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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Nov</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>The Micro Smart Grid Tabletop - A real world case study for tangible multitouch technologies for communicating complex concepts</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>General Terms</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Design</institution>
          ,
          <addr-line>Reliability, Experimentation, Human Factors</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Sebastian Meier Potsdam University of Applied Sciences &amp; IXDS</institution>
          ,
          <addr-line>Berlin</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2014</year>
      </pub-date>
      <volume>16</volume>
      <issue>2014</issue>
      <abstract>
        <p>In this paper we present a case study for an interactive surface, an explanatory tangible multitouch system in an exhibition context. The system is used as an expressive representation of the complex concept of Micro Smart Grids (MSGs) and their influence on our future energy infrastructure. We built the experience upon research on integrating tangibles into playful and exploratory learning environments. Beyond the well-researched learning experience with tangibles, we developed the system to stimulate and foster discussions on the subject of MSGs. Besides the technology behind the system we will discuss limitations and advantages of combining tangible and multitouch technologies. To conclude we present reflections on the design and interaction concepts that were embedded into the system.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>Global warming, sustainability and lately resilience are
topics that matter to an audience beyond the scientific community.
Due to the growing interest and the urgency presented by these
topics, new tools for scientific communication are required. Tools
that allow scientists as well as decision and policy makers to
communicate complex issues to non experts, to foster an inclusive
discussion on the basis of facts and scientific results.</p>
      <p>
        The Berlin based research institute InnoZ is focusing on
those topics, especially how transport, energy and information and
communications technologies (ICTs) are involved in shaping the
urban future and how new products and technologies in these
areas of research are adopted by society
        <xref ref-type="bibr" rid="ref21">(Wolter, 2014)</xref>
        . The
InnoZ runs a showroom in their Berlin headquarters, allowing
visitors to explore new technologies and learn more about future
changes in our energy and transport infrastructure.
      </p>
      <p>Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other
uses, contact the Owner/Author.</p>
      <p>Copyright is held by the owner/author(s).
In 2012 the InnoZ explored possibilities to extend their
educational material to explain the topic of MSGs to other
scientists, the public, as well as decision and policy makers. The
InnoZ campus itself is a MSG, which is made visible by live data
shown on a control terminal. The envisioned tool should go a step
further and explain the structure of MSGs as well as their impact
on our future energy infrastructure.</p>
    </sec>
    <sec id="sec-2">
      <title>2. DESIGN OF THE SYSTEM 2.1</title>
    </sec>
    <sec id="sec-3">
      <title>Design Process</title>
      <p>
        The design process followed the principles of human
centered design
        <xref ref-type="bibr" rid="ref1">(Abras, Maloney-Krichmar, &amp; Preece, 2004)</xref>
        , by
including not only stakeholders but future users in the design
process from the beginning. The human centered design was
executed in an iterative and adaptive manner
        <xref ref-type="bibr" rid="ref15">(Smith et al., 2012)</xref>
        ,
meaning that e.g. insights gathered from paper-prototyping (see
Figure 1) were quickly implemented in feasibility prototypes to
test the interactions on the actual hardware. Especially when
working with large multitouch systems and tangible interactions,
the prototyping becomes an important part of the design process,
as it is the only way to experience the interactions e.g. in regards
to responsiveness. This allowed us to identify and resolve
problems in the interface and interaction design throughout the
process and by that limiting the revisions at the end of the
development process.
      </p>
    </sec>
    <sec id="sec-4">
      <title>2.2 System Overview</title>
      <p>
        The initial aim of our designs was to create a tool that would
allow the research team to use the proposed system as an
explanatory system to educate visitors on the matter of MSGs. As
a basis for the explanatory system we created a virtual model of a
MSG as well as a model of the surrounding energy infrastructure.
The model was built upon statistics and estimations on energy
consumption and production in Germany. On top of the model
visualization was implement to explain the workings of the
underlying model, respectively a MSG. The components of the
model, consumers, producers, storage components and
MSGcontroller were represented by tangible tokens that could freely be
combined by the users. In this paper we will refer to the tangible,
physical objects that are placed on the interactive surface as
tokens. Those tokens were an attempt to overcome the initial
barrier of interacting with a complex system. Thus we made use
of the attractiveness and playfulness of tangible interactions
        <xref ref-type="bibr" rid="ref12 ref20">(Nagel, Pschetz, Stefaner, Halkia, &amp; Müller, 2009; Wakkary &amp;
Hatala, 2006)</xref>
        . We employed an interactive surface with tangible
interactive tokens, thereby creating a setting for multi-user
interaction and observation.
