PlayAnywhere: a compact interactive tabletop projection-vision system
By Andrew D. Wilson. ACM Symposium on User Interface Software and Technology, 2005
435 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Information Systems, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/749683345813b14018ddea33157d2a2efb0f6565
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
- Andrew D. Wilson
- Hrvoje Benko
- Pranav Mistry
- Pattie Maes
- Li Chang
- Jacob O. Wobbrock
- Meredith Ringel Morris
- B. MacIntyre
In Information Systems
- Meredith Ringel Morris
- Jacob O. Wobbrock
- Pranav Mistry
- Pattie Maes
- Li Chang
- Hrvoje Benko
- Carl Gutwin
- Regan L. Mandryk
In Human-Computer Interaction
- Andrew D. Wilson
- Hrvoje Benko
- Pattie Maes
- Pranav Mistry
- Li Chang
- Jacob O. Wobbrock
- Meredith Ringel Morris
- Eyal Ofek
Citations in the corpus
- RoomAlive: magical experiences enabled by scalable, adaptive projector-camera units (2014, background): “Previous work has explored SAR in mobile form factors [14,31,41], steerable projector systems [27,42], and even for novel gaming experiences: e.g. racing a car across a desktop [6], playing chess [44], or playing miniature golf on top of wooden blocks [19].”
- Using a depth camera as a touch sensor (2010, background): “Wilson’s PlayAnywhere [17] single camera system exploits the shadow cast by the finger to determine range of the finger to the surface.”
- Calibration games: making calibration tasks enjoyable by adding motivating game elements (2011, background): “Examples of systems that have addressed calibration include technologies for interactive touch [8,23], 3D sound [15], locationsensing technology [6], eye-tracking [20], heads-up displays [1], glove-based input [10], personalized color displays [5], and physiological sensing – for detecting emotional”
- WUW - wear Ur world: a wearable gestural interface (2009, methodology): “The tiny projector is connected to a laptop or mobile device and projects visual information enabling surfaces, walls and physical objects around us to be used as interfaces; while the camera tracks user hand gestures using simple computer-vision based techniques.”
- The reacTable: exploring the synergy between live music performance and tabletop tangible interfaces (2007, background): “Recent implementations such as the PlayAnywhere [40] or the reacTable itself, clearly demonstrate that these reservations are not applicable anymore.”
- User-defined gestures for surface computing (2009, methodology): “The commands were application-agnostic, obtained from desktop and tabletop systems [7,17,27,31,34,35].”