SALES AGENT PARENT CLIENT. WallFX Evaluation Kit CHILD CLIENT DATE

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SALES AGENT PARENT CLIENT WallFX Evaluation Kit CHILD CLIENT DATE

TABLE OF CONTENTS 1.0 - Introduction 3 3.0 - Appendix 20 2.0 - Modules 4 A.1 - Cam FoV 20 2.1 - Operational Parameters 2.2 - Choosing a location 2.3 - Ambient Lighting Assessment 2.4 - Choosing a Projected Image Shape 2.5 - Choosing a Projected Image Aspect Ratio 2.6 - Choosing a Desired Projected Image Size 2.7 - Desired Projected Image 2.8 - Selecting the Interactive Area 2.8.1 - Portrait field of Interactive Area 2.8.2 - Landscape field of Interactive Area 2.9 - Choosing an Interactive Mode 2.10 - Choosing a Screen 2.11 - Screen Evaluation 2.12 - Choosing a Mode of Rigging 2.12.1 - Permanent Rigging Setups (Suspended) 2.12.2 - Temporary Rigging Setups (Propped) 2.12.2.1 - Projection from below 2.12.2.2 - Projection from center 4 5 6 7 8 9 10 11 11 12 13 14 15 16 17 18 18 19 A.2 - Resources screen characteristics A.3 - References 21 22 2

INTRODUCTION This WallFX TM Evaluation Kit is designed to assist in defining the parameters of the WallFX TM System so it best suits the particular environment that it has been chosen to operate in. The Kit is broken down into several modules. Module 1: Operational Parameters, covers items such as system runtime and dates. Module 2: Choosing a Location, is concerned with the defining elements of the location. Module 3: Ambient Lighting Assessment, is an evaluation set up for the lighting condition of the environment introduced. A table of multiple conditions is listed to select from, alternatively a light meter reading can be entered here. Modules 4 to 6: cover the Projected Image, Shape, Aspect Ratio, Image Dimensions & Image Quality. Module 7: Choosing the field of interactive area. Module 8: Choosing an Interactive mode. Module 9: Choosing a screen. Module 10: Permanent Rigging Setup. Module 11: Choosing a mode of Rigging, existing wall or screen. Projected Image Orientation, specifies the orientation of the user to the image (Landcape vs. Portrait) and the orientation of system as it is to be suspended. The Evaluation Kit also includes an Appendix where you will find system Schematics, Spec Sheets, Product materials and assorted resources. Built as a fillable.pdf, the WallFX TM Evaluation Kit allows you to enter values directly into the corresponding boxes and then print off the document for future discussions. Important: Note that at this time the document is NOT capable of saving the data that is filled in, it will need to be printed. 3

2.1 OPERATIONAL PARAMETERS Please specify if WallFX TM will be running in either permanent or temporary setups: SYSTEM RUNTIME PERMANENT INSTALL FIXED HOURS TEMPORARY INSTALL (RENTAL, TRADESHOW, EVENT) START UP Hr Min am/pm DATES SHUT DOWN Hr Min am/pm Please attach schedule of required system runtime. If hours are not fixed, please specify average daily hours: START DATE Day Month Year END DATE Day Month Year If dates are unknown, please enter an appropriate range for the period the WallFX TM will be running for (week, month, year, days etc.) 4

2.2 CHOOSING A LOCATION FOR WALLFX Environmental conditions, such as dusty and smoky environments, areas with low/high temperatures, direct sunlight affect performance of WallFX TM. Please identify type of the environment the WallFX TM will be working in by placing a checkmark in the box below: Location Address: Please include a description the location: PRIVATE OFFICE MALL STADIUM PUBLIC PLACE TRADESHOW OTHER Please specify: Photos and/or video of location submitted separately (if so, specify): 5

2.3 AMBIENT LIGHTING ASSESSMENT Ambient light is the general background light all around us. It softens contrasts between brightly lightened areas and the surrounding areas. Please select an Ambient Light level which most likely matches the environment where the WallFX TM system is supposed to be installed. AMBIENT LIGHT LEVEL ESTIMATION LOW LIGHT LEVEL ROOM - Dusk NORMAL ROOM ARTIFICIAL LIGHT (NO WINDOWS) Bank lobby Lux (Lx) 1<Lx<150 Lux (Lx) 150<Lx<250 Foot-candles (fc) 0.1<fc<15 Foot-candles (fc) 15<fc<25 NORMAL OFFICE, SHADED WINDOWS, FAR AWAY FROM WINDOWS - Retail Store ROOM WITH WINDOWS (NO DIRECT SUNLIGHT) Overcast day Lux (Lx) 250<Lx<550 Lux (Lx) 550<Lx<1000 Foot-candles (fc) 25<fc<55 Foot-candles (fc) 55<fc<100 Alternatively, if you have a light meter, you may provide your own measurements in lux (Lx) or foot-candles (fc) Measurements lux(lx) Foot-candles(fc) description/comment * 1 foot-candle = 10 lux 6

