261 research outputs found

    Projected fiducial markers for dynamic content display on guided tours

    Get PDF
    In this paper, we present a novel interaction technique – combining mobile projection and visible, fiducial marker based information display. We vision it to be suitable for small groups e.g. for narrative playful experiences and guided on places, where physical tags would be disturbing. This interaction technique, where one person (guide) is projecting a marker and other users can read it with their mobile devices, enables in situ information delivery while the guide can control the dynamics of the situation. We present an example use case of using the interaction technique on a guided tour, and a preliminary results from the user evaluatio

    Interaction avec un picoprojecteur : État de l'art et analyse des attentes des utilisateurs

    Get PDF
    4 pagesNational audienceUn picoprojecteur est un vidéoprojecteur portatif aux dimensions réduites. On appelle également picophone, un smartphone qui intègre un tel dispositif. Encore très peu diffusé, ce nouveau dispositif interactif mobile est commercialisé depuis 2 ans. Cet article dresse un état de l'art des recherches actuellement menées sur le sujet, puis présente les attentes d'un panel de 50 utilisateurs potentiels

    Augmenting spaces and creating interactive experiences using video camera networks

    Get PDF
    This research addresses the problem of creating interactive experiences to encourage people to explore spaces. Besides the obvious spaces to visit, such as museums or art galleries, spaces that people visit can be, for example, a supermarket or a restaurant. As technology evolves, people become more demanding in the way they use it and expect better forms of interaction with the space that surrounds them. Interaction with the space allows information to be transmitted to the visitors in a friendly way, leading visitors to explore it and gain knowledge. Systems to provide better experiences while exploring spaces demand hardware and software that is not in the reach of every space owner either because of the cost or inconvenience of the installation, that can damage artefacts or the space environment. We propose a system adaptable to the spaces, that uses a video camera network and a wi-fi network present at the space (or that can be installed) to provide means to support interactive experiences using the visitor’s mobile device. The system is composed of an infrastructure (called vuSpot), a language grammar used to describe interactions at a space (called XploreDescription), a visual tool used to design interactive experiences (called XploreBuilder) and a tool used to create interactive experiences (called urSpace). By using XploreBuilder, a tool built of top of vuSpot, a user with little or no experience in programming can define a space and design interactive experiences. This tool generates a description of the space and of the interactions at that space (that complies with the XploreDescription grammar). These descriptions can be given to urSpace, another tool built of top of vuSpot, that creates the interactive experience application. With this system we explore new forms of interaction and use mobile devices and pico projectors to deliver additional information to the users leading to the creation of interactive experiences. The several components are presented as well as the results of the respective user tests, which were positive. The design and implementation becomes cheaper, faster, more flexible and, since it does not depend on the knowledge of a programming language, accessible for the general public.NOVA Laboratory for Computer Science and Informatics (NOVA LINCS), Multimodal Systems, Departamento de Informática (DI), Faculdade de Ciências e Tecnologia (FCT), Universidade Nova de Lisboa (UNL) and Escola Superior de Tecnologia de Setúbal (EST Setúbal), Instituto Politécnico de Setúbal (IPS)

    LuminAR: Portable robotic augmented reality interface design and prototype

    Get PDF
    In this paper we introduce LuminAR: a prototype for a new portable and compact projector-camera system designed to use the traditional incandescent bulb interface as a power source, and a robotic desk lamp that carries it, enabling it with dynamic motion capabilities. We are exploring how the LuminAR system embodied in a familiar form factor of a classic Angle Poise lamp may evolve into a new class of robotic, digital information devices.Intel CorporationMicroVision (Firm

