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2006
Abstract. This paper describes the use of computer vision to support the operation of a handheld projector, and describes four applications. Projectors in the past have been used as fixed devices, but the latest generation of 'pocket projectors' is small and portable. We demonstrate the feasibility of using a projector held in the hand, and the types of applications that can be done with a handheld projector. We attach a camera to the projector to support its operation in two ways.
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.
Computer Graphics Forum, 2008
This article report focuses on real-time image correction techniques that enable projector-camera systems to display images onto screens that are not optimized for projections, such as geometrically complex, colored and textured surfaces. It reviews hardware accelerated methods like pixel-precise geometric warping, radiometric compensation, multi-focal projection, and the correction of general light modulation effects. Online and offline calibration as well as invisible coding methods are explained. Novel attempts in super-resolution, high dynamic range and high-speed projection are discussed. These techniques open a variety of new applications for projection displays. Some of them will also be presented in this report.
2005
Abstract Handheld projectors offer a new type of display modality, not tied to a physical screen or to a fixed projection area, yet providing a larger display than is available from a handheld device with fixed screen. This paper begins with a review of our prototype handheld projector, and describes our work on interaction using a cursor that can be tracked across the projection. The most immediate use for such a device is to support existing applications like web-browsing. We show examples of this type of application.
The main motive of this paper is to describe touch projector technology and how it can be untilise. This paper's intention is to give information about new technology which allows projection on any surface using very small device. This paper also contains briefs history of touch projector technology and describes the review of resent devices used as touch projector. It also illustrates and focuses on their uses in conferences, education, entertainment and business. Additionally this paper also details about some point such as surface, return value and battery are required some enhancement.
2001
Abstract We describe a calibration and rendering technique for a projector that can render rectangular images under keystoned position. The projector utilizes a rigidly attached camera to form a stereo pair. We describe a very easy to use technique for calibration of the projector-camera pair using only black planar surfaces. We present an efficient rendering method to pre-warp images so that they appear correctly on the screen, and show experimental results.
2005
As their name suggests, "projection-vision systems" are systems that utilize a projector, generally as their display, coupled with some form of camera/vision system for input. Projection-vision systems are not new. However, recent technological developments, research into usage, and novel problems emerging from ubiquitous and portable computing have resulted in a growing recognition that they warrant special attention. Collectively, they represent an important, interesting and distinct class of user interface. The intent of this paper is to present an introduction to projection-vision systems from a human-centric perspective. We develop a number of dimensions according to which they can be characterized. In so doing, we discuss older systems that paved the way, as well as ones that are just emerging. Our discussion is oriented around issues of usage and user experience. Technology comes to the fore only in terms of its affordances in this regard. Our hope is to help foster a better understanding of these systems, as well as provide a foundation that can assist in making more informed decisions in terms of next steps.
cs.bris.ac.uk
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.
2012
ABSTRACT Focus plus context displays combine high-resolution detail and lower-resolution overview using displays of different pixel densities. Historically, they employed two fixed-size displays of different resolutions, one embedded within the other. In this paper, we explore focus plus context displays using one or more mobile projectors in combination with a stationary display. The portability of mobile projectors as applied to focus plus context displays contributes in three ways.
Optics Express, 2007
A recent advancement was achieved in the integration and miniaturization of a binocular head-worn projection display (HWPD) conceived for fully mobile users. The devised display, referred to as Mobile HWPD (M-HWPD), offers see-through capability through custom-designed, lightweight projection optics and an integrated commercial-off-the-shelf (COTS) retro-reflective screen to display full color stereoscopic rendered images augmenting the real world. Moreover, the lightweight optical device (i.e., approximately 8g per eye) has the ability to project clear images at three different locations within near-or far-field observation depths without loss of image quality. In this paper, we first demonstrate the miniaturization of the optics, the optical performance, and the integration of these components with the retro-reflective screen to produce an M-HWPD prototype. We then show results that demonstrate the feasibility of superimposing computer-generated images on a real outdoor scene with the M-HWPD.
Computers in Entertainment, 2010
Many projects and practices can now support user tasks by presenting images on the floor or wall using a mobile projector. However, unstable images make communication and task support difficult. The viewability of a projected image depends on several factors; the position of the wearable projector, user contexts such as whether he/she is walking or standing, and the type of presentation content. We describe a method for selecting a projector from multiple wearable projectors, wherein the method considers these factors. We investigated the characteristics of viewability by changing various factors in various contexts and with different content. We also investigated the appropriate position for a wearable mobile projector in various situations and with different content in subjective evaluations. The results indicated that our system dynamically changes the characteristics of a projector for presenting content. We implemented a prototype system that selects the appropriate projector dynamically in response to the situation.
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.
2004
Abstract Projectors have traditionally been used as fixed devices making fixed displays. But projector dimensions are shrinking and projectors are just now on the threshold of being compact enough for handheld use. Should handheld projection prove viable, it offers revolutionary new possibilities for display, with opportunistic projection onto nearby surfaces like walls and tabletops to create a display wherever needed. But there is a missing element here.
Isprs Journal of Photogrammetry and Remote Sensing, 1999
In close-range applications, digital methods are increasingly used. In addition to the software and techniques which were adopted from aerial photogrammetry, new strategies for the restitution and presentation of digital data have been developed. The 'Digital Projector' is a strictly photogrammetric approach using raytracing techniques and off-the-shelf software to provide 3D models with complete texture. It works regardless of the shape of the object while allowing digital presentation Ž . Ž . 'photomodels' with numerous derivative results e.g., orthoimages and animations . q
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 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.
We use camera attach to the projector to locate a frame shape marker embedded in the large image. Interactive public displays give access as an innovative media to promote enhanced communication between people and information. In this project, we proposed idea to implement contents with interaction elements for vision-based digital public display. Virtual object, laser point detection and projection installation are applied for attracting attention from user. Preliminary study showed positive feedback of interactive content designing towards the public display. This project enables an effective low cost touch interface utilizing only a single camera and a projector. It embeds a small shape in the image generated by the user application (e.g. a touch screen menu with icons) and detects touch by measuring the geometrical distortion in the camera captured image.
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.
2005
Projection systems can be used to implement augmented reality, as well as to create both displays and interfaces on ordinary surfaces. Ordinary surfaces have varying reflectance, color, and geometry. These variations can be accounted for by integrating a camera into the projection system and applying methods from computer vision. The methods currently applied are fundamentally limited since they assume the camera, projector, and scene are static. In this paper, we describe a technique for photometrically adaptive projection that makes it possible to handle a dynamic environment.
International Journal of Scientific and Engineering Research
The primary objective of this article is to explain about touch projector technology concept and how to use it. This paper intention is to look at the present touch projector as a new technology aimed to enable performing tasks as a huge touch screen. This paper briefs on the historical background and provide review of three recent devices which are TouchPico, Cicret Bracelet and Dell Interactive Projector S520. The discussion focuses on their uses in business, education and entertainment. Additionally some areas of improvements are highlighted such as the return value and surface problems. Finally, this paper offer some suggestions to make the devices better.
Proceedings of the …, 2010