Large projection displays and video walls are already common in public spaces such as shopping malls and airports. As the enabling technologies continue to advance and decrease in price, these devices will become even more popular. At the moment, however, such displays are mainly noninteractive, and merely play uninterrupted video streams. When they are made responsive, however, they open up entirely new types of group interactions, in contrast with video kiosks, their smaller, presently ubiquitous cousins that deal mainly with single users.User interaction with large displays is a topic of considerable interest in the CHI and ubiquitous computing communities [1,2,3], where current research is exploring ways in which the user interface is distributed between various portals (e.g., handhelds, mobile and wearable devices, and large interactive surfaces) in responsive environments and augmented rooms. Many applications have been explored in professional niches like electronic blackboards for presentation, audiovisual portals for teleconferencing, augmented business and office environments, large electronic bulletin boards in corporate "water cooler" settings, interactive visualizations for design studios, and big-board displays for military and situation rooms. In contrast, the majority of the implementations introduced in this article are directed at public settings, where they are used for casual information browsing, interactive retail, and artistic installations or entertainment. Because their activity tends to be highly visible, participants at public interactive walls often become performers. These systems are intrinsically collaborativecrowds tend to gather around to watch, participate, and suggest choices as a user interacts with a large display; essentially all applications attain a social, gamelike quality.Although there are several products available that identify and track objects accurately across large electronic whiteboards and tablets, in order to be usable in public settings, it is important that such interactive walls respond to bare hands and do not require the user to wear any kind of active or passive target. At the moment, there are several sensing and tracking approaches that have been used to make large surfaces barehand interactive, many of which are introduced in [4]. The majority of these (e.g., capacitive sensing, resistive sandwiches, light curtains, active acoustics) are derived from touch screen technology [5