QUESTIONS and ANSWERS

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Julian's Q/A   <-- click here

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Arunan

 Nicola Mottola How did you implement VR Cricket ? I think it is a very interesting interaction because it permits the user to experiment the game without having to go to a real field. I think this is a great benefit, thanks to VR.

  We used Electro's strengths to implement the ball physics, bat to ball contact and force implementation. The in-built ODE physics in electro helped us a lot. Since, we (Julian, Myself and Yiwen) all had done the first project in Electro, it was easier this time around, once we got the concepts and ideas that we were going to put into this project. Tracking of the bat was implemented after quite a bit of testing with the orientation of the bat which finally worked with a horizontal orientation in the initial stage. The bat to ball collision, ball to pitch collision were all done using do_contact() function that is built into electro. Overall it was fun to make and play!

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Sailaja Marella: Did you use 'force' to determine how far you could hit the ball using a physics engine?

  Yes. We used the E.set_entity_force( object, vectors * maginitude ) function call in Electro to achieve force on the ball on contact.

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Giacomo Ghezzi: How did you manage the interactions (all the audio part)? Did they start as the user approached them or were they activated with a wand button or were they triggered by collisions?

  Hmmm. They were not activated using a wand button. The interactions (audio) started either when objects came in contact with each other (objects that could report collisions) or when the bat(wand) came in contact with an object that could collide and report the collision to the application. So, it was a mixture of both.

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Yiwen

1. How did you navigate between modes, through collision or area range?
( Dinesh Kumar)

A: We use collision detection for the navigation. When user’s wand
contacts the teleporting door, the mode will be switched. It is
implemented in function do_contact().

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2. How do you change images on the big screen? Do you change dynamical
textures or are you using a different technique? (Paolo Beretta)

A: To implement the screen animation, we load up several image models, and
show one at a time. We use time stamp counter to trigger the switch. So it
comes to a series of display.

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3. It seemed that sound description keep on playing only if the user keep
on being in touch the object. Is it true? If yes, which is the reason of
this choice (Marco Bernasconi)

A: Yes. When a collision between user and object is detected, the sound
description is triggered. Since we don’t have force feedback to user, the
contact will end only when user moves away. To prevent triggering
descriptive sound (generally not short) continuously, we define that sound
will be played when user first contact the object and employ a state flag
to record it. When user once touches the object, the flag will turn true;
when there is no contact the flag will turn false, and sound switch
follows the flag. So it is the reason.

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