In this paper we study the design space of free-space interactions for multiscale navigation afforded by mobile depth sensors. Such interactions will have a greater working volume, more fluid control and avoid screen occlusion effects intrinsic to touch screens. This work contributes the first study to show that mobile free-space interactions can be as good as touch. We also analyze sensor orientation and interaction volume usage, resulting in strong implications for how sensors should be placed on mobile devices. We describe a user study evaluating mobile free-space navigation techniques and the impacts of sensor orientation on user experience. Finally, we discuss guidelines for future mobile free-space interaction techniques and sensor design.
Figure 1: The "Build, Map, Play" process. Build (left): A user constructs a physical world out of wooden blocks. Map (center): The user places content, a miniature golf game, with a stylus. Play (right): The user interacts with the constructed physical surface, putting a golf ball across it.
RoomAlive is a proof-of-concept prototype that transforms any room into an immersive, augmented entertainment experience. Our system enables new interactive projection mapping experiences that dynamically adapts content to any room. Users can touch, shoot, stomp, dodge and steer projected content that seamlessly co-exists with their existing physical environment. The basic building blocks of RoomAlive are projector-depth camera units, which can be combined through a scalable, distributed framework. The projector-depth camera units are individually autocalibrating, self-localizing, and create a unified model of the room with no user intervention. We investigate the design space of gaming experiences that are possible with RoomAlive and explore methods for dynamically mapping content based on room layout and user position. Finally we showcase four experience prototypes that demonstrate the novel interactive experiences that are possible with RoomAlive and discuss the design challenges of adapting any game to any room.
IllumiRoom is a proof-of-concept system that augments the area surrounding a television with projected visualizations to enhance traditional gaming experiences. We investigate how projected visualizations in the periphery can negate, include, or augment the existing physical environment and complement the content displayed on the television screen. Peripheral projected illusions can change the appearance of the room, induce apparent motion, extend the field of view, and enable entirely new physical gaming experiences. Our system is entirely self-calibrating and is designed to work in any room. We present a detailed exploration of the design space of peripheral projected illusions and we demonstrate ways to trigger and drive such illusions from gaming content. We also contribute specific feedback from two groups of target users (10 gamers and 15 game designers); providing insights for enhancing game experiences through peripheral projected illusions. Figure 1. IllumiRoom is a proof-of-concept system that augments the physical environment surrounding a television to enhance interactive experiences. We explore the design space of projected visualizations which can negate, include or augment the surrounding physical environment. (a) With a 3D scan of the physical environment we can (b) directly extend the FOV of the game, (c) selectively render scene elements, (d) augment the appearance of the physical environment (here as a cartoon). All of the images in this paper are un-edited; showing the real-time, working prototype.
IllumiRoom is a proof-of-concept system that augments the area surrounding a television with projected visualizations to enhance traditional gaming experiences. Our system demonstrates how projected visualizations in the periphery can negate, include, or augment the existing physical environment and complement the content displayed on the television screen. We can change the appearance of the room, induce apparent motion, extend the field of view, and enable entirely new physical gaming experiences. Our system is entirely self-calibrating and is designed to work in any room. IntroductionThe IllumiRoom proof-of-concept system consists of a projector and a depth sensor that covers a wide area surrounding a television screen ( Figure 2). The projected visuals enhance the viewing experience and blur the boundary between the on-screen content and the surrounding room. We demonstrate how projected visualizations in the periphery can negate, include or augment the physical environment, and thus enhance the content displayed on the television screen. We call such visualizations peripheral projected illusions.Similar to Focus+Context displays (Baudisch, Good, & Stewart, 2001), the television provides a traditional, high-resolution gaming experience and the projector provides low-resolution information for the user's peripheral vision. In contrast to previous work, we do not use flat, white projection screens, but instead adapt the projection to the existing living room environment. We are the first project to consider the geometry and appearance of the surrounding room and use that information to create novel, interactive visual experiences.We explore the design space of peripheral projected illusions and demonstrate eleven example illusions. For instance, we can directly extend the game content into the living room by displaying a wide field-of-view rendering of the game on the surrounding physical environment with radiometric compensation (Figure 1b). We can also selectively introduce game elements into the living room; e.g. only displaying weapons fire and explosions in a first person shooter (Figure 1c). Or, we can augment the living room to match the theme or mood of the game; e.g. the room can transform into a 'cartoon world' by super-saturating the colors and adding black silhouette edges. We can also enable physical-virtual gaming experiences by using the 3D data of the living room; e.g. a grenade can roll out of the television, then bounce off the coffee table, and roll on the floor of the room. All of these effects adapt to the color and geometry of the living room, and are design to work in any room.Ideally, IllumiRoom would be directly integrated into a next generation console and new games would be designed for IllumiRoom from the ground up. We envision an API that enables triggering illusions, changing surface appearance, controlling room lighting, inserting objects into the physical environment, etc. In our prototype, we demonstrate how to connect existing commercial game content to drive illusions:...
The creative process has been a key topic research over the past century, but it wasn't until the last decade that creativity became a hot topic of research in the HCI. It is an important commodity to businesses and individuals alike spawning numerous research studies in business, psychology and design. However, it wasn't until recently that researchers became interested in developing technologies to support creative behavior. This article outlines the role of creativity in design from the designer's perspective, provides a model for the creative process and provides a foundation and direction for future creativity support research by identifying nineteen idea generation techniques utilized by creative professionals.
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