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Running Head: FOGSCREEN

The Immaterial FogScreen


Rodger Firmin
11920704
COM522J1
Future and Emerging Technologies

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ABSTRACT
FogScreen is the worlds first immaterial walk-through projection screen. Its
qualities, in particular the walk-through capability, set FogScreen apart from other displays
and thus created a seemingly successful market for its products. This paper examines
FogScreen closely, describes the advantages and weaknesses to the public and to research,
and discusses whether or not there is successful future for this unique technology.

THE TECHNOLOGY

What is FogScreen ?

FogScreen is a patented technology, which Rakkolainen, one of the senior researchers and
founders behind this technology, describes as,

an immaterial projection screen that consists of air and a little humidity, and
enables high-quality projected images in thin-air, as well as many new applications.
(2006)
FogScreen is a just that, a 2D projection screen, but not a common opaque screen like
hundreds of others in the market, rather an immaterial screen. The word immaterial in
relation to display systems refers to those that create that sense of imagery floating in mid-air,
usually created using water, smoke or fog. Fogscreen is one such immaterial screen and uses
the method of fog on which to project imagery (DiVerdi et al. 2006). Fogscreen Inc has
created two products. The Inia is the original 2-meter-wide screen. One, the latest Fogscreen
product, is a smaller 1-meter-wide screen. It functions almost exactly like the Inia but enables
limitless screens to be merged together to produce imagery of any height and width.

Under the Surface


As already mentioned, the screen is made up of a layer of fog. It is therefore quite
unique that such a substance could allow for clear and undisturbed image projection. The
secret lies in how this layer of fog in maintained. Palovuori (2006) writes that the FogScreen
creates a large non-turbulent airflow to protect a dry fog flow inside it from turbulence (see
Figure 1). The outer airflow may get slightly turbulent, but the inner fog layer remains thin
and crisp. In a sense, the outer air-flows are like air curtains that sandwich the fog flow and
maintain its integrity (Woods, 2007).

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(Figure 1, principle of the FogScreen, Rakkolainen, 2006)

DiVerdi (2006) further explains that ordinary tap water (droplets of 2-3 microns) becomes
trapped inside this inner layer, and that even though the fog is made of water, it appears dry
to the touch, just like air. Therefore, the technology is rather simple in nature, making use of
water and one device located above the screen to maintain the above mentioned airflow.

How FogScreen works


FogScreen works much like many screens in terms of its projection properties and
requires a 2kw power supply. A major difference is the need for a water supply, with one
screen using fifty litres of tap water per hour. The Device situated above the fog screen
enables the purification of the water via a silver-ion channel and minerals within the tank are
cleaned out through regular maintenance (Jordan Woods, 2007). FogScreen Inc recommends
the use of a 5000 ANSI lumens Projector due to the fact that FogScreen will pass some
projected light. The opacity will depend on a number of factors, mainly fog density, the
projector, image brightness, and the background. It appears to be a very versatile technology
and can be combined with many methods in order to achieve the imagery required, such as
pseudo 3D display and mechanisms to allow further interactivity via tracking.

MOVING THINGS FORWARD

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How does FogScreen move things forward?

It is important to recognize the uniqueness of FogScreen technology. It is not the


worlds first immaterial screen, but the first immaterial walk-through screen. This simple fact
is what distinguishes FogScreen from all other displays (Rakkolainen, 2007). Rakkolainen
continues to explain the uniqueness of the technology by mentioning how other displays can
create the floating imagery effect but none are penetrable. There are water screens creating
huge displays for large audiences but they provide poor image quality. Such large water-
based displays are also wet and so impractical for indoors, and walk-through interaction.

There have also been earlier technologies closely similar to FogScreen making use of fog
rather than water. However, they are typically wet and turbulence affecting such screens
seriously reduces the fidelity of imagery. To reiterate what has been mentioned above,
FogScreen creates a non-turbulent airflow of dry fog, cool to the touch. Erdem (2006)
mentions in an article on performing arts how this quality means that performers or anyone
interacting with the screen for that matter will not be restricted by the fog layer. One can walk
freely through the layer and the imagery will not be dispersed or distorted.