      </p>
    </sec>
    <sec id="sec-5">
      <title>2.3 Interaction Concept</title>
      <sec id="sec-5-1">
        <title>2.3.1 The components</title>
        <p>As explained above, the basis for the system is a complex
model based on statistics and estimations of energy production,
consumption and storage. By analogy with the collected data the
model is made up of three categories of components: consumers,
producers and energy storage. The consumers are private
households and industrial consumers, their consumption is
dependent on the external parameters daytime and time of year,
e.g. during daytime and especially during the winter the
consumption is higher. The energy producers are divided by fossil
fuels including nuclear energy and renewable energy. The latter
are, similar to the consumers, dependent on external parameters.
This includes e.g. solar energy’s dependency on cloudiness or
wind energy’s dependency on wind speed. The category of energy
storages holds electric cars, water pumps, natural gas energy
converters as well as large batteries. In addition to the three main
components a forth component, the MSG-controller is available to
create a MSG.</p>
        <p>Each component is represented by several tokens that can be
combined freely by the users. For a more intuitive interaction the
tokens belonging to the same category share the same form factor:
triangle = producer, circle = consumer, square = storage, hexagon
= MSG-Controller (see Figure 2). The specific identity of the
component is printed on top of the token in the form of an icon.
10 years ahead and in 20 years ahead. The three scenarios
influence the datasets for the components behind the model. All
parameter “states” are not only visually supported by highlighting
the current state in the control bar, but also the visual appeal is
changing. For example modifying wind speed changes the speed
of the clouds or changing daytime changes the brightness (see
Figure 3). This allows the spectators to create a connection
between the changes of parameters and the changes within the
system, e.g. less brightness equals less light and thereby less solar
energy.</p>
      </sec>
      <sec id="sec-5-2">
        <title>2.3.3 Relationships</title>
        <p>The system displays two types of relationships between the
components added to the current state through the tokens. On the
one hand the information exchanged between consumers,
producers and storage components are being visualized through
fine grey lines and on the other hand the more important part, the
flow of energy between the components, is visualized through a
flow of particles. While of course the speed of transporting the
energy is always the same, the visualization makes use of particle
density within the stream to indicate higher and lower production
levels and changes the color of the particles to allow users to
differentiate between fossil (orange) and renewable (green)
energy (see Figure 4).</p>
      </sec>
      <sec id="sec-5-3">
        <title>2.3.2 Parameters</title>
        <p>As mentioned in 2.3.1 the model has several parameters that
influence the individual components. The whole model is running
on a time loop of day/night as well as months, which influences
the energy consumption as well as the production of energy e.g.
through solar cells. In addition to the time data, the weather
parameters wind and clouds can influence the energy production
of the renewable energy producers. Beyond daytime and time of
the year, the system offers three time scenarios: present-time, in</p>
      </sec>
      <sec id="sec-5-4">
        <title>2.3.4 Levels of Information</title>
        <p>
          The whole system consists of several layers of information.
The first layer consists of the tokens representing the components
and their connections through the visualization of the model. The
second layer is visualizing the “state” of the parameters that
influence the system. The third layer is a layer of information that
can be activated per component on demand, it shows more
detailed information on every component (see Figure 5). The
users can use the last layer of information to read short texts about
every component and learn more about their impact on the energy
infrastructure through visualized statistics. Those layers represent
levels of information complexity, starting from the lowest level of
learning how MSGs work in general. Down to the level of facts
e.g. how much energy is produced by a certain power plant and
the estimated production throughout the next 20 years. Through
this we allow the user to dive deeper into the system and thereby
allowing a deeper engagement
          <xref ref-type="bibr" rid="ref4">(Hornecker, 2008)</xref>
          .
