Possible to measure distance with an iPhone and laser pointer? - iphone

I want to make this phone app that can measure distance. I want to know how far away something is from the phone. So let's say I want to know how far away a wall is...I'd like my phone to tell me.
So how might this work? Well, I can shine an ordinary red laser pointer against the wall (in the dark) and have the phone's camera "see" the dot.
The further away the phone is from the dot, the smaller the dot will be. The picture below shows the dot from 1 foot, 5 feet, 10 feet, 20 feet, and 25 feet away. I think the app could then measure the size of the dot and figure out how far away the dot actually is from the phone. And then it could use a simple ratio or formula to determine distance for other sizes.
So my question is: Would this likely work for measuring distance?

As long as you can clearly identify the laser dot I would say:Yes. I'm seeing the problem in doing the identifying.
The distance measuring is just some maths and physics stuff (I'm not sure what to use but I think there is maybe some useful optics stuff... intercept theorem?) or you can create an "algorithm" by testing(but then accuracy could be a problem ;))

So, I think the dual laser pointer idea is superior to the single laser pointer idea.
But, because the camera is moving further and further away from the wall, I believe angling the laser pointers is a non-solution.
Instead, I think keeping the laser pointers in parallel is the solution. This way, the further back you go, the beams will look closer and closer together in the photo, but they will still remain the same distance apart. Then you can easily come up with some formula to measure the distance based on how far apart the dots are in the photo.

Related

How to move the game object according the movement of real world object in the web cam in unity?

i want to develop a tan gram game in unity with the concept of augmented reality. i want to make tan gram figures using real tan grams in front of a webcam ,according to the tan gram figure in the screen. For that i want to place the game object with respect to the real tan gram in the camera frame. i also want to change the position and angle accordingly. please suggest a way to achive this. Thanks in advance!!!!
With difficulty.
If you want to do this without some sort of custom built hardware controller on the real tan gram, you will need some quite intricate image processing techniques. The following are some vague steps and pointers to achieve what you want. If there is a better option I cannot think of it, but this is very conceptual and by no means guaranteed to work - Just how I would attempt the task if I really had to.
Use a Laplacian operator on the image to calculate the edges
Use this, along with the average colour information in pixels to the left/right and above/below of each "edge" pixel (within a certain tolerance) to detect the individual shapes, corners, and relative positions starting from the centre of the image.
Calculate the relative sizes of each shape and and approximate the rotation using basic trigonometry.
However I can't help but feel like this is an incredibly large amount of work for such a concept, and could be so intensive to calculate this for each pixel to make it truly not worth your time. Furthermore it depends a lot on the quality of the camera used, and parallax errors would probably be nightmarish to resolve. Unless you are truly committed to this idea, I would either search for some pre-existing asset that does this for you or not undertake the project.

Get distance height with accelerometer

I have searched for hours now and still didn't find a definitive answer to my problem.
The scenario is this: the user throw an iPhone as high as he can and I want to measure the height that the iPhone has done.
I want to use the accelerometer with Core Motion and I successfully implemented a simple system that gives me the acceleration on the 3 axis. This is an acceleration though.
Based on my physics knowledge, the formula to calculate the maximum height is (V0^2)/2*g where V0 is the starting velocity.
I have the acceleration velocity though.
Any idea how can I convert the acceleration to velocity or directly get the velocity from my accelerometer?
I know it's not a completely programming related question, but I just want to have some help on this :)
First of all there is alredy an app that does exactly what you are up to: Send Me To Heaven. You won't find it in Apple's App Store because it never passed the review, guess why ;-)
As you stated you only have access to accelerations. h = v02/(2*g) is correct. To get the starting velocity v0 you need to integrate the acceleration numerically over the time. The trickiest part will be to find necessary and sufficient conditions to determine the time interval [t1, t2]. When did the acceleration phase start and when did it stop.
Another thing to consider is to avoid cheating users who just perform a rotation around there axis for a couple of seconds, then simulate the flying phase. There you might consider the landing phase too: when the user grabs the device you should register a strong deceleration.
However, don't expect this app to ever get in the store and at Google Play the competitors were faster.
Problems:
There's a number of problems physics impose on you (other than the velocity), to get the result.
The angle of the throw, relative to the direction of gravity. You cant know the relative vertical distance, unless you know this angle.
Orientation of reference throughout the throw (you cannot deduct the speed from the acceleration, from the device itself, unless you account for the changes in rotation while the phone accelerates).
However! You can decide to assume certain things, which will make these annoying problems go away!
Reasonable assumption:
The device is caught again, at the same relative height it was thrown.
This assumption reduce the problem to a much simpler one, in which we only really need to find the duration of time, where the device is in free fall, in order to determine the relative height of the throw.
All you have to do:
To determine if the device is in free fall, is relatively easy, since the total gravity would be near 0 m/s^2.
However, there's still one smallish problem to this, because the accelerometer is probably not located at the center of mass of the phone, so it will experience a constant acceleration (if the phone rotates around itself) in exactly one particular direction, throughout the free fall.
The maths of determining the height of a vertical throw, based on the airtime duration is left as an exercise to the reader :-)

