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  <front>
    <journal-meta />
    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Bernhard Wally</string-name>
          <email>bernhard.wally@researchstudio.at</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alois Ferscha</string-name>
          <email>ferscha@pervasive.jku.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Pervasive Computing, Johannes Kepler University Linz</institution>
          ,
          <addr-line>Altenberger Strasse 69, A-4040 Linz</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Studio Pervasive Computing Applications, Research Studios Austria</institution>
          ,
          <addr-line>Thurngasse 8/16, A-1090 Vienna</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Public spaces get increasingly equipped with displays in terms of shopping window plasma screens, electronic advertisements at the point of sale, kiosk systems at points of interest, etc. While this trend enables numerous applications in the pervasive display systems domain, it also has effects on how people perceive urban environments. In this work we describe the concept, implementation and first experiences from a real life setup of an ambient façades framework expanding the idea of public displays to façades of arbitrary buildings without modifications on the buildings themselves. With such a framework it is possible to integrate information into buildings in a very unobtrusive way and without interference with the building fabric.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Ambient Displays</kwd>
        <kwd>Content Adaption</kwd>
        <kwd>Simulation</kwd>
        <kwd>Public Display Systems</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        systems as they can deliver information extracted from the
single particles and a particle system has an overall
appearance (shape, volume, etc.) that can unveil even more
information. The ambient display framework described in this
work also makes use of the low-level and high-level
statements of a high number of objects on an ambient display.
[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] shows a possible solution for displaying text in
ambient displays in an aesthetically pleasing way by using
kinetic typography (animated text) for displaying e-mail
messages in the AmbientMailer system. This work is
interesting, as (especially high throughput) textual displays often
lack aesthetic emphasis [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] a general purpose software framework for
informative art display systems is presented and some general
aspects of typical ambient displays are depicted, including
themes, symbols and connotations. On the basis of real
paintings, methods for integrating information therein are
proposed and implemented in the peripheral display
framework. Subsequent research led to the proposal of more
user-oriented, participatory design process for ambient
displays [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], by letting the user decide on the specific theme
a peripheral display is operated at. Different elements of
various artworks are manipulated to resemble sensor data
or abstract context information thus leaving the decision for
the concrete piece of painting used for displaying ambient
information to the user.
      </p>
      <p>
        One of the rather seldom seen examples of large public
displays is presented in [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], explaining a detailed
observation of the multi-touch display called City Wall. While the
emphasis of this project lies on the multi-user interaction
possibilities, it also shows some interesting aspects of how
people approach public displays. Depending on the current
usage of the display, people need to wait for a free slot if
too many people are interacting already, or they can start
interacting immediately if nobody is using the display. The
empiric data shows however, that there are usually at least
two steps involved: (1) noticing that there is a display, (2)
interacting with the display. One conclusion of [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] is that
“City Wall’s large physical size appeared to support
making interactions visible”. During eight days of operation
1199 people interacted with the system.
      </p>
      <p>
        Evaluation of Ambient Information Systems
Regarding the evaluation of ambient displays, several
approaches have been presented, such as a method to evaluate
the comprehension of such displays [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]: it is argued that
there are three levels of comprehension, each being a
prerequisite of the next:
      </p>
    </sec>
    <sec id="sec-2">
      <title>1. That information is visualized</title>
    </sec>
    <sec id="sec-3">
      <title>2. What kind of visualization is visualized</title>
    </sec>
    <sec id="sec-4">
      <title>3. How the information is visualized</title>
      <p>
        The author emphasizes that it is important to consider the
first two steps in the system design process and not start
(blindly) at level 3 [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. We believe however, that some
settings, especially when involving public displays, single or
even all three steps are not explained on purpose, so that
only informed people know about the informative value of
such displays.
      </p>
      <p>
        Users’ experiences with an at-home ambient display have
been presented in [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] with the CareNet display which
supports an ambient and an interactive mode. Situated in the
field of elder care it was shown that people with different
roles used the display in different ways: basically, the less
the people were integrated into the care-process, the more
often they actively used the display (interactively), while
seriously dedicated people used the display as ambient
information system.