2.4 CHOOSING A PROJECTED IMAGE SHAPE Please select a shape of a desired Projected Image by a checkmark: 1. RECTANGLE 2. SQUARE 3. CIRCLE Bright blue= Image; Grey=Masked area 7

2.5 CHOOSING A PROJECTED IMAGE ASPECT RATIO Please select an Aspect Ratio of the Projected Image (4:3 Aspect Ratio is default): STANDARD TOP TOP LANDSCAPE 4:3 PORTRAIT 3:4 BOTTOM BOTTOM WIDE SCREEN TOP LANDSCAPE 16:9 BOTTOM 8

2.6 CHOOSING A DESIRED PROJECTED IMAGE SIZE Please enter either HEIGHT, or WIDTH, or DIAGONAL of the Desired Projected Image by selecting an appropriate parameter and measurement unit. The remaining values can be calculated for you based on the aspect ratio indicated in step #5. Desired Projected Image: HEIGHT DIAGONAL WIDTH HEIGHT WIDTH DIAGONAL MILLIMETERS METERS INCHES FEET 9

2.7 DESIRED PROJECTED IMAGE IMAGE QUALITY Image Quality is determined by the correlation between Display Resolution and Screen Size and is measured in Pixels Per Inch (PPI). Pixels Per Inch is not to be confused with Dots Per Inch (DPI), a measurement comonly used in print. Monitors are commonly set to display at 72dpi. Display Resolution is a measurement of horizontal and vertical lines of pixels. There are several standard formats (VGA, SVGA, XGA, SXGA). The desired resolution MUST be NATIVELY supported by the projector. If the projector does not support the desired resolution natively it must rely on interpolation to scale the one resolution to fit the other. As there is not always a one-to-one mapping with regards to pixels, there would be distortion as well as some image errors often resulting in noticeable quality loss. We are looking to maintain a rate of 10PPI or greater. This limits the maximum screen size each display resolution supports. PROJECTOR OFFERINGS MODEL BRIGHTNESS NATIVE RESOLUTION ASPECT RATIO MAXIMUM SCREEN SIZE at 10PPI Sanyo PLC-XP57 5.5K XGA (1024x768) 4:3 8 x 6 Sanyo PLC-XF45N 12K XGA (1024x768) 4:3 8 x 6 Sanyo PLC-XF46N 12K XGA (1024x768) 4:3 8 x 6 Projection Designs F3+ 6.5K SXGA+ (1400 x 1050) 4:3 11 6 x 8 7 Sanyo PLV-80 3K W-XGA+ (1366 x 768) 16:9 12 x 7 Sanyo PLC-EF60A 5.8K SXGA (1280x1024) 4:3 10 x 8 10

2.8 SELECTING THE INTERACTIVE AREA 2.8.1 FIELD OF INTERACTIVE AREA - Portrait Mode Must have 3:4 aspect ratio (camera is turned 90 degrees). All dimensions are approximate. 1. Single User 3 4 7 2.5 Bust / head and shoulders, and upraised hands interaction Approximate distance from cam: 2.5 5 3 From head to waist: head, shoulders, and hands interaction (recommended) Approximate distance from cam: 3 7.5 Full Body Interaction Approximate distance from cam: 5.5 11 5 2. Multiple Users A group of people Please specify a number of users: 11

2.8 SELECTING THE INTERACTIVE AREA 2.8.2 FIELD OF INTERACTIVE AREA - Landscape Mode Must have 4:3 aspect ratio. All dimensions are approximate. 1. Single User 2.5 3.5 7 3 5 9 Bust / head and shoulders, and upraised hands interaction Approximate distance from cam: 2.5 5 From head to waist: head, shoulders, and hands interaction (recommended) Approximate distance from cam: 3 7.5 Full Body Interaction Approximate distance from cam: 5.5 11 2. Multiple Users A group of people Please specify a number of users: 12

