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The KidsRoom is a perceptually-based, interactive, narrative playspace for children. Images, music, narration, light, and sound effects are used to transform a normal child's bedroom into a fantasy land where children are guided through a reactive adventure story. The fully-automated system was designed with the following goals: (1) to keep the focus of(More)
In this paper we develop a representation for the temporal structure inherent in human actions and demonstrate an eeective method for using that representation to detect the occurrence of actions. The temporal structure of the action , sub-actions, events, and sensor information is described using a constraint network based on Allen's interval algebra. We(More)
This paper introduces the Everywhere Displays proj ector, a device that uses a rotating mirror to steer the light from an LCD/DLP projector onto different surfaces of an environment. Issues of bri ghtness, oblique projection distortion, focus, obstruction, and display resolut ion are examined. Solutions to some of these problems are described, together with(More)
Approxhate world models are coarse descriptions of the elements of a scene, and are intended to be used in the selection and control of vision routines in a vision system. In this paper we present a control architecture in which the approximate models represent the complex relationships among the objects in the world, allowing the vision routines to be(More)
Symbiotic displays are intelligent network devices that can be enlisted on demand by mobile devices, offering higher resolutions and larger viewing areas. Users of small mobile devices can consequently map various kinds of information to the displays that are most appropriate for comfortably viewing them. The availability of these displays in public areas,(More)
" It / I " is a two-character theater play where the human character I (played by a real actor) is taunted and played with by an autonomous computer character It on a computer controlled, camera-monitored stage. The play was performed before live audiences in November of 1997 and, for the first time ever, brought an automatic computer character to a(More)
Research on a web application intended to provide an entertaining and engaging cultural experience for users is described. Initial discovery phase research, using user-centered design, suggested that such an application should be designed with a " less clicking, more watching " approach. Two web tour prototypes were created and tested with 24 subjects in(More)
This paper describes a prototype retail environment in which information interactions occur in situ, within the actual space of the merchandise. By combining a steerable projected display and recognition of user gestures and actions, and user position tracking through peripheral cameras, we have developed several innovative interaction techniques designed(More)
A system to manage human interaction in im-mersive environments was designed and implemented. The interaction is deened by an interval script which describes the relationships between the time intervals which command actu-ators or gather information from sensors. With this formalism, reactive, linear, and tree-like interaction can be equally described, as(More)