FogScreen technology not only is unique as a stand-alone display. Its qualities, mainly the
immaterial nature and walk-through capabilities, allow for very advanced interface design.
Olwal and other researches (2006) have written that FogScreens
dual-sided nature allows for new possibilities in multi-user face-to-face
collaboration and pseudo-3D visualization.

Images can be projected on both sides of the screen creating a 3D visual effect as shown in
figure 2 below.

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(Figure 2, support for dual-sided projection allows two independent


images to be projected on each side, such that a 3D application
can render two interactive views for a pseudo-3D effect (Olwal et al, 2006))

Olwal has created several pseudo-3D interactive applications, an example being Elastic
Surface Denominator. This interactive application allows a user to stretch and sculpt, as well
as to move and rotate a 3D model of a head as shown in Figure 2.

Not only has FogScreen been used with such psuedo-3D displays, it is the centre part of
many ongoing efforts towards real volumetric 3D displays. Dr Benzie (2007) in a large
survey of 3D displays writes how volumetric displays are in a more advanced stage of
development with many already having a profitable market as with FogScreen. It appears
therefore, that FogScreen is a vital display for many researches in the world of 3DTV.

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RELEVANCE TO MULTIMEDIA

Why is FogScreen relevant to multimedia?


Displays are hugely important to multimedia. All imagery needs some way to be
displayed, even in its creation. For this reason, there are many technologies out there and as a
result many products, with a recent one being the plasma screen. Most however, are purely
for display, allowing little interaction. FogScreen breaks this mould being the first immaterial
walk-through screen (Rakkolainen, 2007). The interactive capabilities of FogScreen products
have enabled its success in the world of multimedia and its application can be seen all over
the world and in many different industries.

Where FogScreen has been used


Museums, events, trade shows, night clubs, casinos, TV shows, and amusement parks
are a number of areas where FogScreen has been put into effective use. One industry where it
excels is in advertising. Lugmayr (2007) describes how FogScreen can be used in conjunction
with laser scanner drivers, interactivity and rendering modules, and a flash application. This
creates an effective advertisement that entices a user to walkthrough. A user could for
example, select a brick wall, or a waterfall via touch, walk through and by doing so see a
reward screen afterwards. Viewers tend to remain captivated by such an interactive display as
opposed to others.

FogScreens use in trade shows has been well received. Nokia, one of many using the
FogScreen products, installed a number of screens to trade show entrances that showed an
animation of a character walking and using the Nokia products. Nightclubs are another area,
where the screen literally becomes the entrance into the club provoking the public to walk
through. The Box nightclub in Belfast has installed a number of them, providing amazing
visuals inside.

FogScreen can almost be used in any situation. The FogScreen team also set up each screen
to the requirements in order that the effect is as expected wherever it may be used. Its ability
to be used throughout so many industries is evidence of FogScreens significance to
multimedia and one that looks like it shall continue (Rakkolainen, 2007).

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COMPARISON

The Heliodisplay

There are many display technologies in the market. However, there appears to be only
one contender to the FogScreen, and goes by the name of Heliodisplay. Heliodisplay was
invented by Chad Dyner, chief executive of IO2 Technologies. The device, measuring at 28.3
inches by 9.3 inches, projects imagery from below onto an area of free space containing
condensed air (Dawson, 2004). Both are immaterial displays, causing imagery to appear as if
floating in mid-air. An article from CNN.com states that the two technologies represent the
latest front in advanced computer displays as they both eliminate the screen altogether
(2003).

To best compare the technologies, their applications need to be considered, including the
requirements, image quality, weaknesses, and of course future possibilities. Both companies
boast of multiple applications for their products. IO2 Technologies state that Heliodisplay can
be used throughout advertising, publicity, trade shows, museums, retail, and much more, with
FogScreen claiming the exact same (io2tehcnology.com, fogscreen.com). However, there is
little evidence of Heliodisplay making an impact in any of the above industries. Throughout
their website, Heliodisplay is put forth as ideal for corporate customers. It appears ideal for
office use as it can be concealed under a table platform and an easily transportable weight of
15 30 kg, depending on the model. On the contrary, FogScreen has been applied in many
industries. Performing arts, museums, fashion, and nightclubs are among just a few. The
FogScreen website in fact has a separate section for reference cases describing its use all over
the world (fogscreen.com, 2006).

How well do they work?