        </p>
      </sec>
      <sec id="sec-5-5">
        <title>2.3.5 Interaction</title>
        <p>The user can start her journey of exploring the system with a
blank plate or with a template that works like a puzzle game, in
which the user sees 2D tokens on the screen and needs to place
the 3D markers on top of it and by that assembling a basic setup to
further explore the system. Through those two modes the user can
receive different levels of guidance.</p>
        <p>
          By placing a token on the table, a visual 2D representation of
the token shows up below the token, the shape is corresponding to
the shape of the token to create a visual connection between token
and visualization. Furthermore, the two-dimensional
representation behaves according to the category it represents:
producers are generating energy particles and distributing those to
available consumers; consumers are aggregating energy particles
and consuming them; storage components are aggregating unused
energy to store them. The storage components differ from the
other components as their 2D representation have a visual
indicator of the amount of energy that is stored in the individual
component. During the design process the responsiveness and
visual correspondence between tokens and visualization played an
important role, as we tried to achieve a high “perceived coupling”
effect to create an intuitive interaction with a feeling of “direct
haptic manipulation”
          <xref ref-type="bibr" rid="ref3 ref3 ref5 ref5">(Hornecker, 2006; Hornecker &amp; Buur,
2006)</xref>
          .
        </p>
        <p>The MSG-Controller plays a significant role, as it is essential
to understanding the workings of MSGs. If no MSG-Controller is
present on the table, the components almost behave as if
everything is connected to everything. As soon as the
MSGController is added to the mix, the new token adds a sense of
smartness and structure to the relationships and connections
between the components. Through the interaction of adding and
removing the MSG-Controller token, the user can instantly
observe how the visualization and the structure in the underlying
model beneath changes.</p>
        <p>In order to create a more realistic setting, the user can modify
the parameters described in 2.3.2, allowing for the audience to
observe changes in the energy system according to changes in the
environment. Again, similar to the effect of the MSG-controller,
the instant modification of the model through the parameters
allows the users to change quickly between different states e.g.
night and day and thereby observe and learn what this means e.g.
for solar energy production.</p>
        <p>If the user is interested in learning more about a specific
component, she can click on info buttons that float along the 2D
representation of the components. A small window will pop up
allowing the user to discover more information on that
component.</p>
        <p>In order to create a non-fragmented view of the visualization
and the interactions happening, we had to create interfaces and
visualizations that were accessible from every side of the table.
While the main interaction through tangibles is possible from
every side and the observations as well, the manipulation of
properties is only possible from the two long sides of the table due
to the limited space on the screen.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>2.4 Theoretical Framing of the Interaction</title>
      <p>
        In recent years, several descriptive frameworks for tangible
interaction and tangible interfaces have been developed
        <xref ref-type="bibr" rid="ref11 ref14 ref3 ref3 ref5 ref5">(Hornecker, 2006; Hornecker &amp; Buur, 2006; Mazalek &amp; van den
Hoven, 2009; Shaer &amp; Hornecker, 2009)</xref>
        . In the following section
we build upon the framework by Hornecker et al, because in our
context a specific focus lies upon the learning experience by
means of the interaction. This has also been covered by
Hornecker’s work, which extends beyond the framework itself
into the area of learning through tangible interaction or rather
tangible interfaces. Horneckers framework builds upon four main
pillars: tangible manipulation, spatial interaction, embodied
facilitation and expressive representation. Those categories are
not exclusive, which means that applications that embed those
properties span across multiple pillars.
      </p>
      <p>
        Through the visual correlation of tokens and visualization on
the screen and the different visualization schemes we created a
strong coupling between the physical and the digital. We were
able to establish a consistent visual storytelling and an intuitive
and seamless interaction, following the pillars of tangible
manipulation and expressive representations. In terms of
expressiveness, our approach sees the tokens as essential parts of
the construction of the system through the users, even though they
don’t represent a change within the system as it would be required
according to the definition of expressiveness by Ullmer and Ishii
        <xref ref-type="bibr" rid="ref17">(Ullmer &amp; Ishii, 2000)</xref>
        . The theme of expressiveness is further
more picked up by Marshall et al in the area of learning through
tangibles, which is essential for our approach
        <xref ref-type="bibr" rid="ref10">(Marshall, Price, &amp;
Rogers, 2003)</xref>
        . From their point of view, our approach is not
expressive; instead it fulfills the requirements for what they call
an exploratory system. As we try to use the tangibles to help users
understand the underlying model and make use of the tangibles as
“present-at-hand , the user will be more likely to focus on the way
the system works, rather than reflecting on the history of their
own interaction with it”
        <xref ref-type="bibr" rid="ref10">(Marshall et al., 2003 p3)</xref>
        .
