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Current commercial pico-projector systems are mainly designed as a principal or secondary output for which very few systems have interaction capabilities. Recent research, however, has created pico-projection prototypes with user interfaces tailored to device or application uses. This paper explores different design possibilities for mobile and embedded pico-projectors and identifies how those designs influence the choice of interaction techniques.
Lecture Notes in Computer Science, 2014
With the rapid development of portable projection technologies and the miniaturization of sensors, the magnitude mobile projector system provides an alternative access to mobile interaction and communication. In this review, we survey and discuss the mobile projected interactions that enable seamless integration of techniques into real world tasks. We first briefly describe the background of emerging projection interaction from past to present. Then we conduct a statistic literature review by collecting data from top tier conferences in the field of Human-Computer Interaction. We next present our two applications corresponding to the new affordances of mobile projectors. We finally conclude with a discussion of the challenges, ranging from hardware issues, social issues, device and sensor fusion in the context, input gesture design and usability, as well as the opportunities provided by mobile projected interfaces.
Proceedings of the 20th annual ACM symposium on User interface software and technology - UIST '07, 2007
Recent research on handheld projector interaction has expanded the display and interaction space of handheld devices by projecting information onto the physical environment around the user, but has mainly focused on single-user scenarios. We extend this prior single-user research to co-located multi-user interaction using multiple handheld projectors. We present a set of interaction techniques for supporting co-located collaboration with multiple handheld projectors, and discuss application scenarios enabled by them.
Proceedings of the …, 2010
Proceedings of the 28th …, 2010
In 1992, Tani et al. proposed remotely operating machines in a factory by manipulating a live video image on a computer screen. In this paper we revisit this metaphor and investigate its suitability for mobile use. We present Touch Projector, a system that enables users to interact with remote screens through a live video image on their mobile device. The handheld device tracks itself with respect to the surrounding displays. Touch on the video image is "projected" onto the target display in view, as if it had occurred there. This literal adaptation of Tani's idea, however, fails because handheld video does not offer enough stability and control to enable precise manipulation. We address this with a series of improvements, including zooming and freezing the video image. In a user study, participants selected targets and dragged targets between displays using the literal and three improved versions. We found that participants achieved highest performance with automatic zooming and temporary image freezing.
Proceedings of the 28th international conference on Human factors in computing systems - CHI '10, 2010
In 1992, Tani et al. proposed remotely operating machines in a factory by manipulating a live video image on a computer screen. In this paper we revisit this metaphor and investigate its suitability for mobile use. We present Touch Projector, a system that enables users to interact with remote screens through a live video image on their mobile device. The handheld device tracks itself with respect to the surrounding displays. Touch on the video image is "projected" onto the target display in view, as if it had occurred there. This literal adaptation of Tani's idea, however, fails because handheld video does not offer enough stability and control to enable precise manipulation. We address this with a series of improvements, including zooming and freezing the video image. In a user study, participants selected targets and dragged targets between displays using the literal and three improved versions. We found that participants achieved highest performance with automatic zooming and temporary image freezing.
Proceedings of the 4th International Symposium on Pervasive Displays, 2015
Emerging research and growing use of mobile projectors reveal a need for better understanding of how to design interaction with such devices. This paper examines key aspects affecting the use of mobile projectors during motion. With the help of two prototypes we explore visibility issues of mobile projectors, in particular how surface colors and geometry affect the visibility of projected information. We then consider the choice of placement of information in the human field of view in the context of peripersonal and extrapersonal spaces. Finally, we raise the issue of body mount location and design implications of long-term use of this type of pervasive display. The paper presents two design explorations using projected displays to address projection on outdoor regular surfaces (snow) and projection on indoor irregular surfaces (indoor and outdoor), in the form of useable prototypes presenting map navigation. Use of the prototypes was explored in various contexts, leading to insights into the limitations and possibilities of such displays. These insights are presented in a set of design considerations intended to inform designers of future mobile projector applications.
First working prototypes of mobile phones with integrated pico projectors have already been demonstrated and it is expected that such projector phones will be sold within the next three years. Applications that require interaction with large amounts of information will benefit from the large projection and its high resolution. This paper analyses the advantages and disadvantages of an integrated projector when interacting with maps, and discusses findings useful for the development of mobile applications for projector phones. We report in particular the implementation of an application that uses either the screen of the mobile phone, the projection or a combination of both. These three options were compared in a user study in which the participants had to perform three different tasks with each option. The results provide clear evidence for the positive aspects of using a built-in projector, but also show some negative aspects related to text input.
2012
This paper presents two novel handheld projector systems for indoor pervasive computing spaces. These projection-based devices are "aware" of their environment in ways not demonstrated previously. They offer both spatial awareness, where the system infers location and orientation of the device in 3D space, and geometry awareness, where the system constructs the 3D structure of the world around it, which can encompass the user as well as other physical objects, such as furniture and walls. Previous work in this area has predominantly focused on infrastructure-based spatial-aware handheld projection and interaction. Our two prototypes offer greater levels of environment awareness, but achieve this using two opposing approaches; the first infrastructure-based and the other infrastructure-less sensing. We highlight a series of interactions that can be implemented at varying scales with these opposing approaches. These include direct touch interactions, as well as in-air gestures, which leverage the shadow of the user for interaction. We describe the technical challenges in realizing these novel systems; and compare them directly by quantifying their location tracking and input sensing capabilities.
2012
Abstract Handheld optical projectors provide a simple way to overcome the limited screen real-estate on mobile devices. We present virtual projection (VP), an interaction metaphor inspired by how we intuitively control the position, size, and orientation of a handheld optical projector's image. VP is based on tracking a handheld device without an optical projector and allows selecting a target display on which to position, scale, and orient an item in a single gesture.
IEEE Computer Graphics and Applications, 2005
Projector image plane Projector image plane 1 The handheld projector points toward the left and then right side of the display area. Emerging Technologies 40 January/February 2005 2 The purple points represent fiducials on the display surface. The red dotted line indicates the target area for a projection. The green area indicates the current projection. Projector motion will cause a discrepancy between the target area and the projection. This discrepancy undergoes a correction at each time step.
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