IllumiRoom: Peripheral Projected Illusions for Interactive Experiences

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IllumiRoom: Peripheral Projected Illusions for Interactive Experiences 1,2 1 1 1Brett R. Jones Hrvoje Benko Eyal Ofek Andrew D. Wilson 1 2Microsoft Research University of Illinois at Urbana-Champaign Redmond, WA Urbana, IL {benko, eyalofek, awilson}@microsoft.com brjones2@illinois.edu Figure 1. IllumiRoom is a proof-of-concept system that augments the physical environment surrounding a television to enhance in- teractive 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. ABSTRACT INTRODUCTION IllumiRoom is a proof-of-concept system that augments the The television remains the focal point of living room enter- area surrounding a television with projected visualizations tainment today. While visual and audio quality has im- to enhance traditional gaming experiences. We investigate proved over the years, the content we watch (e.g., games, how projected visualizations in the periphery can negate, movies, TV shows) remains boxed in the frame of the dis- include, or augment the existing physical environment and play and thus restricted by the physical size of the screen.

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Published 29 April 2013
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IllumiRoom: Peripheral Projected Illusions for Interactive Experiences 1,2 1 1 1 Brett R. JonesHrvoje BenkoEyal OfekAndrew D. Wilson1 2 Microsoft Research University of Illinois at Urbana-Champaign Redmond, WA Urbana, IL {benko, eyalofek, awilson}@microsoft.com brjones2@illinois.edu
Fi u e 1.llumiRoomthat au s ste roof-of-conce t is a a television to enhance in-environment surroundin h sical ments the teractive experiences. We explore the design space of projected visualizations which can negate, include or augment the surroundin physical environment. (a) With a 3D scan of the physical environment we can (b) directly extend the FOV of the ame, (c) selectivel 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.
ABSTRACT IllumiRooma proof-of-concept system that augments the is 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 con-tent. We also contribute specific feedback from two groups of target users (10 gamers and 15 game designers); provid-ing insights for enhancing game experiences through pe-ripheral projected illusions. Author Keywords Spatial augmented reality; projection mapping; gaming; immersion; apparent motion; augmented reality. ACM Classification Keywords H.5.1. Multimedia Information Systems: Artificial, aug-mented, and virtual realities
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that cop-ies bear this notice and the full citation on the first page. To copy other-wise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. CHI 2013,April 27–May 2, 2013, Paris, France. Copyright © 2013 ACM 978-1-4503-1899-0/13/04...$15.00.
INTRODUCTION The television remains the focal point of living room enter-tainment today. While visual and audio quality has im-proved over the years, the content we watch (e.g., games, movies, TV shows) remains boxed in the frame of the dis-play and thus restricted by the physical size of the screen. Also, the experience is limited to an entirely virtual world trapped inside the television, ignoring the user’s surround-ing physical environment.
In this paper, we propose a novel approach to enhance the viewing experience and blur the boundary between the on-screen content and the surrounding room. We extend the visual experience outside of the television screen, using a projector that covers a wide area of the surrounding physi-cal environment. Similar to Focus+Context displays [3], the television provides a traditional, high-resolution gaming experience and the projector provides low-resolution infor-mation for the user’s peripheral vision. In contrast to previ-ous work in Focus+Context (F+C) displays, we do not as-sume that the space surrounding the high-resolution display is a flat, white projection screen. Instead, we capture the appearance and geometry of the surrounding room (e.g., furniture, carpet, wallpaper) and use that information to create novel, interactive visual experiences.
In particular, our work investigates how projected visualiza-tions in the periphery can negate, include or augment the physical environment, and thus enhance the content dis-played on the television screen. We call such visualizations peripheral projected illusions. To investigate these illusions, we implemented a proof-of-concept system, calledIl-lumiRoom, which is capable of augmenting the environment around traditional game content.IllumiRoomcan change the appearance of the room, induce apparent motion, extend the field of view (FOV), and enable entirely new virtual-