skip to main content
10.1145/2642918.2647383acmconferencesArticle/Chapter ViewAbstractPublication PagesuistConference Proceedingsconference-collections
research-article

RoomAlive: magical experiences enabled by scalable, adaptive projector-camera units

Published:05 October 2014Publication History

ABSTRACT

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 auto-calibrating, 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.

Skip Supplemental Material Section

Supplemental Material

uistf2943-file3.mp4

mp4

75.6 MB

References

  1. Batlle, J., Mouaddib, E., and Salvi, J. Recent progress in coded structured light as a technique to solve correspondence problem: A survey. Pattern Recognition 31, 7 (1998), 963--982.Google ScholarGoogle ScholarCross RefCross Ref
  2. Behringer, R. Placing Artificial Objects in Real Scenes. Proc. of IWAR, (1998).Google ScholarGoogle Scholar
  3. Benko, H., Jota, R., and Wilson, A. MirageTable : Freehand Interaction on a Projected Augmented Reality Tabletop. ACM CHI, (2012). Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Bimber, O. and Raskar, R. Spatial augmented reality: Merging real and virtual worlds. AK Peters Ltd, 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Bimber, O. PlayReal: Spatial Augmented Reality Games. 2008.Google ScholarGoogle Scholar
  6. Brown, M., Majumder, A., and Yang, R. Camerabased calibration techniques for seamless multiprojector displays. Proc. of Visualization and Computer Graphcis, (2005), 193--206. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Brox, T., Papenberg, N., and Weickert, J. High Accuracy Optical Flow Estimation Based on a Theory for Warping. Proc. of ECCV, (2004), 25--36.Google ScholarGoogle ScholarCross RefCross Ref
  8. Butler, A., Izadi, S., Hilliges, O., Molyneaux, D., Hodges, S., and Kim, D. Shake 'n' Sense : Reducing Interference for Overlapping Structured Light Depth Cameras. ACM CHI, (2012), 1933-- 1936. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Cruz-Neira, C., Sandin, D., and DeFanti, T. Surround-screen projection-based virtual reality: the design and implementation of the CAVE. ACM SIGGRAPH, (1993). Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Fuchs, H. and Frahm, J.-M. Scanning and tracking dynamic objects with commodity depth cameras. Proc. of ISMAR, Ieee (2013), 99--106. Figure 15. Calibration errors between units result in ghosting artifacts in projector overlapping regions. (left) The character in a single projector, and (right) in an overlapping region.Google ScholarGoogle Scholar
  11. Hancock, M., Nacenta, M., Gutwin, C., and Carpendale, S. The effects of changing projection geometry on the interpretation of 3D orientation on tabletops. Proc. of ITS, (2009), 175--182. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Harrison, C., Benko, H., Wilson, A.D., and Way, O.M. OmniTouch : Wearable multitouch interaction everywhere. Proc. UIST, (2011), 441--450. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Hilliges, O., Kim, D., Izadi, S., Weiss, M., and Wilson, A. HoloDesk. Proc. of CHI, ACM Press (2012), 2421--2432. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Hou, J., Nam, Y., Peng, W., and Lee, K.M. Effects of screen size, viewing angle, and players' immersion tendencies on game experience. Computers in Human Behavior 28, 2 (2012), 617-- 623. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Illingworth, J. and Kittler, J. A survey of the Hough transform. Computer Vision, Graphics, and Image Processing 1, 44 (1988). Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Jones, B., Benko, H., Ofek, E., and Wilson, A.D. IllumiRoom: Peripheral Projected Illusions for Interactive Experiences. ACM CHI, (2013). Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Jones, B., Sodhi, R., Campbell, R., Garnett, G., and Bailey, B.P. Build Your World and Play In It: Interacting with Surface Particles on Complex Objects. IEEE ISMAR, (2010).Google ScholarGoogle ScholarCross RefCross Ref
