Pocomo: Projected Collaboration Using Mobile Devices

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Pocomo: Projected Collaboration Using Mobile Devices PoCoMo: Projected Collaboration using Mobile Devices The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Roy Shilkrot, Seth Hunter, and Patricia Maes. 2011. PoCoMo: projected collaboration using mobile devices. In Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services (MobileHCI '11). ACM, New York, NY, USA, 333-336 As Published http://dx.doi.org/10.1145/2037373.2037424 Publisher Association for Computing Machinery (ACM) Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/80404 Terms of Use Creative Commons Attribution-Noncommercial-Share Alike 3.0 Detailed Terms http://creativecommons.org/licenses/by-nc-sa/3.0/ PoCoMo: Projected Collaboration using Mobile Devices Roy Shilkrot Seth Hunter Patricia Maes MIT Media Lab MIT Media Lab MIT Media Lab 75 Amherst St., Cambridge, MA 75 Amherst St., Cambridge, MA 75 Amherst St., Cambridge, MA [email protected] [email protected] [email protected] ABSTRACT systems, embedded in fully functional mobile phones. The As personal projection devices become more common they proposed system’s goal is to enable users to interact with will be able to support a range of exciting and unexplored one another and their environment, in a natural, ad-hoc social applications. We present a novel system and method way. The phones display projected characters that align that enables playful social interactions between multiple with the view of the camera on the phone, which is running projected characters. The prototype consists of two mobile software that tracks the position of the characters. Two projector-camera systems, with lightly modified existing characters projected in the same area will quickly respond hardware, and computer vision algorithms to support a to one another in context of the features of the local selection of applications and example scenarios. Our system environment. allows participants to discover the characteristics and behaviors of other characters projected in the environment. PoCoMo is implemented on commercially available The characters are guided by hand movements, and can hardware and standardized software libraries to increase the respond to objects and other characters, to simulate a mixed likelihood of implementation by developers and to provide reality of life-like entities. example scenarios, which advocate for projector-enabled mobile phones. Multiple phone manufacturers have Author Keywords experimental models with projection capabilities, but to our Mobile projection. Collaborative play. Social interaction. knowledge none of them have placed the camera in line of Mixed-reality characters. Animaiton. Augmented reality. sight of the projection area. We expect models that support this capability for AR purposes to become available in the ACM Classification Keywords near future. I.5.4 Applications: Computer vision, I.2.10 Vision and Scene Understanding: Video analysis, K.8 Personal Computing: Games, H.5.3 Group and Organization Interfaces: Synchronous Interaction, H.5.2 User Interfaces: Input Devices and Strategies. General Terms Algorithms, Design, Experimentation, Human Factors INTRODUCTION (a) (b) The use of mobile devices for social and playful interactions is a rapidly growing field. Mobile phones now Figure 1. (a) Users hold micro projector-camera devices to provide the high-performance computing power that is project animated characters on the wall. (b) The characters needed to support high-resolution animation via embedded recognize and interact with one another. graphics processors, and an always-on Internet connectivity via 3G cellular networks. Further advances in mobile PoCoMo makes use of a standard object tracking technique projection hardware make possible the exploration of more [5] to sense the presence of other projected characters, and seamless social interactions between co-located users with extract visual features from the environment as part of a mobile phones. PoCoMo is a system developed in our lab to game. The algorithm is lightweight, enabling operation in a begin prototyping social scenarios enabled by collaborative limited resource environment, without a great decrease in mobile projections in the same physical environment. usability. PoCoMo is a set of mobile, handheld projector-camera Extending mobile phones to externalize display information in the local environment and respond to other players creates new possibilities for mixed reality interactions that Permission to make digital or hard copies of all or part of this work for are relatively unexplored. We focus in particular on the personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies social scenarios of acknowledgment, relating, and exchange bear this notice and the full citation on the first page. To copy otherwise, in games enabled between two co-located users. This paper or republish, to post on servers or to redistribute to lists, requires prior describes the design of the system, implementation details, specific permission and/or a fee. and our initial usage scenarios. MobileHCI 2011, Aug 30–Sept 2, 2011, Stockholm, Sweden. Copyright 2011 ACM 978-1-4503-0541-9/11/08-09....$10.00. RELATED WORK The increasing portability of projection systems since 2003 has enabled researchers to explore geometrically aware collaborative systems based on orientation. ILamps and RFIG [10] by Raskar et al. examined the geometric issues necessary for adaptive images of multiple projectors into a single display. The Hotaru system [11] uses static projection to simulate multiple projections. Several researchers have introduced the flashlight metaphor [1,2,6,9,12] for interacting with the physical world, where a portion of the virtual world is revealed by the projection. Figure 2. Character rigs, and component parts for Cao et al. [3] presented techniques for revealing contextual animation. information on the fly also using the flashlight metaphor. Ruzkio and Greaves [6] present a body of work exploring of friendship such as waving (medium distance) or interaction using personal projection, however they mostly shaking hands (close proximity). rely on an external 6-DOF tracking system, and a single- • Mutual Exploration When characters are moved through user paradigm. the environment they begin a walk cycle, which is Other researchers have explored playful and game-like correspondent the speed of change of position. If the possibilities enabled by portable projection technologies. characters are within view of each other, their cycles Twinkle [14] by Yoshida et al., describes a handheld approximately match. The synchronized steps help create projector-camera system projecting a character that the feeling of a shared environment, and provide interacts with drawings on a whiteboard. Their system feedback about proximity. specifically reacts to edges, either drawn or created by • Leave-a-Present Characters can find and leave presents objects it the scene but does not respond other systems in to one another at distinct features in the environment. We the same area. Recently, Willis et al. introduced provide this as an example of collaborative interactions MotionBeam [12], a technique for projected character that can extend into multiple sessions and relate to control via handheld devices. VisiCon [8] and CoGAME specific physical locations. [7], are collaborative robot-controlling games using handheld projectors. In this work the camera is mounted on Detection and Tracking Methods the robot instead of being embedded in the mobile phone. In our system, each device projects a character that should be detected and tracked, both by the device itself and other SYSTEM OVERVIEW participating devices in the same projection area. For this PoCoMo is a compact mobile projector-camera system, purpose we implemented a simple marker-based tracking built on a commercially available cellular smartphone that algorithm, inspired by the seminal work on Active includes a pico-projector and video camera. In the current Appearance Models [4] (AAM) and color-based tracking prototype, the projector and camera are aligned in the same methods [5,13]. Each character has an identity that is field of view via a plastic encasing and a small mirror (see represented by the color of its markers. For instance one Figure 1). The setup enables the program to track both the character may have blue markers, while the other character projected image and a portion of the surrounding surface. may have red markers. The detection algorithm scans the All algorithms are executed locally on the phones. image for the circular markers by first applying a threshold The characters are programmed to have component parts on the Hue, Saturation and Value, extracting the contour (see Figure 2) with separate articulation and trigger poly-lines. Following the work on AAM, we create a different sequences based on the proximity of the other marker of a predefined shape, e.g. a circle, and match its characters in order to appear to be life-like in the contour to the blobs discovered in the masking stage. The environment. We have designed characters for a number of two highest-ranking regions are considered to be the scenarios to demonstrate how such a system may be used to markers. In the following iterations, similar to [5], we for playful collaborative experiences: consider the distance of the region to the
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