Chapter Report
Chapter Report
Chapter 1
Introduction
Mobile devices are becoming increasingly popular for social and playful interactions.
These offer a powerful computing power needed for high-resolution animation through
embedded graphics processors and always-on Internet connection via 5G cellular
networks, and further advances in mobile projection hardware make it possible to explore
more seamless social interaction between co-locating users with mobile phones.
Chapter 2
Literature Survey
The increasing portability of projection systems since 2003 has enabled researchers to
explore geometrically aware collaborative systems based on orientation. The geometric
issues necessary for adaptive images of multiple projectors into a single display. The
Hotaru system[6] uses static projection to simulate multiple projections. Several
researchers have introduced the flashlight metaphor for interacting with the physical
world, where a portion of the virtual world is revealed by the projection. The presented
techniques for revealing contextual information on the fly also using the flashlight
metaphor [3].
A body of work exploring interaction was presented using personal projection, however
they mostly rely on an external 6-DOF tracking system, and a single- user paradigm [1].
Other researchers have explored playful and game-like possibilities enabled by portable
projection technologies. It describes a handheld projector-camera system projecting a
character that interacts with drawings on a whiteboard. Their system specifically reacts to
edges, either drawn or created by objects it the scene but does not respond other systems
in the same area [1].
Recently, a technique for projected character control via handheld devices. Those were
robot-controlling games using handheld projectors. In this work the camera is mounted on
the robot instead of being embedded in the mobile phone [2]. iLamps provides users with
adaptive projection techniques with a cluster of handheld projectors. iLamps identifies
locations and orientations of multiple projectors and creates a seamless and consistent
image over a projected surface (e.g. planar, spherical etc.) by correcting an overlapping
image given by the projectors [3]. The main purpose of iLamps is different from that of
Hotaru[6] in that it proposes manipulation techniques for overlapping projected displays
of mobile devices.
Chapter 3
Main Concept
Mobile Device
From the following Fig 3.1.1, the mobile device refers as central hub of the PoCoMo
system. It houses the projector, camera, and processing power that enables the system to
function. The mobile device is typically a smartphone or tablet, but it could also be a
dedicated device designed for PoCoMo.
Pico-Projector
The pico-projector is used to project the user's interactions onto the screen. The
projection can be used to create a shared space where users can interact with each other
and with digital objects. The projector can also be used to create augmented reality
experiences that overlay digital objects onto the real world.
Kalman Filter: The Kalman filter is a widely used algorithm for tracking and predicting
dynamic objects. It effectively manages noise and uncertainties in the data, making it
suitable for real-time motion tracking.
Hidden Markov Models (HMMs): HMMs are probabilistic models that capture the
underlying patterns in sequential data. They can be used to predict future movements
based on the history of observed poses.
Recurrent Neural Networks (RNNs): RNNs are a class of neural networks well-suited for
handling sequential data like pose sequences. They can learn complex patterns and
relationships in the data, enabling them to predict future movements effectively.
Ray Tracing: Ray tracing is a more advanced rendering technique that simulates the
physical behavior of light to create highly realistic images. It produces accurate shadows,
reflections, and refractions, enhancing the visual quality of the virtual environment.
Touch Recognition: Touch recognition algorithms process touch events from the
touchscreen to identify specific interactions, such as taps, swipes, and multi-touch
gestures. They employ algorithms like filtering, segmentation, and pattern matching to
distinguish between intentional and unintended touches.
Voice Recognition: Voice recognition algorithms convert spoken language into text. They
employ techniques like acoustic modeling, language modeling, and deep learning to
achieve accurate speech recognition.
UDP (User Datagram Protocol): UDP offers low-latency data transmission, making it
suitable for real-time applications where latency is critical. However, it does not guarantee
data delivery or order, requiring additional mechanisms for error handling and
synchronization.
Chapter 4
Applications
Entertainment:
Immersive gaming: PoCoMo can revolutionize gaming by enabling players to physically
interact with virtual characters and environments, creating a more immersive and
engaging gaming experience as shown in Fig 4.1.
Enhanced storytelling: It can bring stories to life by allowing readers to interact with
characters, explore virtual worlds, and participate in the narrative.
Augmented reality experiences: It overlays virtual elements onto the real world, creating
interactive experiences for entertainment purposes, such as virtual scavenger hunts,
interactive museums, and augmented reality games.
Education:
Interactive learning experiences: PoCoMo can transform traditional classroom settings
into engaging and interactive learning environments. Students can interact with virtual
Dept. of ISE, SIT, Tumakuru 9 2023-2024
PoCoMo
characters, manipulate objects, and explore concepts in a more immersive and memorable
way.
Collaboration:
Remote collaboration: PoCoMo can facilitate real-time collaboration between remote
teams by providing a shared virtual workspace where participants can interact with each
other and with virtual objects.
Marketing:
Interactive product demonstrations: PoCoMo can transform product demonstrations into
interactive experiences where potential customers can interact with virtual products,
explore features, and ask questions in real-time.
Virtual showrooms and exhibitions: It can create immersive virtual showrooms and
exhibitions where customers can explore products, interact with virtual guides, and
receive personalized recommendations.
Chapter 5
Limitations
Hardware constraints: The processing power and battery life of mobile devices pose
limitations on the complexity of 3D rendering and the overall performance of the
PoCoMo system.
Camera placement: To date, few commercially available mobile devices have placed
the camera in line of sight of the projection area. This limitation hinders the development
of AR applications that require precise alignment between the user's real-world
interactions and the projected virtual content.
Chapter 6
Conclusion
PoCoMo is a promising mobile projection system that has the potential to revolutionize
the way we interact with the digital world. It combines the power of mobile devices with
the immersiveness of projection technology to create a truly interactive and engaging
experience. However, the system faces several limitations, such as accuracy, latency,
scalability, and hardware constraints. To overcome these challenges, future work should
focus on improving tracking and recognition algorithms, optimizing rendering and
networking, developing scalable solutions, and enhancing hardware capabilities. As these
limitations are addressed, PoCoMo has the potential to have a profound impact on
education, entertainment, collaboration, and marketing.
Despite the limitations that PoCoMo faces today, the system holds immense potential to
transform the way we interact with technology. By combining the portability and
versatility of mobile devices with the immersiveness of projection technology, it offers a
unique platform for creating interactive and engaging experiences that go beyond the
limitations of traditional screens.
Chapter 7
References
[1] Shilkrot, Roy, Seth Hunter, and Patricia Maes. "PoCoMo: projected collaboration
using mobile devices." Proceedings of the 13th International Conference on Human
Computer Interaction with Mobile Devices and Services. 2011.
[5] Hosoi, K., Dao, V.N., Mori, A., and Sugimoto, M. VisiCon : A Robot Control
Interface for Visualizing Manipulation Using a Handheld Projector Cooperative Robot
Navigation Game via Projection. Human Factors, pp 99-106, 2007.
[6] Sugimoto, M., Miyahara, K., Inoue, H., and Tsunesada, Y. Hotaru: intuitive
manipulation techniques for projected displays of mobile devices. Human-Computer
Interaction-INTERACT,57-68,2005.