Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
A multi-touch three dimensional touch-sensitive tablet
CHI '85 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Phidgets: easy development of physical interfaces through physical widgets
Proceedings of the 14th annual ACM symposium on User interface software and technology
SmartSkin: an infrastructure for freehand manipulation on interactive surfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Semi-public displays for small, co-located groups
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Digital graffiti: public annotation of multimedia content
CHI '04 Extended Abstracts on Human Factors in Computing Systems
PlayAnywhere: a compact interactive tabletop projection-vision system
Proceedings of the 18th annual ACM symposium on User interface software and technology
Low-cost multi-touch sensing through frustrated total internal reflection
Proceedings of the 18th annual ACM symposium on User interface software and technology
BlueTable: connecting wireless mobile devices on interactive surfaces using vision-based handshaking
GI '07 Proceedings of Graphics Interface 2007
Shadow tracking on multi-touch tables
AVI '08 Proceedings of the working conference on Advanced visual interfaces
A multitouch software architecture
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Integrating context-aware public displays into a mobile hospital information system
IEEE Transactions on Information Technology in Biomedicine
Throw your photos: an intuitive approach for sharing between mobile phones and interactive tables
Proceedings of the 12th ACM international conference adjunct papers on Ubiquitous computing - Adjunct
Game design for ad-hoc multi-touch gameplay on large tabletop displays
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
WYSIWYF: exploring and annotating volume data with a tangible handheld device
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part III
A cross-device interaction style for mobiles and surfaces
Proceedings of the Designing Interactive Systems Conference
On designing interactivity awareness for ambient displays
Multimedia Tools and Applications
Convergence of interactive displays with smart mobile devices for effective advertising: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Using multiple sensors for reliable markerless identification through supervised learning
Machine Vision and Applications
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As more interactive surfaces enter public life, casual interactions from passersby are bound to increase. Most of these users can be expected to carry a mobile phone or PDA, which nowadays offers significant computing capabilities of its own. This offers new possibilities for interaction between these users' private displays and large public ones. In this paper, we present a system that supports such casual interactions. We first explore a method to track mobile phones that are placed on a horizontal interactive surface by examining the shadows which are cast on the surface. This approach detects the presence of a mobile device, as opposed to any other opaque object, through the signal strength emitted by the built-in Bluetooth transceiver without requiring any modifications to the devices' software or hardware. We then go on to investigate interaction between a Sudoku game running in parallel on the public display and on mobile devices carried by passing users. Mobile users can join a running game by placing their devices on a designated area. The only requirement is that the device is in discoverable Bluetooth mode. After a specific device has been recognized, a client software is sent to the device which then enables the user to interact with the running game. Finally, we explore the results of a study which we conducted to determine the effectiveness and intrusiveness of interactions between users on the tabletop and users with mobile devices.