Projection Mapping: Interactive Operation using Kinect
Makoto Sakamoto1, Takahiro Shinoda2, Takahiro Ishizu3, Masahiro4, Amane Takei5, Takao Ito6
1Makoto Sakamoto*, Department of Computer Science and System Engineering, University of Miyazaki, Japan.
2Takahiro Shinoda, Department of Computer Science and System Engineering, University of Miyazaki, Japan.
3Takahiro Ishizu, Department of Computer Science and System Engineering, University of Miyazaki, Japan.
4Masahiro Hori, Department of Computer Science and System Engineering, University of Miyazaki, Japan.
5Hazuki Watanabe, Department of Computer Science and System Engineering, University of Miyazaki, 889-2192, Japan.
6Amane Takai, Department of Computer Science and System Engineering, University of Miyazaki, 889-2192, Japan.
7Takao Ito, Institute of Engineering, Hiroshima University, Japan. 

Manuscript received on November 19, 2019. | Revised Manuscript received on November 29 2019. | Manuscript published on 30 November, 2019. | PP: 9307-9313 | Volume-8 Issue-4, November 2019. | Retrieval Number: D9492118419/2019©BEIESP | DOI: 10.35940/ijrte.D9492.118419

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© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)

Abstract: Recently “entertainment computing” (EC) technology becomes a hit term in Japan. There is a well-known “projection mapping” in this EC. Projection mapping is a video technique that synchronizes real space and virtual space, and the fascinating world view that the fusion of both produces attracts worldwide attention. On the other hand, recently, works combining dancer performance with projection mapping to create a fantastic world are drawing attention. However, in order to make the content persuasive, it is necessary for the performer to perform precise work, such as accurate alignment of the image coordinates of the moving object in the projection video, and it is not easy for everyone to do so. In this study, we aim to entertain not only the people who see the projection mapping but also the performer through the interaction with the projection mapping. So, we prototyped an interactive projection mapping that changes according to user’s movement by projecting to the user. This time we focused on sports like baseball and soccer, and we projected the ball to the user by projection mapping so that we can experience pitching and lifting. Furthermore, we conducted a questionnaire survey to evaluate the sense of use of this system, and the results showed that many people can enjoy by this projection mapping.
Keywords: Entertainment Computing, Interactive Projection, Projection Mapping, Kinect..
Scope of the Article: Autonomic Computing.