- Client: Tata Motors
- • Ideation
- • Interaction Design
- • Complete Application Development
- • Project Management
- • On-Site Execution
Event: Auto Expo 2016
Roles and Responsibilites:
Auto Expo is India's biggest motor show taking place every 2 years. Tata Motors, which is one of India's biggest automobile company, wanted to create an augmented reality application based around their brand ambassador Lionel Messi. We came up with the idea of creating an augmented reality ball balancing game for the event.
The game puts the user in a football stadium using Kinect based depth subtraction. By tracking user's skeleton joints, we allow user to bounce a football on their head as many times as possible before the time runs out.
Consecutive bounces using head racks up higher points per bounce. Dropping the ball resets the ball above user's head and restarts the points per bounce from the minimum value. User can also use their feet to save the ball from falling down and maintain their streak, but it doesn't count as a bounce or earn any points.
After the timer runs out, a goal post appears on the right and user has 3 tries to hit the ball into the goal to earn a big score boost, depending on which of the 3 try they put it in.
To begin playing, users had to enter their registration number with Tata in a tablet and their details such as name were retrieved from Tata's registration server. This name along with score is displayed on a scoreboard at the end to show their ranking against all other players. The score was also updated in Tata's servers for that user.
During the gameplay, 4 screenshots were taken and transferred wirelessly to the tablet. User can select their preferred screenshot and share it on social media along with their score.
The installation was a huge success and we had long queues to have a go at it and people coming back for multiple tries to break each others' scores. It was also visited by Cyrus Mistry, chairman of Tata Motors at the time.
This is a test video of an early prototype version. In this, it can be seen that the head is approximated as a capsule and feet as cubes for physics calculations. The landscape orientation creates too much horizontal space for movement, so we went with a slightly squarish-portrait resolution using a 2 by 3 LFD screen matrix in portrait orientation. Code for bouncing the ball back from the wall edges was added to simplify the game. Also, the gravity was increased for a slightly realistic ball bouncing experience.