The increasing number of media façades in urban spaces offers great potential for interaction. Due to their size and physical properties interacting with them directly by touching them is not possible. In this paper, we present a sensor-based approach, which relies on the GPS, compass and accelerometer data of a mobile device to control a pointer on large-scale urban displays, such as media façades. We calculate the pointing direction based on the location and orientation of the mobile device and display a preview of the content around the current cursor position to overcome the limitations of current GPS sensors. We further report on an initial user evaluation, revealing the presented approach as accurate and easy-to-use.
{"title":"GPS lens: GPS based controlling of pointers on large-scale urban displays using mobile devices","authors":"Sven Gehring, Christian Lander","doi":"10.1145/2491568.2491593","DOIUrl":"https://doi.org/10.1145/2491568.2491593","url":null,"abstract":"The increasing number of media façades in urban spaces offers great potential for interaction. Due to their size and physical properties interacting with them directly by touching them is not possible. In this paper, we present a sensor-based approach, which relies on the GPS, compass and accelerometer data of a mobile device to control a pointer on large-scale urban displays, such as media façades. We calculate the pointing direction based on the location and orientation of the mobile device and display a preview of the content around the current cursor position to overcome the limitations of current GPS sensors. We further report on an initial user evaluation, revealing the presented approach as accurate and easy-to-use.","PeriodicalId":268325,"journal":{"name":"Proceedings of the 2nd ACM International Symposium on Pervasive Displays","volume":"31 11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116285855","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
An important step in developing multipurpose public displays is understanding application discoverability: the effort required to locate or "discover" an application amongst others. Discoverability can affect the adoption and potential success applications. Here we investigate the effects of application discoverability on two aspects of application use: relative utility and conversion rate. We do so by testing three conditions that provide incremental discoverability to an application. Our results indicate that increased discoverability leads to higher relative utility but lower conversion rates. We discuss the implications our findings have on evaluating applications on multipurpose displays, and finally we show how our results contribute to understanding the economics of discoverability mechanisms.
{"title":"Application discoverability on multipurpose public displays: popularity comes at a price","authors":"S. Hosio, Jorge Gonçalves, V. Kostakos","doi":"10.1145/2491568.2491576","DOIUrl":"https://doi.org/10.1145/2491568.2491576","url":null,"abstract":"An important step in developing multipurpose public displays is understanding application discoverability: the effort required to locate or \"discover\" an application amongst others. Discoverability can affect the adoption and potential success applications. Here we investigate the effects of application discoverability on two aspects of application use: relative utility and conversion rate. We do so by testing three conditions that provide incremental discoverability to an application. Our results indicate that increased discoverability leads to higher relative utility but lower conversion rates. We discuss the implications our findings have on evaluating applications on multipurpose displays, and finally we show how our results contribute to understanding the economics of discoverability mechanisms.","PeriodicalId":268325,"journal":{"name":"Proceedings of the 2nd ACM International Symposium on Pervasive Displays","volume":"210 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116450068","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Mobile interaction","authors":"A. Quigley","doi":"10.1145/3254913","DOIUrl":"https://doi.org/10.1145/3254913","url":null,"abstract":"","PeriodicalId":268325,"journal":{"name":"Proceedings of the 2nd ACM International Symposium on Pervasive Displays","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116729126","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper presents the evaluation study of Street Infographics, an urban intervention that visually represent data that is contextually related to local issues, and is visualized through situated displays that are placed within the social and public context of an urban environment. Based on the design characteristics of urban visualization, we defined six specific design principles and applied these in the deployment of a low-fidelity prototype during an in-the-wild study. Designed to augment an existing street sign with socially- and locally-relevant information, the resulting urban visualization encourages people to gain local knowledge, reflect on their perception and even foster social interaction. We describe the design of Street Infographics and its effect on local residents, as measured before and after our intervention. Our case study should be considered one of the first steps towards a better understanding of the true potential of the use of data visualization in a public context, such as for engaging citizens in acting towards a more qualitative and sustainable neighborhood.
{"title":"Street infographics: raising awareness of local issues through a situated urban visualization","authors":"Sandy Claes, A. V. Moere","doi":"10.1145/2491568.2491597","DOIUrl":"https://doi.org/10.1145/2491568.2491597","url":null,"abstract":"This paper presents the evaluation study of Street Infographics, an urban intervention that visually represent data that is contextually related to local issues, and is visualized through situated displays that are placed within the social and public context of an urban environment. Based on the design characteristics of urban visualization, we defined six specific design principles and applied these in the deployment of a low-fidelity prototype during an in-the-wild study. Designed to augment an existing street sign with socially- and locally-relevant information, the resulting urban visualization encourages people to gain local knowledge, reflect on their perception and even foster social interaction. We describe the design of Street Infographics and its effect on local residents, as measured before and after our intervention. Our case study should be considered one of the first steps towards a better understanding of the true potential of the use of data visualization in a public context, such as for engaging citizens in acting towards a more qualitative and sustainable neighborhood.","PeriodicalId":268325,"journal":{"name":"Proceedings of the 2nd ACM International Symposium on Pervasive Displays","volume":"712 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126914599","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Architecture and space","authors":"Kim Halskov","doi":"10.1145/3254912","DOIUrl":"https://doi.org/10.1145/3254912","url":null,"abstract":"","PeriodicalId":268325,"journal":{"name":"Proceedings of the 2nd ACM International Symposium on Pervasive Displays","volume":"181 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121466430","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Proxemic interaction","authors":"S. Greenberg","doi":"10.1145/3254909","DOIUrl":"https://doi.org/10.1145/3254909","url":null,"abstract":"","PeriodicalId":268325,"journal":{"name":"Proceedings of the 2nd ACM International Symposium on Pervasive Displays","volume":"21 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132502180","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Research involving public displays often faces the need to study the effects of a deployment in the wild. While many organizations have institutionalized processes for ensuring ethical compliance of such human subject experiments, these may fail to stimulate sufficient awareness for ethical issues among all project members. Some organizations even require such assessments only for medical research, leaving computer scientists without any incentive to consider and reflect on their study design and data collection practices. Faced with similar problems in the context of the EU-funded PD-Net project, we have implemented a step-by-step ethics process that aims at providing structured yet lightweight guidance to all project members both stimulating the design of ethical user studies, as well as providing continuous documentation. This paper describes our process and reports on 3 years of experience using it. All materials are publicly available and we hope that other projects in the area of public displays, and beyond, will adopt them to suit their particular needs.
{"title":"A practical framework for ethics: the PD-net approach to supporting ethics compliance in public display studies","authors":"Marc Langheinrich, A. Schmidt, N. Davies, R. Jose","doi":"10.1145/2491568.2491598","DOIUrl":"https://doi.org/10.1145/2491568.2491598","url":null,"abstract":"Research involving public displays often faces the need to study the effects of a deployment in the wild. While many organizations have institutionalized processes for ensuring ethical compliance of such human subject experiments, these may fail to stimulate sufficient awareness for ethical issues among all project members. Some organizations even require such assessments only for medical research, leaving computer scientists without any incentive to consider and reflect on their study design and data collection practices. Faced with similar problems in the context of the EU-funded PD-Net project, we have implemented a step-by-step ethics process that aims at providing structured yet lightweight guidance to all project members both stimulating the design of ethical user studies, as well as providing continuous documentation. This paper describes our process and reports on 3 years of experience using it. All materials are publicly available and we hope that other projects in the area of public displays, and beyond, will adopt them to suit their particular needs.","PeriodicalId":268325,"journal":{"name":"Proceedings of the 2nd ACM International Symposium on Pervasive Displays","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131615208","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Projection installations are part of Spatially Augmented Reality, where the projection medium is used to enrich a fixed, bounded physical space with digital content. Projection technology enables us to turn many kinds of physical objects into displays. In this paper we develop and present a conceptual framework that addresses three aspects of a projection installation: the contentassociated with the object, the digital content, and the relation between the two. We conclude the paper with a set of strategies commonly used in projection installations: Enhancing or emphasizing physical aspects; Transforming materiality; Adding virtual objects; 3D effects; Complex content on simple objects or simple content on complex; Strong versus loose connections between the physical object and the digital content. This paper is based on four cases, two of which concern cultural heritage installations, the others concerning urban computing, including media architecture.
{"title":"Towards a framework for projection installations","authors":"Hans William Falck, Kim Halskov","doi":"10.1145/2491568.2491583","DOIUrl":"https://doi.org/10.1145/2491568.2491583","url":null,"abstract":"Projection installations are part of Spatially Augmented Reality, where the projection medium is used to enrich a fixed, bounded physical space with digital content. Projection technology enables us to turn many kinds of physical objects into displays. In this paper we develop and present a conceptual framework that addresses three aspects of a projection installation: the contentassociated with the object, the digital content, and the relation between the two. We conclude the paper with a set of strategies commonly used in projection installations: Enhancing or emphasizing physical aspects; Transforming materiality; Adding virtual objects; 3D effects; Complex content on simple objects or simple content on complex; Strong versus loose connections between the physical object and the digital content. This paper is based on four cases, two of which concern cultural heritage installations, the others concerning urban computing, including media architecture.","PeriodicalId":268325,"journal":{"name":"Proceedings of the 2nd ACM International Symposium on Pervasive Displays","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130615266","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Public displays have seen a widespread adoption in public places such as train stations, airports and museums, where they are often used to show time tables, schedules but also advertisements or complementary information. But even within organisations or universities, public- and semi-public displays have proven themselves to be valuable means of promoting awareness of current events, latest company news, or upcoming meetings and talks. However, opportunistic sharing of content between mobile devices and such displays remains a challenge. In this paper, we present a novel technique based on QR codes to facilitate interaction with public displays and to simplify user interaction. We investigate how web technologies can be used both on the client-side as well as for the infrastructure itself in order to provide a lightweight and flexible architecture. As a proof-of-concept, we developed PresiShare, a web-based platform for presenting and sharing pictures, music and documents on any display. We have evaluated our approach by conducting a formal user study that analyses the interaction techniques proposed. Furthermore, we report our findings from a live deployment within our research group where we collected qualitative feedback and usage statistics.
{"title":"PresiShare: opportunistic sharing and presentation of content using public displays and QR codes","authors":"Matthias Geel, D. Huguenin, M. Norrie","doi":"10.1145/2491568.2491591","DOIUrl":"https://doi.org/10.1145/2491568.2491591","url":null,"abstract":"Public displays have seen a widespread adoption in public places such as train stations, airports and museums, where they are often used to show time tables, schedules but also advertisements or complementary information. But even within organisations or universities, public- and semi-public displays have proven themselves to be valuable means of promoting awareness of current events, latest company news, or upcoming meetings and talks. However, opportunistic sharing of content between mobile devices and such displays remains a challenge. In this paper, we present a novel technique based on QR codes to facilitate interaction with public displays and to simplify user interaction. We investigate how web technologies can be used both on the client-side as well as for the infrastructure itself in order to provide a lightweight and flexible architecture. As a proof-of-concept, we developed PresiShare, a web-based platform for presenting and sharing pictures, music and documents on any display. We have evaluated our approach by conducting a formal user study that analyses the interaction techniques proposed. Furthermore, we report our findings from a live deployment within our research group where we collected qualitative feedback and usage statistics.","PeriodicalId":268325,"journal":{"name":"Proceedings of the 2nd ACM International Symposium on Pervasive Displays","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130498388","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Petri Luojus, J. Koskela, Kimmo Ollila, Saku-Matti Mäki, Raffi Kulpa-Bogossia, T. Heikkinen, T. Ojala
We report the design, implementation and evaluation of Wordster, a word finding game played with public displays and mobile phones. The study shows how collaborative gaming in the single player mode enhances social interaction via co-location and spectator view. The usability and playability of the mobile multiplayer mode targeted for competitive gaming between players and realized by coupling a public display and a personal mobile phone into a distributed interface were found good in a controlled user evaluation. However, the adoption of the mobile multiplayer mode in an uncontrolled evaluation "in the wild" was poor, challenging the findings of the controlled user evaluation.
{"title":"Wordster: collaborative versus competitive gaming using interactive public displays and mobile phones","authors":"Petri Luojus, J. Koskela, Kimmo Ollila, Saku-Matti Mäki, Raffi Kulpa-Bogossia, T. Heikkinen, T. Ojala","doi":"10.1145/2491568.2491592","DOIUrl":"https://doi.org/10.1145/2491568.2491592","url":null,"abstract":"We report the design, implementation and evaluation of Wordster, a word finding game played with public displays and mobile phones. The study shows how collaborative gaming in the single player mode enhances social interaction via co-location and spectator view. The usability and playability of the mobile multiplayer mode targeted for competitive gaming between players and realized by coupling a public display and a personal mobile phone into a distributed interface were found good in a controlled user evaluation. However, the adoption of the mobile multiplayer mode in an uncontrolled evaluation \"in the wild\" was poor, challenging the findings of the controlled user evaluation.","PeriodicalId":268325,"journal":{"name":"Proceedings of the 2nd ACM International Symposium on Pervasive Displays","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-06-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128869981","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}