Trouble getting correct height of joint positions in Unity Xbox

I am using Xbox-Unity and am trying to make a Kinect game. I need to be able to know when a player's foot is in the air and when it comes back down on the ground. I thought that this would be as simple as tracking the Joint Positions but the foot's Y changes based on the proximity to the Kinect Camera (Taking the foot joint position from Kinect). If I lifted my left foot up far away from the camera, it's Y would be high(let's say 10). If it were to land close to the camera, the Y would be low(let's say -20). What I had hoped was that I could just say 0 is the floor and have an easy time knowing when a foot was in the air and when it was on the ground. Does anybody have any ideas on how I can correctly tell when a foot is grounded?(everything I can think of so far had at least one exception that would make the gameplay broken)
Edit: Used a point to plane equation but no matter what I do, the distance to floor is always different based on my proximity to the camera.
One possibility would be to compare it to the other foot.. if one is higher than the other, chances are they're standing on the other foot. If you're looking to detect jumps, you should be able to find a sudden change in the y position of both feet.
There's also the Floor Clipping Plane, but that involves some more complicated math from what I've seen. Check out the Kinect programming guide, which is super old but I think should still be relevant here. The section "Floor Determination" is what you're after.

Gravity as frame of reference in accelerometer data in iOS

I'm working on an iPhone app for motorcyclist that will detect a crash after it has occurred. Currently we're in the data acquisition process and plotting graphs and looking at data. What i need to log is the forward user acceleration and tilt angle of the bike relative to bike standing upright on the road. I can get the user acceleration vector, i.e. the forward direction the rider is heading by sqrt of the x,y and z accelerometer values squared. But for the tilt angle i need a reference that is constant, so i thought lets use the gravity vector. Now, i realize that deviceMotion API has gravity and user acceleration values, where do these values come from and what do they mean? If i take the sqrt of the x,y and z squared components of the gravity will that always give me my up direct? How can i use that to find the tilt angle of the bike relative to an upright bike on the road? Thanks.
Setting aside "whiy" do this...
You need a very low-pass filter. So once the phone is put wherever-it-rides on the bike, you'll have various accelerations from maneuvers and the accel from gravity ever present in the background. That gives you an on-going vector for "down", and you can then interpret the accel data in that context... Fwd accel would tip the bike opposite of braking, so I think you could sort out fwd direction in real time too.
Very interesting idea.
Assuming that it's not a "joke question" you will need a reference point to compare with i.e. the position taken when the user clicks "starting". Then you can use cos(currentGravity.z / |referenceGravity|) with |referenceGravity| == 1 because Core Motion measures accelerations in g.
But to be honest there are a couple of problems for instance:
The device has to be in a fixed position when taking the reference frame, if you put it in a pocket and it's just moving a little bit inside, your measurement is rubbish
Hmm, the driver is dead but device is alive? Chances are good that the iPhone won't survive as well
If an app goes to the background Core Motion falls asleep and stops delivering values
It has to be an inhouse app because forget about getting approval for the app store
Or did we misunderstand you and it's just a game?
Since this is not a joke.
I would like to address the point of mount issue. How to interpret the data depends largely on how the iPhone is positioned. Some issues might not be apparent to those that don't actually ride motorcycles.
Particularly when it comes to going around curves/corners. In low speed turns the motorcycle leans but the rider does not or just leans slightly. In higher speed turns both the rider and the motorcycle lean. This could present an issue if not addressed. I won't cover all scenarios but..