    Performative Technologies for Heritage Site Regeneration

    Get PDF

    Expanding the magic circle in pervasive casual play

    Get PDF
    Dissertação para obtenção do Grau de Doutor em InformáticaIn this document we present proposals for merging the fictional game world with the real world taking into account the profile of casual players. To merge games with reality we resorted to the creation of games that explore di-verse real world elements. We focused on sound, video, physiological data, ac-celerometer data, weather and location. We made the choice for these real world elements because data, about those elements, can be acquired making use of functionality already available, or foreseen in the near future, in devices like computers or mobile phones, thus fitting the profile of casual players who are usually not willing to invest in expensive or specialized hardware just for the sake of playing a game. By resorting to real world elements, the screen is no longer the only focus of the player’s attention because reality also influences the outcome of the game. Here, we describe how the insertion of real world elements affected the role of the screen as the primary focus of the player’s attention. Games happen inside a magic circle that spatially and temporally delimits the game from the ordinary world. J. Huizinga, the inventor of the magic circle concept, also leaves implicit a social demarcation, separating who is playing the game from who is not playing the game [1]. In this document, we show how the insertion of real world elements blurred the spatial, temporal and social limits, in our games. Through this fusion with the ordinary world, the fictional game world integrates with reality, instead of being isolated from it. We also present an analysis about integration with the real world and context data in casual en-tertainment.Fundação para a Ciência e a Tecnologia - grant SFRH/BD/61085/200

    The audiovisual ghetto blaster effect

    Get PDF
    In this paper I explore the transition from static to mobile audiovisual media and the implications of this transition in the construction of collective or individualised audiovisual experiences. The focus is on how the transition from static to mobile technologies enables novel audiovisual experiences in the public realm. To explore the transition, I delve into how technological developments reduced the size of the devices that facilitate the display of audiovisual content, and how the size constrains or expands the affordances for interaction with audiovisual media in public space. Although the current trend of reducing the size and improving battery autonomy of portable electronic devices might amplify the isolation from the immediate environment and lessen opportunities to engage with other people in the public realm, I argue that with the incorporation of mini or embedded speakers and portable projectors into portable electronic devices (PED) audiovisual content can be brought back into the public space

    Exploring information delivery on a guided tour using mobile projection and visual markers

    Get PDF
    We present an in-the-wild user study (n=27) investigating the combination of two mobile technologies – picoprojectors and marker based information browsing. We studied a tour, where the tour guide used combinations of fixed and projected elements to present information, and compare four cases: A) as a baseline, a traditional paper poster, B) a projected poster, C) a printed paper fiducial marker, viewed through a mobile device browser application, and D) a projected fiducial marker viewed through a mobile device browser application. As a contribution, we present a novel approach to ad hoc projection of markers, and the findings of the user study. Here, the salient findings suggest that the techniques using markers have the potential to enhance the tour participants’ engagement with the tour guide, attention, group cohesion and responsiveness to contextual factors, but face practical challenges due to lighting conditions and image stability

    SHOW ME WHAT YOU MEAN: Gestures and drawings on physical objects as means for remote collaboration and guidance

    Get PDF
    This thesis presents findings based on the study of remote projected interaction and guidance on physical objects. First, the results are based on the study of literature and previous research in the fields of ubiqutious computing and environment, augmented reality, remote collaboration and guidance. Second, the results are based on findings through testing projector technology in remote interaction and guidance with users with the help of prototype. Previous studies indicate that guidance on physical objects is seen as valuable and in such interaction, the focus should be shifted to the actual object. This thesis contributes to previous research and suggest better integration of hand gestures and drawings into remote collaboration and guidance. Projected interaction model, described in this thesis, enhances the feeling of togetherness between remote users (expert and novice), and provides critical help in conversational grounding in remote collaboration and guidance with physical objects

    ACM Classification Keywords

    Get PDF
    In many contexts, pen and paper are the ideal option for collecting information despite the pervasiveness of mobile devices. Reasons include the unconstrained nature of sketching or handwriting, as well as the tactility of moving a pen over a paper that supports very fine granular control of the pen. In particular in the context of hospitals, many writing and note taking tasks are still performed using pen and paper. However, often this requires time-consuming transcription into digital form for the sake of documentation. We present Penbook – a system providing a touch screen together with a built-in projector integrated with a wireless pen and a projection screen augmented with Anoto paper. This allows using the pen to write or sketch digital information with light on the projection surface while having the distinct tactility of a pen moving over paper. The touch screen can be used in parallel with the projected information turning the tablet into a dual-display device. In this paper, we present the Penbook concept, detail specific applications in a hospital context, and present a prototype implementation of Penbook
    • …
    corecore