{"id":304256,"date":"2016-10-11T16:06:42","date_gmt":"2016-10-11T23:06:42","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-research-item&p=304256"},"modified":"2019-09-25T12:03:09","modified_gmt":"2019-09-25T19:03:09","slug":"playanywhere-compact-interactive-tabletop-projection-vision-system","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/playanywhere-compact-interactive-tabletop-projection-vision-system\/","title":{"rendered":"PlayAnywhere: A Compact Interactive Tabletop Projection-Vision System"},"content":{"rendered":"
We introduce PlayAnywhere, a front-projected computer vision-based interactive table system which uses a new commercially available projection technology to obtain a compact, self-contained form factor. PlayAnywhere\u2019s configuration addresses installation, calibration, and portability issues that are typical of most vision-based table systems, and thereby is particularly motivated in consumer applications. PlayAnywhere also makes a number of contributions related to image processing techniques for front-projected vision-based table systems, including a shadow-based touch detection algorithm, a fast, simple visual bar code scheme tailored to projection-vision table systems, the ability to continuously track sheets of paper, and an optical flow-based algorithm for the manipulation of onscreen objects that does not rely on fragile tracking algorithms.<\/p>\n","protected":false},"excerpt":{"rendered":"
We introduce PlayAnywhere, a front-projected computer vision-based interactive table system which uses a new commercially available projection technology to obtain a compact, self-contained form factor. PlayAnywhere\u2019s configuration addresses installation, calibration, and portability issues that are typical of most vision-based table systems, and thereby is particularly motivated in consumer applications. PlayAnywhere also makes a number of […]<\/p>\n","protected":false},"featured_media":0,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","footnotes":""},"msr-content-type":[3],"msr-research-highlight":[],"research-area":[13562,13552,13554],"msr-publication-type":[193716],"msr-product-type":[],"msr-focus-area":[],"msr-platform":[],"msr-download-source":[],"msr-locale":[268875],"msr-post-option":[],"msr-field-of-study":[],"msr-conference":[],"msr-journal":[],"msr-impact-theme":[],"msr-pillar":[],"class_list":["post-304256","msr-research-item","type-msr-research-item","status-publish","hentry","msr-research-area-computer-vision","msr-research-area-hardware-devices","msr-research-area-human-computer-interaction","msr-locale-en_us"],"msr_publishername":"ACM","msr_edition":"","msr_affiliation":"","msr_published_date":"2005-10-23","msr_host":"","msr_duration":"","msr_version":"","msr_speaker":"","msr_other_contributors":"","msr_booktitle":"","msr_pages_string":"","msr_chapter":"","msr_isbn":"","msr_journal":"","msr_volume":"","msr_number":"","msr_editors":"","msr_series":"","msr_issue":"","msr_organization":"","msr_how_published":"","msr_notes":"","msr_highlight_text":"","msr_release_tracker_id":"","msr_original_fields_of_study":"","msr_download_urls":"","msr_external_url":"","msr_secondary_video_url":"","msr_longbiography":"","msr_microsoftintellectualproperty":1,"msr_main_download":"304262","msr_publicationurl":"","msr_doi":"","msr_publication_uploader":[{"type":"file","viewUrl":"https:\/\/www.microsoft.com\/en-us\/research\/wp-content\/uploads\/2016\/10\/Wilson-PlayAnywhere-UIST-2005.pdf","id":"304262","title":"wilson-playanywhere-uist-2005","label_id":"243109","label":0},{"type":"doi","viewUrl":"false","id":"false","title":"10.1145\/1095034.1095047","label_id":"243106","label":0}],"msr_related_uploader":"","msr_attachments":[],"msr-author-ordering":[{"type":"edited_text","value":"Andrew D. 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