For example, most modern textile motorcycle jackets have a cell phone pocket just inside on the left. If the user were to put there phone in this pocket, you could expect to see only 'accelerating' & 'braking'(~z) acceleration. In this scenario you would expect to almost never see significant amounts of side to side (~x) acceleration because the rider leans proportionally into the g-force of the turn. So while going around a curve one would expect to see an increase in (y)down from it's general 1g state. So essentially the riders torso is indexed to gravity as far as (x) measurements go.
If the device were mounted to the bike you would have to adjust for what you would expect to see given that mounting point.
As far as the heuristics of the algorithm to detect a crash go, that is very hard to define. Some crashes are like you see on television, bike flips ripping into a million pieces, that crash should be extremely easy to detect, Huh 3gs measured up... Crash! But what about simple downs?(bike lays on it's side, oops, rider gets up, picks up bike rides away) They might occur without any particularly remarkable g-forces.(with the exception of about 1g left or right on the x axis)
A couple more suggestions:
Sensitivity adjustment, maybe even with some sort of learn mode (where the user puts the device in this mode and rides, the device then records/learns average riding for that user)
An "I've stopped" or similar button; maybe the rider didn't crash, maybe he/she just broke down, it does happen and since you have some sort of ad-hoc network setup it should be easy to spread the news.

How to detect height of iPhone (for use in augmented reality game)?

I'm working on locating an iPhone device in 3D space.
I can use lat/long to detect physical location, I can use the magnetometer to figure out the direction they're facing, and I might be able to use the accelerometer to figure out how their device is oriented, but I can't figure out a way to get height of the device off the floor.
Specifically, I need to know if the user is squatting down, or raising their hand toward the ceiling (a different of about 2 meters/6 feet).
I posted a more detailed description of what I'm trying to do on my blog: http://pushplay.net/blog_detail.php?id=36
I would love any suggestions as to how to even fake this sort of info. I really want the sort of interactivity and movement that would require ducking and bobbing, versus just letting someone sit back and angle the phone -- kind of the way people can "cheat" playing with a Wii...
The closest I could see you getting to what you're looking for is using the accelerometer/magnetometer as an inertial tracker. You'd have to calibrate the user's initial position on startup to a "base" position, then continuously sample the sensors on a background thread to build a movement model. This post talks about boosting the default sample rate of the accelerometer functions so that you can get a pretty fine-grained picture of the user's movements.
I'm not sure this will solve your concern about people simply angling the device to produce the desired action, but you will have to strike a balance between being too strict in interpreting movements and allowing for differences in movement
The CoreLocation stuff gives you elevation aswell as lat/long, so you could potentially use that although there are some significant problems with this:
Won't work well indoors (not a problem for Sat Nav, is a problem for games)
Your users would have to "calibrate" (probably by placing the phone on the floor) each location they use!
In fact, you'd need to start keeping a list of "previously calibrated locations"... which could vary hugely just in one house (eg multiple rooms and floors). Could get in the way of the game.
Can't be used on moving transport (tranes, planes, automobiles... even walking) because elevation changing so frequently.
Therefore I'd have thought that using the accelerometer as a proxy for height is a substantially more preferable route than determining absolute elevation.
I am not intimately familiar with the iphone. But it might require a hardware add-on. (which you probably don't want to do). After thinking on this the only way I know how is through light or more specific laser. You shoot out a laser on the floor and record the time it takes to get back. It's actually not a lot to put this hardware together and I am sure the iphone has connections for peripherals. Unless osmeone can trump me, I say ther eis no way to do that with an image.