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] the success of ambient displays is identified as the
combination of effectiveness in promoting awareness and
the level of enjoyment in the users. This statement is
derived after observing users and installations of four
different ambient information systems of both tangible and
(abstract) 2D display type.
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] a taxonomy for ambient displays is proposed
comprising a set of design dimensions that can be applied to the
various systems and allow a detailed classification. With
the 19 projects already included in their taxonomy, a
tendency to private, visual and highly abstract displays has
been determined. However, we believe the number of
public ambient displays is going to increase with the rise of
public displays in general.
      </p>
      <p>
        A very critical look at public displays is taken in [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]
where large ambient displays in public settings have been
observed regarding their use practices. It is stated, that
large public displays are not necessarily eye-catching and
appealing, but that glancing and attention is a rather
complex process. One of the key statements is that “people
make extremely rapid decisions about the value and
relevance of large display content”, devaluating content that
takes more then a few brief seconds to absorb. Also the
displayed format is very important for the perception: video
is more attractive than text, animated text or still images.
Regarding these findings of previous work, we propose the
virtual façade framework for using suitable façades of
buildings as solid basis for ambient information display.
VIRTUAL FAÇADE FRAMEWORK
Examining façades as hosts for ambient displays is a very
exciting thing, as the discrepancy between private data and
public accessibility is very high. Nevertheless, the
aesthetics of fascinating buildings can offer a great set of
structures “to lean on” (cf. Figure 1).
      </p>
      <p>Purpose
In order to be able to support future development of façades
as displays in combination with the ambient display
metaphor we decided to implement a robust framework as a
basis for further ideas and implementations.</p>
      <p>We enunciated the requirements for the framework very
roughly, as we wanted to narrow the choice of technical
solutions as less as possible:
•</p>
      <p>Text: There might be a need to display text of any size,
font type and color. However, with regards to ambient
displays, text is usually avoided in favor of graphical
solutions – thus it is a minor requirement.
• Still images: Support for embedding images into the
visualization including scaling functions (each axis
independently) and, of course, free positioning.
•</p>
      <p>Moving images: The framework should be able to
render videos and support both live camera streams and
produced videos:
• Live camera streams: Since our first façade was to
be the one of the Theatre Linz, we opted to integrate
the possibility to render live camera streams to the
façade. This thought was driven by the idea to
present the current action on stage simultaneously
outside.
• Produced videos: In addition to live video, our
system should support readily available videos in order
to visualize perfectly pre-arranged content and
selected scenes. Also, in case of a live camera failure,
locally available videos could be applied to the
visualization.
• Fragmented objects: The visual content is required to be
displayed fragmented, as one of our main claims is to
adapt visuals to the structure of façades and they often
comprise compact areas discontinued by some
ornamentation, windows or the like. It should be possible to
load a single resource and split it into several parts for
wide spread display.
•</p>
      <p>Dynamics: The framework was supposed to support
animated content by means of moving, rotating
fragmented objects, either by specifying the animation over
a separate tool (even at runtime) or by introducing some
kind of automated animation mechanism.
•</p>
      <p>Content management: A content management system
supports the integration of different resources (images,
videos, streams) at runtime and provides a way to
define the position and shape of structures and ornaments
of the façade to project on. For better results, the
definition should take place on-site, when projection distance
and angle are known. Additionally, the support for
onsite structure definition paves the way for automated
mechanisms, e.g. via a camera based system driving
edge detection or other image processing algorithms.
Aside from these requirements we also had a picture in
mind of what we would like to achieve. A relatively coarse
illustration thereof is depicted in Figure 2 and Figure 3.</p>
      <p>System Architecture
Based on our visions and derived requirements we decided
on a simple system architecture comprising a software
framework running on a PC which renders the visuals to a
projector system and receives data from several resources
as well as user input for the content management system. A
rough system architecture is illustrated in Figure 4.
which outputs the visuals to a projector system facing a
suitable façade.</p>
      <p>A separate control channel gives the chance to modify
parameters at runtime – a basic feature of ambient display
frameworks, as this control channel is used to send e.g.