  18. Kainz, B., Hauswiesner, S., Reitmayr, G., et al. OmniKinect : Real-Time Dense Volumetric Data Acquisition and Applications. Proc. of VR, (2012), 25--32. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Lee, J.C., Dietz, P.H., Maynes-Aminzade, D., Raskar, R., and Hudson, S.E. Automatic projector calibration with embedded light sensors. UIST, ACM (2004), 123--126. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Mine, M.R., van Baar, J., Grundhofer, A., Rose, D., and Yang, B. Projection-Based AR in Disney Theme Parks. Computer 45, 7 (2012), 32--40. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Pinhanez, C. The Everywhere Displays Projector: A Device to create ubiquitous graphical interfaces. Proc. UbiComp, (2001), 315--331. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. ProCams. http://www.procams.org. 2007.Google ScholarGoogle Scholar
  23. Projection Mapping Central. Projection Mapping Central. http://projection-mapping.org, 2014.Google ScholarGoogle Scholar
  24. R. Sekular, R.B. Perception 2nd Edition. (1990).Google ScholarGoogle Scholar
  25. Raskar, R., van Baar, J., Beardsley, P., Willwacher, T., Rao, S., and Forlines, C. iLamps: geometrically aware and self-configuring projectors. ACM TOG 223, (2003), 809--818. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Raskar, R. and Beardsley, P. A self-correcting projector. Proc. of CVPR 2001, IEEE Comput. Soc (2001), 504--508.Google ScholarGoogle ScholarCross RefCross Ref
  27. Raskar, R., Brown, M.S., Yang, R., et al. Multiprojector displays using camera-based registration. IEEE Visualization, (1999), 161--168. Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Raskar, R., Welch, G., Cutts, M., Lake, A., Stesin, L., and Fuchs, H. The office of the future: A unified approach to image-based modeling and spatially immersive displays. Proc. SIGGRAPH, ACM (1998), 179--188. Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. Raskar, R., Welch, G., and Fuchs, H. Spatially Augmented Reality. (1998), 1--7.Google ScholarGoogle Scholar
  30. Raskar, R., Welch, G., Low, K.L., and Bandyopadhyay, D. Shader lamps: Animating real objects with image-based illumination. Proc. Eurographics, Springer Verlag Wien (2001), 89-- 100. Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. Sajadi, B., Member, S., and Majumder, A. AutoCalibration of Multi-Projector CAVE-like Immersive Environments. Trans. on Visualization and Comp. Graphics 17, 1 (2011), 1--13. Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Schulze, P., Acevedo, D., Mangan, J., et al. Democratizing Rendering for Multiple Viewers in Surround VR Systems. IEEE 3DUI, (2012).Google ScholarGoogle Scholar
  33. Smith, G., Othenin-girard, A., Whitehead, J., and Wardrip-fruin, N. PCG-Based Game Design : Creating Endless Web. In Proc. of Foundations of Digital Games, (2012). Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. Straka, M., Hauswiesner, S., Ruther, M., and Bischof, H. Rapid Skin: Estimating the 3D Human Pose and Shape in Real-Time. Proc of 3DimPVT, Ieee (2012), 41--48. Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. VR, O. http://www.oculusvr.com/. .Google ScholarGoogle Scholar
  36. Willis, K.D.D. SideBySide : Ad-hoc Multi-user Interaction with Handheld Projectors. ACM UIST, (2011), 431--440. Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. Wilson, A., Benko, H., Izadi, S., and Hilliges, O. Steerable augmented reality with the beamatron. Proceedings of the 25th annual ACM symposium on User interface software and technology - UIST '12, ACM Press (2012), 413. Google ScholarGoogle ScholarDigital LibraryDigital Library
  38. Wilson, A. Combining Multiple Depth Cameras and Projectors for Interactions On, Above, and Between Surfaces. ACM CHI, (2010).Google ScholarGoogle ScholarDigital LibraryDigital Library
  39. Wilson, A.D. PlayAnywhere: a compact interactive tabletop projection-vision system. Proc. of UIST, ACM (2005), 92--102. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. RoomAlive: magical experiences enabled by scalable, adaptive projector-camera units

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      UIST '14: Proceedings of the 27th annual ACM symposium on User interface software and technology
      October 2014
      722 pages
      ISBN:9781450330695
      DOI:10.1145/2642918

      Copyright © 2014 ACM

      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 copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 5 October 2014

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      UIST '14 Paper Acceptance Rate74of333submissions,22%Overall Acceptance Rate842of3,967submissions,21%

      Upcoming Conference

      UIST '24

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader