You are presented with multiple paper abstracts, alongside the associated literature review and chapter titles. Given the provided information, you are going to do a literature review. Please generate a coherent literature review that synthesizes the content, draws connections between different works, highlights major findings, and identifies any gaps in the existing research.

Literature Review Title: Cross-device media: a review of second screening and multi-device television 
Chapter Title:  Peripheral and ambient displays 
1. Abstract of Cited Paper (BIB001):  Traditionally, computer interfaces have been confined to conventional displays and focused activities. However, as displays become embedded throughout our environment and daily lives, increasing numbers of them must operate on the periphery of our attention. Peripheral displays can allow a person to be aware of information while she is attending to some other primary task or activity. We present the Peripheral Displays Toolkit (PTK), a toolkit that provides structured support for managing user attention in the development of peripheral displays. Our goal is to enable designers to explore different approaches to managing user attention. The PTK supports three issues specific to conveying information on the periphery of human attention. These issues are abstraction of raw input, rules for assigning notification levels to input, and transitions for updating a display when input arrives. Our contribution is the investigation of issues specific to attention in peripheral display design and a toolkit that encapsulates support for these issues. We describe our toolkit architecture and present five sample peripheral displays demonstrating our toolkit's capabilities. 
2. Abstract of Cited Paper (BIB002):  With the rise in highly capable, mobile and networked secondary devices, the two-screen Enhanced TV is a more plausible proposition today than ever before. This paper presents a field trial of a prototype that aimed to understand a conceptual merger of TV and second screen user experiences. Our prototype concept can be described as a companion device experience that enhances TV viewing by providing auxiliary information and media on a second screen. The additional media is semantically related and synchronized, in terms of timeline, to the TV content. We ran a three-week field trial in 11 households. Participants used our prototype as a companion to their TV shows. We provided a total of 43 episodes from 10 popular TV shows throughout the study period. Overall feedback to our concept was quite positive. 10 out of our 11 participants said they enjoyed the experience. Our prototype allowed participants to better connect with their TV shows and have an enriched social life around TV. We also report some of the discovered user desires regarding user interaction design such as kinds of customization controls needed and the pacing of posts of additional information to the second screen. 
3. Abstract of Cited Paper (BIB003):  This study examined participants' visual attention via eye-movement patterns as they watched two television shows---one a drama, the other a documentary---while interacting with synchronized second-screen applications introduced in spring 2011. The second screen garnered considerable visual attention, about 30% of the total viewing session. Visual attention went to the tablet screen even without a recent "push" of interactive content and without advertising content on the TV screen. However, interactive content and TV advertising did trigger more attention to the tablet app. The presence of the second screen also dramatically decreased the average gaze length on TV as described in previous research. 
4. Abstract of Cited Paper (BIB004):  We explore interactions in the space surrounding the TV set, and use this space as a canvas to display additional TV content in the form of projected screens and customized controls and widgets. We present implementation details for a prototype that creates a hybrid, physical-projected, augmented TV space with off-the-shelf, low-cost technical equipment. The results of a participatory design study are reported to inform development of interaction techniques for multimedia content that spans the physical-projected TV space. We report a set of commands for twelve frequently-used TV tasks and compile guidelines for designing interactions for augmented TV spaces. With this work, we plan to make TV interface designers aware of the many opportunities offered by the space around the physical TV screen once turned interactive. It is our hope that this very first investigation of the interactive potential of the area surrounding the TV set will encourage new explorations of augmented TV spaces, and will foster the design of new applications and new entertainment experiences for our interactive, smart TV spaces of the future. 
5. Abstract of Cited Paper (BIB005):  IllumiRoom is a proof-of-concept system that augments the area surrounding a television with projected visualizations to enhance traditional gaming experiences. We investigate how projected visualizations in the periphery can negate, include, or augment the existing physical environment and complement the content displayed on the television screen. Peripheral projected illusions can change the appearance of the room, induce apparent motion, extend the field of view, and enable entirely new physical gaming experiences. Our system is entirely self-calibrating and is designed to work in any room. We present a detailed exploration of the design space of peripheral projected illusions and we demonstrate ways to trigger and drive such illusions from gaming content. We also contribute specific feedback from two groups of target users (10 gamers and 15 game designers); providing insights for enhancing game experiences through peripheral projected illusions. 
6. Abstract of Cited Paper (BIB006):  Mobile devices are playing an increasingly important role in leisure activities, including TV viewing. Broadcasters see this as an opportunity to enhance a TV programme through the provision of additional information to the 'second screen', but determining how to optimise this experience is one of the grand challenges currently facing content providers. Addressing this issue requires a detailed understanding of interaction with both the TV and the secondary device, but this new form of HCI, as much about passive consumption as active interaction, is not well represented by typical task-based paradigms. This paper describes experiments that use eye tracking to understand one of the key components of this new area of study - determining which device is currently receiving the user's attention - and discusses the considerable challenge of accurately monitoring attention while maintaining ecological validity. 
7. Abstract of Cited Paper (BIB007):  The trend of users integrating second screen behaviours in their viewing habits, and practitioners' interest in designing systems to support them has evolved a strong research agenda. In this paper we extend these ideas to explore many-screen interaction, investigating how users, gathered around the television with multiple second screen devices, share, control and coordinate their interactions. We report on a formative evaluation into behaviours with a many-screen prototype app for watching sport programming. The Olympics Second Screen application allows users to watch, share and control highlight programmes in a collocated group. We discuss our findings through recommendations to designers and HCI practitioners. Our results suggest the importance of supporting parallel viewing between collocated viewers, and sharing and queuing of programming between devices. Additionally, results highlight the significance of the television in a viewing ecology, and user awareness of control and interaction. 
8. Abstract of Cited Paper (BIB008):  United Universe is a second screen transmedia experience aimed at supporting understanding of a complex storyworld presented across media artifacts. Using the highly interconnected and allusive Marvel Cinematic Universe as a primary example, United Universe abstracts a story into the fundamental elements of characters, events, items, and locations, and presents them in a "glanceable" manner to the interactor. As significant story elements are referenced, the application provides explanatory information on the second screen. Drawing from the larger story world made up of multiple comic books, movies, games, and television shows, United Universe aims to provide clarity and background for the novice, and depth and engagement for more knowledgeable viewers. 
9. Abstract of Cited Paper (BIB009):  This article deals with a novel multi-screen interactive TV setup (smarTVision) and its enhancement through Companion-Technology. Due to their flexibility and the variety of interaction options, such multi-screen scenarios are hardly intuitive for the user. While research known so far focuses on technology and features, the user itself is often not considered adequately. Companion-Technology has the potential of making such interfaces really user-friendly. Building upon smarTVision, it’s extension via concepts of Companion-Technology is envisioned. This combination represents a versatile test bed that not only can be used for evaluating usefulness of Companion-Technology in a TV scenario, but can also serve to evaluate Companion-Systems in general. 
10. Abstract of Cited Paper (BIB010):  Displays are getting larger, thinner, and are consuming less power. The logical conclusion of this trend is a future in which wall-size displays are common in homes, a concept we have described as "smart wallpaper" for the purposes of evaluating its HCI implications. What new kinds of experience could smart wallpaper provide? This paper describes a case study on one potential smart wallpaper experience: an interactive children's game. Our results suggest that children and their families see substantial value in both the game and the concept of smart wallpaper. They valued the immersion, the physical activity and the shared nature of the experience. On the basis of this study, we conclude that there is substantial potential for wall-size displays to enable valuable experiences for children and their families, and that smartphones can be used as an intuitive means of interacting with them. 
11. Abstract of Cited Paper (BIB011):  So many people are now using handheld second screens whilst watching TV that application developers and broadcasters are designing companion applications Second screen content that accompanies a TV programme. The nature of such dual-screen use cases inherently causes attention to be split, somewhat unpredictably. Dual-screen complexity, a clear factor in this attention split, is largely unexplored by the literature and will have an unknown (and likely negative) impact on user experience (UX). Therefore, we use empirical techniques to investigate the objective and subjective effect of dual-screen visual complexity on attention distribution in a companion content scenario. Our sequence of studies culminates in the deployment of a companion application prototype that supports adjustment of complexity (by either content curator or viewer) to allow convergence on optimum experience. Our findings assist the effective design of dual-screen content, informing content providers how to manage dual second screen complexity for enhanced UX through a more blended, complementary dual-screen experience. 
12. Abstract of Cited Paper (BIB012):  In this paper we present the concept of Emergeables -- mobile surfaces that can deform or 'morph' to provide fully-actuated, tangible controls. Our goal in this work is to provide the flexibility of graphical touchscreens, coupled with the affordance and tactile benefits offered by physical widgets. In contrast to previous research in the area of deformable displays, our work focuses on continuous controls (e.g., dials or sliders), and strives for fully-dynamic positioning, providing versatile widgets that can change shape and location depending on the user's needs. We describe the design and implementation of two prototype emergeables built to demonstrate the concept, and present an in-depth evaluation that compares both with a touchscreen alternative. The results show the strong potential of emergeables for on-demand, eyes-free control of continuous parameters, particularly when comparing the accuracy and usability of a high-resolution emergeable to a standard GUI approach. We conclude with a discussion of the level of resolution that is necessary for future emergeables, and suggest how high-resolution versions might be achieved.

Literature Review:
Interactions with some 'secondary monitor' to support more passive secondary tasks are commonplace. Much academic work focuses on the monitoring of tasks, for example through changes in ambient lighting (c.f. the work of Matthews et al. BIB002 ), or through supplementary information on a small peripheral display (c.f. the InfoCanvas project  ). Some early work by Wisneski et al. BIB001 also looked into how an environment may be enhanced by assimilating ambient, information-rich displays into our environment. Now turning to peripheral displays in media contexts-'second screening' BIB003 BIB009 BIB004 , 'dual-screening' BIB007 BIB012 , 'multi-screening'  , and 'many-screening' BIB008 have become popular terms in the HCI for TV community. However, for the purpose of this review a significant point of discussion is what constitutes a second screen?. In general, when using the term 'second screen' we normally refer to a tablet computer or other type of mobile device such as a smartphone. However, we could argue that any display in which we present visual information alongside some kind of primary screen can be considered a secondary screen. Extensions of the screen BIB010 BIB005 through projecting outside of the TV, extending the entire screen to the wallpaper BIB011 , are examples of how we are constantly trying to 'think outside the screen'. Further, if we are to take a step back and consider the rich continuum of a what can be considered a 'display', we could be referring to anything from a flat tablet screen, to a deformable UI BIB013 , or perhaps an ambient Orb BIB002 , a projection BIB006 , or even a mixed reality physical entity in the room, such as a toy Dalek, 1 which moves synchronised to on-screen Daleks during viewing  . Evidently, multi-display contexts have now extended from the more practical, productivity-focused endeavours, to media and arts to provide experiences. Utilising the physical partition between the digital worlds, and the increasing computing power and interaction capabilities of mobile devices, we may enhance realism, control, and Fig. 1 Second screening takes many forms: one may engage with social media while watching a programme on a mobile device, as in a read more in-depth information on a laptop, as in b or download a dedicated application to get programme-related information and vote on live events, as in c foster a more tangible sense of space. However, though the bezels may have shrunk in these living room entertainment contexts, the distance between them has increased, creating two separate digital bubbles. Before considering this scenario, we take a step back to consider multi-device computing, and the origins of multi-screen TV to evaluate the drivers behind such cross-device media contexts.