NAO Ball throwing - robot

I am currently in my Masters of Robotics. The problem is, I have never worked with NAO robot before. Now I am given the task of throwing the ball with NAO.
I need to throw the ball with both hands. The only problem is, I have no idea where to start with. So, I am really looking for someone to help me and guide me to a proper direction. I mean where should I start from?

unfortunately nao/pepper is not good for this kind of physical activity stuff.
What you can do is go get choregraphe and learn how to program his movement via choregraphe

Related

gamesalad to unity3D?

I'm a newer than new newbie ... and I think this question should be part of the thread Newbie - Game Development (iPhone) - New to Objective C and Game Dev but I could only find an "answer" post window. I'd like to ask a related question.
If I were to develop a game in GameSalad or Stencyl, would I be able to look at the actual code of that creation and maybe import it into something more complicated like Cocos2d-x or Unity3D later on?
I ask, because happybadgers advised in that above mentioned question/answer to start out in something like GameSalad -- sort of jump into creating a game while learning objective c. But I imagine a person would eventually want to do more than "drag and drop" coding as their skills increased ... so -- could you take your drag and drop creation(s) and pop it/them into something that lets you play with the code more?
I'm aware that this may be a stupid, naive or stupidly naive question, so please excuse me, if so.
Thank you for your time. And if you vote to boot this question, I hope you'll explain the error of my ways.
As far as I know you cannot view the code directly in Gamesalad. However, a lot of the logic behind the game will be easy to replicate in code once you get the hang of it.
An example of this is the statements that you use such as if, while, for, get and set will all be available in Unityscript. You will not be able to convert your game into a Unity file however the art assets will be transferable.(So basically you can keep the aesthetic of your game,but you will just need to translate the drag and drop to code.)
Good luck,
p.s
(If you are really struggling with some code, just send me the drag and drop logic and I will do my best to convert it for you).

Distributed rendering in a CAVE system

I am currently working with CAVE systems and I'm looking into hooking up a pre-exisiting game engine in one. I know this is possible through Unity and the Unreal Engine as there is already research out there showcasing that it has been done.
Right now, I have not decided upon one game engine to use and I'm currently looking around and researching if it is possible with the likes of CryEngine and Valve's Source Engine. The one issue that I am going to face, however, is getting the image to correctly render across all four of the monitors / screens.
Thusly, as a result I have two questions:
1.Does anyone know of any good research / books on distrubuted rendering? It doesn't need to be specificly for games, just the topic in general would be very useful
2.Does anyone know if other developers have managed to get Source and the CryEngine to run in a CAVE system? Through all my research I haven't been able to find anything on this, but then my google skills aren't the greatest.
If anyone could spare the time to answer these questions, I'd be extremely greatful.
Thanks.
too late for an answer, but still, you might want to have a look at
Equalizer: http://www.equalizergraphics.com
IceT: http://icet.sandia.gov
Chromium
(and a few more referenced in related publications, websites)

SSADM for Dummies

this question might look dumb but I need to have a clear idea when learning about something new :)
In SSADM, do we have to do a comprehensive study about the "feasibility" (Stage0)? How can we get an idea about the feasibility before even performing "investigation" (Stage1) about the business?
What is actually expected in Stage0 anyway?
Thanks. Hope someone would shed a light on this.
My references are not available to me at the moment so this is from memory - I think the feasibility stage is about getting the project off the ground - why should people commit resources to even an investigation. So when they are talking about feasibility, and the contents of the report things that are likely to be covered are a broad statement of the problem; why it is a problem; why a system solution looks like the way to go to solve the problem; who will pay for it; who is sponsering it and who will benefit from it.
By definition, it is impossible to do a comprehensive study of feasibility before getting into the work, but rather I think of a feasibility picture as painting a picture of what might be if this project were to go ahead - so broad stroke rather than detailed and comprehensive.
In essence the feasibility stage is answering the questions "why should we bother with this project; and if we are bothered to do this project do we think we are capable of doing it.

Question about furniture making and scripts in Second Life?

Okay, so I just recently started messing with furniture making. I know a little bit about making stuff and scripting but I wouldn’t call myself a pro just yet. Anyway, I’m using the Mizzy's Furniture Script (whole sale version) to add the animations to my furniture. I really like the whole set up with it but there’s a problem I’m having and that’s getting the position right. I found a scripted called Pos Rot Determinator script which is supposed to tell me the position of my avie. Well the issue is even with that I’m still having issues with positioning the animations. The Mizzy’s Furniture Script wants something like this <0.55, 0, -0.40> and when I use the Pos Rot Determinator I get something like this <0.3343345, 0.0000, 0.45433> do I need to round the number off to the nearest whole number or something? I’m not a math genius so this is really giving me a headache, lol. Any help, tips, advice or anything would be helpful before I start pulling my hair out!! I paid a good amount of L’s for the Mizzy’s Furniture Script and I would really like to use it without the hassle of sitting, standing up, sitting and standing up again to get the correct position!
Don't worry about rounding..put in the numbers that your Determinator is giving you. LSL takes several decimal points of precision -- it's just your Determinator is being a bit more precise than the example
Peach, have you tried any other animation positioning scripts? This one is L$0 and I have found it very easy to use: https://marketplace.secondlife.com/p/Easy-SitTarget-Tool/1462278

What is the "Fountain Development Model"?

It is mentioned on the Systems Development Life Cycle page on Wikipedia:
To manage this, a number of system development life cycle (SDLC) models have been created: waterfall, fountain, spiral, build and fix, rapid prototyping, incremental, and synchronize and stabilize.
I found a few things on Google, but I felt that they were vague and they just didn't click for me. Perhaps an explanation from someone here might be more clear.
Fountain: Stand in a circle and throw some patterns and key words in the air to see where they land. Pick up only the ones that land inside the circle. Repeat until cancelled.
Waterfall: Wrangle everyone into a boat, then yell "Geronimo!" while going over Niagra Falls. Pick up the shattered pieces then rinse and repeat. Make sure it's well documented what part of the boat each individual should be sitting in, what they should be holding on to, how loud to yell, and exactly where they should land. See form 3684-B for additional instructions.
Spiral: Pick one team member and have everyone else spin them around in circles until dizy.
Build and Fix: Just throw it against the wall to see what sticks. If something falls off add some duct tape. Used gum may also work. Any part that won't stay stuck, just throw away.
Rapid Prototyping: Do exactly what the client asked for. Repeat until they figure out what they want.
Incremental: Only build the parts you want to, and only when you want to do it. An alternate version is to only build the parts they scream loudest for, and only when they are actually standing at your desk waiting for it.
Synchronize and Stabilize: Like Spiral except only one person at a time spins the unlucky team member. When their turn is over, stop the spinning for a moment.
Waterfall is a model that enforces control and avoids parallelism; every requirement for a task has to be fulfilled before starting the task. Fountain says that a new task can be started before all requirements are met, because not all requirements are necessary at the start of the task.
Think of this: Super Mario Game,
Waterfall: first, design everything, then get hardware done (Hardware Team), then create some test sprites, then code the engine, then create artwork, then music and finish.
Fountain: while the hardware team is doing its job, artwork starts conceptual work, and coding starts some prototyping on preexisting hw. When artists and hw finishes, coders integrate these onto their code and continue 'til finishing the game...
As I understand it, they essentially contain the same steps but a fountain approach is much more iterative, with less focus on initial design and more on analysis.
You basically bodge your way through things. See what needs to happen, and improve it. See what needs to happen. Improve it.
It's more agile but at the cost of project stability. Waterfall is a lot better for large projects.