Both require similar power outlets, with FogScreen consuming a larger amount of
electricity at 2kw compared to 350w. FogScreen also requires a water supply, consuming 5
10 litres per hour in order to maintain the layer of fog. There is a notable difference in the
size of each products projection area, with FogScreens width at 1.1m/2.31m and
Heliodisplay at a diagonal 30 inches. Despite FogScreens top unit size of 2.31m, the ability to
attach multiple One units (1.1m) together enables a limitless projection screen size. This size
difference is most likely the cause of differing applications, creating both advantages and

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limitations for the technologies. Taking the differing size and application into account, how
well do both work?

Heliodisplay and FogScreen both result in good quality imagery, but neither as vivid as the
computer screen (also depending on projector, and imagery source). However, product
overviews from both companies state that brighter lighting will reduce the opacity of the
imagery. Air disturbance should also be minimized, such as fan disturbance or wind.
FogScreen is dual-sided, allowing imagery to be projected on both sides extending its
possibilities. With Heliodisplay, imagery can be seen up to 75 degrees off aspect for a total
viewing area of over 150 degrees- similar to an LCD screen and so the lack of dual-sided
imagery is limiting this technology. Translucency however, is controllable with the
Heliodisplay, a feature not available with FogScreen due to dependence on the projector in
use.

The real differences are noticeable in the area of interactivity, the most obvious area in which
to draw comparisons. Heliodisplays M30i model allows for interactive capabilities. Virtual
control of the mouse enables a user to interact with floating imagery (I02 Technology.com).
FogScreen takes the interactivity further. Add-ons provide users the ability to operate a
computer by touching air, write and draw in mid-air, and to create interactive kiosks
(FogScreen.com, 2005-2007). The fog layer is also unbreakable and so users can simply
walkthrough it and out the other side. It is FogScreens ability to be adapted to multiple other
technologies that enable such endless opportunities for interactivity. Senior researchers
Rakkolainen and Palovuori (2005) created interactivity via a robust tracking system. They
made use of an eye-safe Sick LMS-200 laser scanner mounted on the FogScreen device.
Other researchers have also been making use of FogScreen technology. Many successful
attempts have been employed to produce interactive psuedo-3D displays by using dual-sided
rendering, head-tracking rendering, and stereoscopic imaging (Philip Benzie et al, 2007).

As mentioned above, both technologies are used in different scenarios due their differing
size. For this reason, it is hard to evaluate which works better. When you consider what the
technologies are striving towards, interactivity and 3D displays, FogScreen wins hands down.
Limitless projection screen size, interactivity through touch, and its use in creating psuedo-
3D displays prove that it is going places and has a future in an industry that is, just littered
with dead bodies everywhere, and success stories, too, (Herpio, 2003). Although
Heliodisplay works well for small displays in particular environments, Artus Lugmyr (2007)

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writes that it is the larger displays that provide a more immersive and visually engaging
experience. FogScreen allows for unique interaction and most importantly walkthrough
capabilities that Heliodisplay and others cannot provide.

STRENGTHS AND WEAKNESSES

Many of FogScreens strengths have already been highlighted throughout this paper.
To sum it up, a new level of interactivity providing walk-through capabilities and its usage
in the quest for real 3D displays are among but a few. Its placement all over the world and in
many different environments has provided evidence of the strengths this technology provides.
It seems that FogScreen can be used almost anywhere, except in outside environments due to
wind disturbance, and as long as a water and electric supply are present. Dr Philip Benzie
(2007) writes that volumetric displays are in a more advanced state of development, and more
likely to be reaching the market place as opposed to holographic displays. FogScreen is in use
with such volumetric psuedo-3D displays and so its future seems bright.

However, with every technology there are weaknesses, areas in need of improvement, and we
know this because every technology evolves and changes, never remaining the same.

Weaknesses

Price is one weakness, with the cost at around 60,000 and upwards. FogScreen will
have to cater for a specialized market, unlikely ever to be used in the normal household or to
replace plasma/LCD displays (Watson, 2007).

There exist some restrictions to FogScreen. The set-up is one that requires suspension of the
main device from above allowing the screen to form below, not suitable for environments
without a roof for example.