      </p>
    </sec>
    <sec id="sec-7">
      <title>3. REVIEW OF TECHNOLOGY</title>
      <p>Papers that focus on the interaction with tangibles often only
briefly explain the actual technology used for the experiments.
This makes it hard for other researchers and practitioners to build
upon the experience gained on the technology side. This is why
we will spend the next section on elaborating the technological
side of our project as well as the pros and cons.</p>
      <p>For the multitouch table we employed a large LCD system as
a display. Like most common multitouch systems that don't use
capacitive touch technology, the system uses multiple HD
infrared-enabled cameras to track touch events as well as fiducials
(printed 2D codes). Using infrared tracking systems has the
advantage of being able to use touch events as well as tangible
objects both in combination with printed fiducials. Then again, the
infrared technology has several downsides which become present
in an exhibition context. Even though the technology uses the
infrared light spectrum, it is still sensitive to other spectrums of
the light. Changing light intensity in the surrounding sometimes
calls for readjustment of the system, the same is true for light
sources that heat up throughout the day or, even worse, direct
sunlight. Sources of light and/or heat can create noise on the
infrared image. In order to achieve very precise tracking results,
which are required for tracking fiducials, the trackers need to be
adjusted carefully. This sometimes conflicts with exhibition
spaces being lively spaces. An interactive piece build for group
interaction will be under a lot of physical friction. Sometimes
exhibits additionally need to be relocated e.g. for rearranging or
special events. All those factors have an impact on the system and
often create need for readjustments.</p>
      <p>
        The design of the tangible objects is quite limited by the
required integration of the printed fiducials. A big problem of
tangible tokens for interfaces is visual or tactile feedback, as Ishii
and Ullmer illustrate “unlike malleable ‘bits’, ‘atoms’ are
relatively inflexible”
        <xref ref-type="bibr" rid="ref15 ref7">(Ishii &amp; Ullmer, 2012 p469)</xref>
        . Our first
attempt was to insert a solid light-reinforcing material into the
black tokens to allow us to use the emitted light from the screen
and make it become visible at the sides of the token. This
confronted us with two problems: for one, light reinforcing
plastics only achieve really good results with low ambient light,
additionally we were required to use special infrared see-through
material for the 2D codes. The latter was the reason we were
unable to pursue the plan of creating responsive tokens as the
seethrough 2D codes didn't meet our requirements for precise
tracking results. In the end, black and white 2D codes on solid
black tokens were used.
      </p>
    </sec>
    <sec id="sec-8">
      <title>4. RELATED WORKS</title>
      <p>
        Our interactive system stands in a line of projects dealing with
tangible interfaces that visualize flow and relationship. Most
projects from the category of what Ishii and Ullmer call
"interactive surfaces" or "workbench surfaces"
        <xref ref-type="bibr" rid="ref7">(Ishii &amp; Ullmer,
2012)</xref>
        that are similar to our project fall into two subcategories:
one category focuses on visualizing the flow of real world entities
like wind, light or in our case energy. The other category contains
systems that visualize relationships of objects through a flow- and
network-like visualization.
      </p>
    </sec>
    <sec id="sec-9">
      <title>4.1 Real world entities</title>
      <p>
        The first category consists of projects that create tangible
interfaces, or rather tangible interactive visualizations, which
build upon real-world models. These projects use attributes that
exist in the real world and map them onto the interface or surface.
The projects try to keep the abstraction between the real-world
model and the artificial model as small as possible in order to
create an exploratory tangible system which, according to Marshal
et al, allows for the learner to explore the system through
practical exploration and thereby learn more about the underlying
structure
        <xref ref-type="bibr" rid="ref10">(Marshall et al., 2003)</xref>
        .