2.9 CHOOSING AN INTERACTIVE MODE WallFX TM allows users to interact with an image on the wall. The maximum number of users along the screen interacting with the image is a function of the interactive area length. Upon public space conditions and physical facets surrounding the WallFX TM area we can distinguish between 3 different Interaction area setups. Please select a setup type most suitable for your installation based on the definition and figures mentioned and illustrated below: *depending on what you have selected as a Field of Interactive Area 1:1 DIRECT INTERACTION 1:1 interaction which involves mainly user s hands, shoulders, and head motions right in front of the screen touching or almost touching the image. Interaction area coincides with the Image area creating strict 1:1 mapping between user s touch and the Image s response. 7 (2.1m) maximum height to allow a user to interact with the entire image. 1:1 REMOTE INTERACTION 1:1 Remote Interaction: involves mainly user s hands, shoulders, and head motions in front but at certain distance from the screen. Interaction area is remote from the Image area. 1:X REMOTE INTERACTION 1:X Remote Interaction should be used when parts of the Image are out of people s reach (when the Image is (much) bigger than the interactive area or at least higher than the level people can reach with stretched out arms. For example: higher than 7 (2.1m)) and still meant to be interactive. X=0 X= X= Image Area = Interactive Area, Distance between them = 0 or close to zero Image Area = Interactive Area, Distance between them should be specified (Interactive Area more than 2 (0.5m) away from the Image Area) Image Area > Interactive Area, Distance between them should be specified (Interactive Area is more than 2 (0.5m) away from the Image Area) BLUE - Image Area GREEN - Interactive Area RED - Distance between them (X) 13

2.10 CHOOSING A SCREEN SCREEN CHARACTERISTICS Projected Image brightness is a function of the following factors: projector brightness (luminosity), ambient light, projected Image size, and screen gain. Choosing the right screen solution can greatly affect the perceived quality and contrast level of the projected image. SCREEN TYPES There are three different style screens in regard to how they deal with the light that hits the screen from the projector. Diffusion screens, reflective screens, retroreflective screens. Diffusion Screens You should use a diffusion style screen when you need a large viewing angle so that the image is equally bright and there is no color shift for all the seats in the theater. Diffusion style screens are most applicable when you have a bright projector and you have perfect light control. Reflective Screens Reflective screens contain a special top layer which increases the reflective properties of the screen. This style of screen is suitable for rooms with some ambient light or for projectors with lower light output. These screens reflect light in the opposite direction of the projector and therefore should be used with ceiling mounted projectors. This is probably the most common style screen, pretty much any screen that has a gain above 1 could be considered a reflective screen. Reflective screens have a slightly smaller viewing angle than diffusion style screens. Retroreflective Screens Retroreflective screens reflect the light primarily in the direction of the projector which makes them perfect for floor or table mounted projectors. Retroreflective screens are also very good at dealing with ambient light. Retroreflective screens tend to have a high gain value (2+); they do tend to suffer from a narrow viewing angle and color shifting though. Some may exhibit hot spotting as well. Retroreflective screens generally have a smaller viewing angle than reflective screens. DIFFUSION REFLECTIVE RETROREFLECTIVE 14

2.11 SCREEN EVALUATION USING EXISTING WALL COLOR PATTERN TONE FINISH WHITE OTHER Please specify: MONOCHROME PATTERN Please specify: NEUTRAL LIGHT VERY LIGHT DARK MATTE GLOSSY VERY DARK USING FRONT PROJECTION SCREEN TYPE WALL-MOUNTED SCREEN SUSPENDED SCREEN Please specify screen: FREE-STANDING SCREEN WALL-PAINTED SCREEN MANUFACTURER MODEL SCREEN CHARACTERISTICS Note: Screen type may dictate mode of projector rigging DIFFUSION SCREEN REFLECTIVE SCREEN (projection from above) RETROREFLECTIVE SCREEN (projection from below) 15

2.12 CHOOSING A MODE OF RIGGING Please determine location for core components of WallFX TM as following: - TRACKING UNIT consists of a camera and 4 IR Emitters attached to a metal bar or placed independently; - PROJECTOR; - COMPUTER, Shuttle our standard solution (small factor computer). To do so please select below a Rigging Mode for the WallFX TM Projector and Tracking Unit, AND fill in the values on correspondent pages: 1. Select Type of Rigging Setup. SUSPENDED RIGGING SETUP PROJECTOR AND TRACKING UNIT FROM ABOVE PROPPED RIGGING SETUP SUSPENDED RIGGING SETUP PROJECTOR AND TRACKING UNIT FROM CENTRE PROJECTOR AND TRACKING UNIT FROM BELOW CUSTOM SETUP Please specify: 2. Please go through the following drawings of most common setups; select Projector and Tracking Unit mounting type of your choice; and provide requested data. 16

