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Designing mobile projectors to support interactivity

cs.bris.ac.uk

Abstract

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.

Key takeaways

  • All of the above demonstrate that the design of portable projectors is key to how easily people will be able to use them to project where they want as well as potentially interact with the projection itself.
  • In this position paper, we briefly describe interaction with content and then focus on interaction with mobile projectors in terms of positioning the projection space.
  • There are many ways in which to interact with mobile projectors that relate to techniques available for non-mobile projectors including: "in-the-air" interaction [5] or more generally gesture recognition; touch screen or control buttons such as on a projector phone or video camera; and "direct touch" of the projection.
  • In the case of a fixed projector, the interaction with the projection space is therefore limited to the design of the shell of the device or the way it is being carried.
  • A device could be fitted with a projector at the top and one at the bottom, or even one on multiple sides of the device to allow "everywhere" projection, as illustrated in Figure 4b.