      </p>
      <p>
        The most prominent example is Urp — the urban planning
workbench
        <xref ref-type="bibr" rid="ref19">(Underkoffler &amp; Ishii, 1999)</xref>
        which "allows physical
architectural models [to be] placed on an ordinary table surface to
cast shadows accurate for arbitrary times of day; to throw
reflections off glass facade surfaces; to affect a real-time and
visually coincident simulation of pedestrian-level
windflow"
        <xref ref-type="bibr" rid="ref19">(Underkoffler &amp; Ishii, 1999 p1)</xref>
        . In this example, the
realworld model of wind and light can be explored through tangible
tokens that represent buildings and interact with the projection,
allowing the user to directly manipulate the virtual model and
simulation through the tokens.
      </p>
      <p>
        Illuminating Light, published one year earlier by the same
research group at MIT
        <xref ref-type="bibr" rid="ref18">(Underkoffler &amp; Ishii, 1998)</xref>
        is a "rapid
prototyping [system] of laser-based optical and holographic
layouts"
        <xref ref-type="bibr" rid="ref18">(Underkoffler &amp; Ishii, 1998 p1)</xref>
        . The tool uses tangible
tokens to enable users to set up a system of light rays and objects
that redirect, concentrate or burst the beams, which is visualized
in a projected overlay, similar to Urp.
      </p>
    </sec>
    <sec id="sec-10">
      <title>4.2 Relationships</title>
      <p>The second category consists of projects, that similar to the
first category, build upon real-world models, but rely on a more
abstract visualization, as the real-world representation is too
complex to visualize. Instead of showing the real connections
between the components of the model, the visualization focuses
on a representation that displays the relationship between
components and their influence on each other, allowing the user to
manipulate those influences and relationships and thereby foster
deeper understanding.</p>
      <p>
        In the area of sound- or music-interfaces the most cited case
study is the Reactable by Reactivision
        <xref ref-type="bibr" rid="ref8">(Jordà, Geiger, Alonso, &amp;
Kaltenbrunner, 2007)</xref>
        , which allows the creation of electronic
music through tangible tokens, that are visually connected to each
other by the underlying display. The user can manipulate the
music by using different tokens, changing orientation of the
tokens, or modifying the distance between objects.
      </p>
      <p>
        The IP network simulation is using a similar approach for
visualizing IP networks
        <xref ref-type="bibr" rid="ref9">(Kobayashi, Hirano, Narita, &amp; Ishii,
2003)</xref>
        . The set of tokens allow the user to create new nodes and
modify the parameters, creating a virtual representation of an IP
network and thereby explore the inner workings of such.
      </p>
      <p>
        The last project from the subcategory of projects that focus
on visualizing relationships between components is the Maeve
project
        <xref ref-type="bibr" rid="ref12">(Nagel et al., 2009)</xref>
        . Maeve is an interactive multitouch
installation that is enriched with tangible cards, which can be
placed on the multitouch installation. Maeve uses architectural
metadata collected by the research project Mace
        <xref ref-type="bibr" rid="ref16">(Stefaner et al.,
2007)</xref>
        . Each card represents an item from the database. Placing a
card onto the table allows the user to explore connections and
relationships between the item and other items in the database.
      </p>
    </sec>
    <sec id="sec-11">
      <title>5. REFLECTIONS</title>
      <p>Our reflections derive from the observation of users
interacting with the system. The evaluation was collected through
interviews with three designers who were involved in the
development and the deployment, as well as two instructors who
work with the table in the showroom.</p>
    </sec>
    <sec id="sec-12">
      <title>5.1 Still a WOW-Effect</title>
      <p>Even though tabletop multitouch systems are frequently used
e.g. in exhibitions or trade fairs, those systems are still able to
create a WOW-effect among visitors. At the same time, the
widespread use of multitouch technology in smartphones, tablets
and even household appliances creates similar expectations
towards big multitouch systems in regards to interactions. A good
example to illustrate this is the design of the information popups.
