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Shuffleboard Scorekeeper Rochester Institute of Technology Department of Computer Engineering Senior Design Project - Fall 2008 Tim Myers, Dan Stella, Eric Beisecker The Shuffleboard Scorekeeper automates the task of scoring tabletop shuffleboard games, using two cameras mounted above the playing surface. The users will interface with the Scorekeeper using two USB keypads which are placed at both ends of the table. The Scorekeeper keeps track of player statistics such as total points, rounds won, knock offs, and hangers. It also provides the capability to play MP3s and setup shuffleboard tournaments. Image Processing Acknowledgments The Shuffleboard Scorekeeper team would like to thank the following people for their assistance in our project. Steve Phillips: For all of his mechanical insights into the construction of the table and camera cradle DavesSpot.com: For the plans we used to build our shuffleboard table Aforge.Net: For being an open source video processing frame work in C# that is incredibly well done. The players interact with the Shuffleboard Scorekeeper through a set of USB Keypads. Using keypads cuts down on malicious input that can be entered and provides users with a familiar interface. The keypad provides several override keys which can be used during a game to end a player’s turn or restart a round. This insures that any scoring mistakes can be corrected. User Interface About the Team Dan Stella is a 5th year BS/MS Computer Engineer from Putnum Valley, NY. Dan was responsible for all of the image processing code. Tim Myers is a 5th year BS/MS Computer Engineer from Hamburg, NY. He was responsible for the Shuffleboard Scorekeeper GUI, Tournament Functionality and the MP3 Player Integration. Eric Beisecker is a 5th year BS Computer Engineer from Wellesley, MA. He was responsible for the game logic, database, and the interface layer between the GUI and the image processing code. Project Description Upon startup, the camera on each side of the table will take a frame capture of the play side underneath it. The score keeper will then use this frame to generate the boundaries that will be used for the rest of the game when calculating the puck motion and the scoring of each round. An edge detecting filter is applied to the initial frame capture. This new image is then filtered farther so that the ends, sides and scoring lines of the playfield can be differentiated from one another. The edge detected frame is split into its corresponding horizontal and vertical lines using two separate filters. The vertical lines can be used to locate the playfield edges while the horizontal ones correspond to the scoring lines and playfield end. Determining the Scoring Boundaries Detecting Puck Motion and Scoring When the game is being played, both cameras are polling frames trying to detect puck motion. This is done by checking for differences between frames. Once it appears that the play area has reached a steady state, the camera on the scoring side of the playfield will attempt to locate the pucks within the scoring zone. If the new steady state has a different amount of pucks than the previous steady state frame, the player who threw the puck will be credited with knockoffs. After 8 pucks are thrown, the camera on the scoring side of the field will attempt to score the board using different color thresholds. The red pucks are differentiated from every other pixel due to their higher red pixel values, and blue because of their blue values. Project Cost From the Main Menu users have four options: Play a Game, Setup a tournament, View the High Scores, and Change the settings. The Settings menu allows users to clear the high scores or setup the MP3 player to read from a CD. The High Scores screen displays statistics about players who have played full games. The Tournament setup screen allows the users to create a shuffleboard tournament with up to 16 different teams. The main focus of the shuffleboard scorekeeper is under the Play a Game screen. From this screen the players can enter their names and setup the game score. Once the game is setup, the Play Game button will take the users to the in game screen. The in-game screen displays the current game’s score, player statistics, and the scoring area. The name of the player whose turn it is will be highlighted in their team’s color so that the current shooter can be easily determined. If anything goes awry during a game the players are given several methods to correct the problem. Players can use the end turn key to end their turn if a puck was not detected. The current round can be restarted by using the restart round key. If the scorekeeper scores a round incorrectly the user can use the score override button to correct any score or statistic.
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