Due to FogScreens ability to be manipulated and used in so many different ways, this leaves
it up to the customer/company to work out the best way to use it. Although this appears to be
an advantage, it can also cause problems. Lugmayr and Rakkolainen (2007) propose that one
such context would be in advertising. An example could be the use of an image surface
enticing the viewer to interact or most often to walk-through the screen. Without very

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obvious instructions present, viewers could ignore the prompt and merely view the image
without interacting.

EVALUATION

So far, FogScreen has had great success worldwide, and powered above other such
displays in the market. Although its future also seems bright in use with volumetric 3D
displays, such volumetric displays attempt to achieve a very ambitious goal. According to
Benzie (2007), there are numerous bright ideas, but the field is still in infancy. FogScreen
is one technology that does have a current market but whether this market will continue to
increase is another question. The industry is one that any number of researchers could be on
to creating the next best solution in the market of immaterial displays. However, without a
doubt, FogScreen has captivated many audiences with its ability to be used in so many
interactive environments. Worldwide sales throughout many industries suggest that this
technology and its resulting products do have a future. Much of its media coverage describes
FogScreen as magical and a product that has the wow factor (Nony Designs, 2005).

Despite its success already, I feel that FogScreen technology has merely touched on the
possibilities it can bring to the world of multimedia. I hope its success story will continue.

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REFERENCES

FogScreen, 2005 2007. All pages. Available from: http://www.fogscreen.com/en/


[Accessed 2 October 2007].

FogScreen, 2005 2007. FogScreen, Inc. Reference Cases. Available from:


http://www.fogscreen.com/en/sales/Reference_cases/ [Accessed 9 December 2007].

IO2 Technology, 2007. All pages. Available from:


http://www.io2technology.com/technology/overview [Accessed 15 November 2007].

Nony Designs, 2005. FogScreen Fascinating to Behold. Available from:


http://www.nonydesigns.com/site/780912/product/FGS-001 [Accessed 4 December 2007].

Woods, JW., 2007. FogScreen Solutions. Available from:


http://techrepublic.com.com/5208-1035-
0.html?forumID=102&threadID=243196&messageID=2356837 [Accessed 2 December
2007].

Dimacast, 2007. DIMAcast [068] Interview with Jordan Woods. Available from:
http://www.dimacast.libsyn.com/index.php?post_id=258906 [Accessed 4 October 2007].

Reuters, 2003. Making a video screen out of thin air. Available from:
http://www.io2technology.com/images/cnn-website.jpg [Accessed 3 December 2007].

Benzie, P., Watson, J., Surman, P., Rakkolainen, I., Hopf, K., Urey, H., Sainov, V., von
Kopylow, C., 2007. A Survey of 3DTV Displays: Techniques and Technologies. Circuits
and Systems for Video Technology, IEEE Transactions on, 17 (11), 1 9.

Rakkolainen, IK., Lugmayr, AK., 2007. Immaterial display for interactive advertisements.
Paper presented at the proceedings of the international conference on Advances in computer

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entertainment technology, 2007, Salzburg, Austria. Available from:


http://portal.acm.org/citation.cfm?id=1255066 [Accessed 4 Novemeber 2007].

Olwal, A., DiVerdi, S., Candussi, N., Rakklainen, I., Hollerer, T., 2006, An Immaterial, Dual-
sided Display System with 3D Interaction. Paper presented at the Proceedings of the IEEE
Virtual Reality Conference, 2006. Available from:
http://portal.acm.org/citation.cfm?id=1130450 [Accessed 4 November 2007].

Palovuori, K., Rakkolainen, I., 2005. Laser scanning for the interactive walk-through
fogScreen. Paper presented at the Proceedings of the ACM symposium on Virtual reality
software and technology, 2005, Monterey, CA, USA. Available from:
http://portal.acm.org/citation.cfm?id=1101661 [Accessed 5 November 2007].

Rakkolainen, I., Erdem, T., Erdem, C., Ozkan, M., Laitinen, M., 2006. Interactive
immaterial screen for performing arts. Paper presented at the Proceedings of the 14th
annual ACM international conference on Multimedia, 2006, Santa Barbara, CA, USA.
Available from:
http://portal.acm.org/citation.cfm?id=1180692&jmp=cit&coll=GUIDE&dl=&CFID=630727
4&CFTOKEN=79547214 [Accessed 9 December 2007].

11920704: Rodger Firmin

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