In one of the first prototypes, those windows were
programmatically floating elements, but the tests showed that
users were trying to apply common multitouch interaction
patterns, like “pinch” to zoom and “drag” to move the window
(see Figure 6). In the next iteration we implemented those
interactions, which helped creating a more fluent interaction.</p>
    </sec>
    <sec id="sec-13">
      <title>5.2 Social Interaction</title>
      <p>
        An observation reported by all interviewed persons was the
tabletop’s function as a catalyst for social interaction, especially
fostering discussions among the visitors. The interaction was not
only between visitors and instructor but also among the groups
themselves. Beyond verbal discussions that arose, common
observations were the physical collaborations while using the
table, originating from the “non-fragmented” visibility of the
visualization, giving it an overall performative quality
        <xref ref-type="bibr" rid="ref3 ref5">(Hornecker
&amp; Buur, 2006)</xref>
        , a phenomenon often described in similar settings
        <xref ref-type="bibr" rid="ref12 ref6">(Huang, Mynatt, Russell, &amp; Sue, 2006; Nagel et al., 2009)</xref>
        .
      </p>
    </sec>
    <sec id="sec-14">
      <title>5.3 Differences between adults and children</title>
      <p>As intended by the design, the physical tokens were not only
an eye-catcher, but also attracted attention and interest leading to
an immediate interaction with the tokens and thereby the system.
The tokens had this effect on children and young people as well as
on adults. Nonetheless, it was reported that the intuitive usage and
playful exploration was more powerful on the younger
generations. They seemed to understand the workings of the
model a lot faster than adults through their more playful
interaction with the table.</p>
    </sec>
    <sec id="sec-15">
      <title>5.4 Learning</title>
      <p>It is hard to elaborate on the long-time learning effect
triggered by the table as the groups visiting the space are only
using the table for a limited time. Accordingly, the envisioned
deeper layers of information were not accessed in many cases.
Most users concentrated on the basic structure of the MSG.
Beyond the factor of available time, we believe that the user’s
limited use of access to the detailed information also depends on
the fact that the process of accessing the detailed information is a
very focused interaction that in turn is hard to share with a bigger
group. In contrast to the focused interaction the token-based
interaction can be executed in a collaborative manner and the
results can easily be visually shared with a larger group.</p>
    </sec>
    <sec id="sec-16">
      <title>6. CONCLUSION</title>
      <p>The MSG tabletop allows users to explore a complex
realworld model through a playful and explorative interaction. The
results from the observation show that the system is a good case
study to highlight some of the remarkable features of tangible
interfaces. As other research underlines, we were able to observe
that large tangible interactive surfaces provide fertile ground for
social interaction and the exploration of real-world models.
Furthermore we were able to observe that large tangible interfaces
can foster discussions on the topic visualized in the interface. On
the other hand we also observed that more focused single-user
interactions were not well received by the users.</p>
    </sec>
    <sec id="sec-17">
      <title>6.1 Further Research</title>
      <p>
        The area of learning through tangible interfaces in regards to
children is widely covered in the research community
        <xref ref-type="bibr" rid="ref13">(O'Malley
&amp; Fraser, 2004)</xref>
        , while this topic lacks the same level of detail in
regards to adults. In some regards, similar effects with adults were
observed by the related works mentioned above, while other
researchers point out that some tactile thinking disappears while
we grow up (e.g. finger counting)
        <xref ref-type="bibr" rid="ref2">(Goswami, 2004)</xref>
        . This might
lead to other results in terms of learning through tangible
interfaces. Our reflection is only looking at the overall experience
of the tool, anyhow we discovered a lack of information on the
difference between the interaction of children and adults with
tangible interfaces throughout our literary research. Consequently,
we believe that more research on this topic could help to apply the
knowledge from the vast amount of research on learning through
tangible interfaces with children to the interaction of adults.
      </p>
    </sec>
    <sec id="sec-18">
      <title>7. ACKNOWLEDGMENTS</title>
      <p>The project was put to life by the IXDS team (Jonathan
Cohen, Andre Knörig, Felix Lange, Sebastian Meier, Dimitar
Ruszev, Julia Werner and Reto Wettach) in cooperation with the
prototype - Moers Peter Sailer GbR who helped with the
theoretical framework as well as an in-depth data aggregation.
The technology, especially the display unit by multitouch.fi, and
furniture was assembled by werk5 GmbH.</p>
      <p>In a recent project we were able to use the latest multitouch
and fiducial tracking technology and we were pleased to see that
the dependency from ambient light was a lot better than with the
technology we used for the system described in this paper.
Nothing the less, the described problems remain, if only less
severe.</p>
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