sensor data to the visualization system which in turn can
modify size, position, speed, color or similar features of
visualized objects for sensor data representation. The
control channel is also used to configure the visualization
system regarding a specific façade setup (distance, angles,
structures, etc.).</p>
      <p>Technical Implementation
Hardware
Our setup was executed on an IBM laptop with a 1.7 GHz
Pentium M CPU and an ATI Mobility Radeon 7500
integrated graphics card running Windows XP SP2. The
projected image was required to fill an area of at least 4.5x6
square meters on somewhat light façades. To provide a
bright and high-contrast picture we decided to use a Barco
SLM R12+ Performer large venue projector with 12000
ANSI Lumen, to be positioned about 18 meters from the
building. The resolution chosen for the projection was
1024x768 pixels. For receiving live video streams we
added a Logitech QuickCam Pro 9000 webcam connected
via USB 2.0.</p>
      <p>Software
Before we started implementing a structured framework,
we did some technology research and created simple
laboratory demos in order to be able to estimate implementation
effort and feature richness of the tested components. One of
the key findings was that our framework is only required to
support two dimensional positioning, moving, etc. as we
intended to project on flat surfaces only and wanted to
interact with structures of these surfaces. It occurred to us
that a 2D physics engine would help our efforts a lot,
especially by solving the question how to animate components
as to provide constant motion. A quick research in the
physics engine “market” disclosed the Chipmunk 2D
physics engine which is licensed under the unrestrictive MIT
license and is written in pure C99, which led us to the
decision to use OpenGL as the rendering engine. Even though
we did not want to support full 3D applications, the use of a
three dimensional graphics engine allowed easily
integrating different layers, usually referred to as z-order of visual
components.</p>
      <p>The visuals would be implemented as textured meshes of
arbitrary shapes and sizes. Texturing meshes with still
images was offered by the DevIL library, uniformly colored
meshes were pigmented using OpenGL’s glColor*
functions. AVI video files were read using the Video for
Windows API and the grabbed frames were converted into
texture compatible byte arrays. Live video streams were
realized with the OpenCV library through the HighGUI API.
To ensure the correct color order of the webcam content,
the respective pixel buffer is displayed in GL_BGR_EXT
format.</p>
      <p>Figure 5 depicts the implemented software architecture for
the demonstrator. A user input module allows interacting
with the scene during runtime by adding/removing
obstacles, throwing requisites and defining/undefining black
areas in the projected image (such as to exclude windows
from being projected on).</p>
      <p>The central management entity is responsible for rendering
the components by providing a simple scene graph, which
is altered by user input or a parallel process generating
random pieces to be integrated as falling objects into the
scene. It calls the appropriate functions of the underlying
C-libraries and is supported by a separate thread
responsible for continuously buffering webcam content in a byte
array to be used as texture.</p>
      <p>The user input is performed using a pointing device such as
a mouse for positioning obstacles, black areas and for
throwing requisites around. The basic workflow is to define
façade structures and unprojectable areas once the
application is running and projected onto the façade. The
demonstrator is then ready to go and starts dropping requisites
from somewhere above the screen into the scene. With a
keystroke the direction of gravity can be adjusted to any of
top-down, bottom-up, left-right, right-left. The requisites
are generated using random numbers and can differ in type
(shape, texture), initial coordinates, initial velocity and
direction and angular rate. The interval between the creations
of two consecutive requisites is between 100 and 600 ms.
The coordinates of each requisite are tracked and compared
to the borders of the viewport; in combination with the
current direction of gravity the requisites are deleted and
respective memory freed if a certain distance threshold has
been exceeded and the objects are not to return to the
viewport anymore.</p>
      <p>Of course, also elements that are not managed by the
physics engine can be included, to realize static elements, e.g.
