Session:「Large Displays & Interactive Floors」

OptiSpace: Automated Placement of Interactive 3D Projection Mapping Content

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173843

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.

日本語のまとめ:

プロジェクションマッピングを行う際の映像投影位置を最適化するシステムの開発。これによって部屋の形や置いている実物体に関係なく映像が最適な位置に投影される。動作例として人に見られると物陰に隠れる生物の様子が挙げられていた。

Traces: Studying a Public Reactive Floor-Projection of Walking Trajectories to Support Social Awareness

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174061

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.

日本語のまとめ:

歩行の軌跡を提示すると他人の存在や動きへ意識高められるかの調査を行っていた。表示される軌跡に対して何かを描くために動く人は7%,他人の軌跡を観察したり,床を見ながら歩いたりする人が65%,影響されない人が28%だった。

Pac-Many: Movement Behavior when Playing Collaborative and Competitive Games on Large Displays

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174113

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.

日本語のまとめ:

大画面で作業を行う際に複数のユーザがどのように動くかを分析していた。協力する場合には作業領域を分割してあまり動かない。一方、対戦する場合には相手を妨害するために動いたり、画面全体を把握するために頭を大きく動かしたりした。