Relay Server. +
-- Usually, 8200 is used in the default . +
-- If your PC is in NAT (correctly NAPT), you must to set up a router, and UDP data must be forwarded from Port of Router (same number as Received Port) to Received Port of PC which executing SLKinect2. (default is from Router:8200 to PC:8200) +
-- You cannot change this item during login. +
- +
-**** Animation Relay Server [#v1b7ba57] +
-- IP address or FQDN of an Animation Relay Server is specified. +
-- You cannot change this item during login. +
-- Our test server is ''silver-star.nsl.tuis.ac.jp''. You can use this server, but support is nothing. +
- +
-**** Port Num. [#jdbefcf8] +
-- The UDP port number of an Animation Relay Server+
-- It asks administrator and sets to a server. +
-- Usually, 8200 should be used in the default. +
-- You cannot change this item during login. +
-- Port number of ''silver-star.nsl.tuis.ac.jp'' is 8200. +
- +
-**** Group Key [#lf77f9dd] +
-- This key is for grouping of user on an Animation Relay Server. A top string (Group Key Prefix) can be specified by the server side. +
-- It cannot log in, unless Group Key Prefix is the same as one on server side. +
-- About Group Key Prefix, please ask server administrator. +
-- It can set up freely except a Group Key Prefix. However, the character must be only an alphanumeric character and must be less than 16 characters on the whole including a Group Key Prefix. +
-- You cannot change this item during login. +
-- Group Key Prefix of ''silver-star.nsl.tuis.ac.jp'' is ''NSL_''+
#br #br


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