used for fragmented video visualization, as depicted in
Figure 6.</p>
      <p>One important aspect of the projection based system was to
avoid bright light flooding the rooms behind the façade and
probably blinding or disturbing people working or lingering
therein. To overcome this issue, we added a mask layer on
top of the rendered scene where black (not to be projected)
areas could be defined. Ultimately, even if a collision
detection would fail, a requisite falling into a window would
not be visualized but filtered out by the black masking
layer. It is therefore possible to use this layer to display
fragmented video slices by simply erasing parts of the
content from the overall video (cf. Figure 6).</p>
      <p>We implemented the concept of textures as abstract as
possible, ending up with a system that allows comfortable
exchange of textures and sharing of textures between multiple
objects regardless of the texture type (image, color, video,
none).</p>
      <p>The performance of the system was satisfying and ran
fluently on the specified (aging) system. The most influential
bottleneck was the physics engine as it considerably slowed
down if more than two hundred objects were to be
considered.</p>
      <p>A built-in simulation mode helps understanding the basic
behavior of implemented features by rendering the
complete scene to a separate texture and blending it on top of a
façade. The section of the façade to be projected on can be
adjusted to any extend required. It is possible to view the
whole façade or just the part where the projection will take
place (cf. Figure 7).</p>
      <p>(a)
(b)
Figure 7: The simulation mode of the Ambient Façade
Framework allows viewing the section to project on (a) or
the whole building with the visuals blended on top (b). In
the simulation depicted here a fruits theme was used
instead of the theatre theme illustrated in Figure 8.
REAL LIFE SETUP
We tested our Ambient Façade Framework during a
performance of La Traviata at the Theatre Linz to mainly find
out two things:
1. Is the technical realization good enough regarding
brightness and contrast of the projected image and the
size of the fragments?
2.</p>
      <p>What is the (subjective) overall visual impression like?
The first question can be answered quickly: the chosen
Barco projector illuminated the façade of the Theatre Linz
at an amazing level of brightness and contrast. Of course,
the façade was a very complaisant screen as it was
unenlightened and had a very pale yellowish color resulting in
almost no color variation. The displayed visuals were good
to perceive, however some of the objects used for the
dynamics simulation turned out to be too small.</p>
      <p>The overall visual impression of our live demonstration
was outstanding. Invited representatives of the Theatre Linz
and our colleagues were impressed by the quality of the
displayed content and the ease of use concerning the setup
process which took roughly one minute to mark structures
and ornamentation using a simple pointing device. The
dynamics engine emerged to be very attractive and created
a very harmonic relation between the façade and the
displayed objects. Changes in gravitation were easy to follow
and the bouncing elements made sure that there is motion at
any time. Animated elements were not necessary for
displaying video streams, as the moving images are attractive
enough when displayed on their own, as static elements
filling certain areas of the façade.</p>
      <p>(a)
(b)</p>
      <p>The live demonstration did not incorporate any sensor data,
but was controlled manually, because we mainly wanted to
test the visual appearance rather than the correct
transformation of sensor data into ambient information objects.
CONCLUSION
We have presented the design and implementation of an
ambient façades framework that uses façades of buildings
and their underlying structures and ornamentation together
with large venue projection technology to form a new type
of ambient display in urban spaces. The presented
frameworks is able to display dynamic particles resembling
pieces of information regardless of their type (video,
images, text) by considering physical barriers on a façade,
which can be edited at runtime and customized to various
façades.</p>
      <p>The current status of the demonstrators has shown some
potential for further improvements. In order to adhere to a
fully automated configuration of masks and obstacles,
image processing methods could be of a great help. By
detecting edges in an image taken from the façade, it would be
possible to automatically define obstacles like window
borders and ornamentation. Edge detection combined with
recognition of connected areas would enable the automated
finding of areas for video display. Of course, camera and
projector need to be calibrated in a way that allows the
mapping of camera-based coordinates to coordinates within
the projected renderings. Currently such a feature is not
implemented in the framework, but the structures need to
be defined by hand.</p>
      <p>ACKNOWLEDGMENTS
The authors would like to thank Heinrich Schmitzberger
who implemented parts of the code related to fragmented
objects and supported the preparation and realization of the
live demonstration at the Theatre Linz with his valuable
experience in large scale, long range projections.
Bernadette Emsenhuber prepared the displayed video files for
development and the demonstration and additionally
documented the live demonstration with still and moving
images. Dominik Hochreiter was another member of the
live demonstration team and helped with the technical setup
and lens and distance calculation.</p>
      <p>Finally, we would like to thank Thomas Königstorfer,
commercial chairman of the board of the Theatre Linz, for
his encouragement to try our framework on the façade of
the Theatre Linz during a performance of La Traviata. We
also appreciate his precious comments and feedback
regarding further development.</p>
    </sec>
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