論文アブストラクト： We present OptiSpace, a system for the automated placement of perspectively corrected projection mapping content. We analyze the geometry of physical surfaces and the viewing behavior of users over time using depth cameras. Our system measures user view behavior and simulates a virtual projection mapping scene users would see if content were placed in a particular way. OptiSpace evaluates the simulated scene according to perceptual criteria, including visibility and visual quality of virtual content. Finally, based on these evaluations, it optimizes content placement, using a two-phase procedure involving adaptive sampling and the covariance matrix adaptation algorithm. With our proposed architecture, projection mapping applications are developed without any knowledge of the physical layouts of the target environments. Applications can be deployed in different uncontrolled environments, such as living rooms and office spaces.
論文アブストラクト： Walking trajectories have been used to understand how users interact with public displays. However, it has not yet been studied how displaying them in-situ could affect users' awareness about others' presence and activities. We present the study of an interactive public floor-projection called Traces. Traces projects the walking trajectories of individuals as they pass through the lobby of a university building. We investigated Traces through a 6 week in-field study. Our results outline how different uses and understandings of Traces contributed towards its appropriation as a glanceable display for social awareness. We outline design suggestions that future designers should consider to support social awareness with public displays.
論文アブストラクト： Previous work has shown that large high resolution displays (LHRDs) can enhance collaboration between users. As LHRDs allow free movement in front of the screen, an understanding of movement behavior is required to build successful interfaces for these devices. This paper presents Pac-Many; a multiplayer version of the classical computer game Pac-Man to study group dynamics when using LHRDs. We utilized smartphones as game controllers to enable free movement while playing the game. In a lab study, using a 4m × 1m LHRD, 24 participants (12 pairs) played Pac-Many in collaborative and competitive conditions. The results show that players in the collaborative condition divided screen space evenly. In contrast, competing players stood closer together to avoid benefits for the other player. We discuss how the nature of the task is important when designing and analyzing collaborative interfaces for LHRDs. Our work shows how to account for the spatial aspects of interaction with LHRDs to build immersive experiences.