2.12.1 PERMANENT RIGGING SETUPS (SUSPENDED) PROJECTING FROM ABOVE Projector is flipped and tilted downwards. Up Down ratio 10:1. H = CEILING MOUNT! Specify requested data: H- Floor to ceiling distance; h-floor to screen distance; h1-floor to projector distance; D1 Distance (for video cable) from computer to projector; D2 Distance (for camera cable) from computer to camera. Please specify measurement unit. I N T E R A C T I V E A R E A Projector+Lens CAM TRACKING CAMERA D2 = CAMERA CABLE D1 = VIDEO CABLE Average user height (6 or 1.8 m) h = h1 = *shadow is minimized/eliminated provided h1> User s Height (6 or 1.8m). SHUTTLE 17

2.12.2 TEMPORARY RIGGING SETUPS (PROPPED) 2.12.2.1 PROJECTING FROM BELOW Projector is in normal position. Up Down ratio 10:1 H =! Specify requested data: H-Floor to ceiling distance; h-floor to screen distance; h1-floor to projector distance; D1 Distance (for video cable) from computer to projector; D2 Distance (for camera cable) from computer to camera. Please specify measurement unit. I N T E R A C T I V E A R E A TRACKING CAMERA Lens CAM Projector D2 = Average user height (6 or 1.8 m) h = h1 = STAND D1 = VIDEO CABLE CAMERA CABLE *shadow is unavoidable as h1< User s Height (6 or 1.8m). SHUTTLE 18

2.12.2 TEMPORARY RIGGING SETUPS (PROPPED) 2.12.2.2 PROJECTING FROM CENTRE Projector flipped or normal. Up Down ratio 1:1. H = CEILING MOUNT! Specify requested data: H-Floor to ceiling distance; h-floor to screen distance; h1-floor to projector distance; D1 Distance (for video cable) from computer to projector; D2 Distance (for camera cable) from computer to camera. Please specify measurement unit. I N T E R A C T I V E A R E A TRACKING CAMERA Lens CAM Projector STAND D1 = VIDEO CABLE D2 = CAMERA CABLE *shadow is more significant if h1<= User s Height (6 or 1.8m) *ceiling mount may not be achievable if h1 <=User s Height (6 or 1.8m) Average user height (6 or 1.8 m) h = h1 = SHUTTLE 19

3.0 APPENDIX A.2 SCREEN TERMS There is a lot of strange lingo that you come across when looking at screens; here is a list of the most common terms and what they mean. Viewing Angle The viewing angle (also known as the viewing cone) is the angle from the perpendicular from which the screen is best viewed. People within the viewing angle will enjoy the best picture quality while viewers outside of the viewing angle will experience a change in brightness, and possibly color shifting. Screen Gain Gain is a measure of brightness as compared to a block of magnesium carbonate, which is the industry's standard for gain of 1.0. The higher the gain number the more reflective the screen, hence the brighter the image appears to the viewers. One thing to keep in mind is that a screen cannot add brightness to your projector; the only way a screen can show a perceived brightness advantage is to focus the light it reflects back to the viewers. This light has to come from somewhere and it comes from the viewing angle. The higher the gain of a screen the brighter it will be when you are directly within the viewing angle and the dimmer it will become the farther you get from the viewing angle. Below is an exagerated example of how screen gain will effect the picture when you move from right to left from the ideal viewing angle. VIEWING ANGLE RED = VIEWING ANGLE Diffusion Screens With a diffusion style screen when the light hits the screen it scatters in all directions evenly and not directed back towards your eyes. This promotes a very wide viewing angle with no hot spotting and zero color shift. Diffusion Screen also tend to be the dimmest most diffusion style screens will have a gain of around 1. 21

A.3 REFERENCES REFERENCES Pixels Per Inch (PPI) http://en.wikipedia.org/wiki/pixels_per_inch Dots per Inch (DPI) http://en.wikipedia.org/wiki/dots_per_inch Display Resolution http://en.wikipedia.org/wiki/display_resolution Native Resolution http://en.wikipedia.org/wiki/native_resolution PROJECTION The following Online Projector Calculators can be used to determine a compatible projector and lens should the turnkey projector not suit the needs of the install. Sanyo: http://www.sanyo.com/calc/index.cfm?fuseaction=home%2ecalcform projectorcentral.com: http://www.projectorcentral.com/projection-calculator-pro.cfm 22