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Public DisPLAY: social games on interactive public screens

Published: 29 November 2016 Publication History

Abstract

In this paper we introduce, examine, and reflect on player and spectator interaction, socialization, and engagement with two gesture-based multiplayer games deployed on two sensor-enabled and networked semi-public campus displays. One within a transitory corridor, the other in an open plan combined study area and student services space. Our results show that sensor placement and installation contexts of the display, as well as how players are introduced to the interaction techniques of the game, affect the screens' capacity to support social play. We subsequently offer concrete recommendations on how public display games can be built to encourage social play between two to four participants, limit social embarrassment, and encourage spectators to become active players. In doing so, we extend prior work that has primarily focused on single-user or crowd-based interaction.

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  • (2024)NearFetch: Enhancing Touch-Based Mobile Interaction on Public Displays with an Embedded Programmable NFC ArrayProceedings of the 26th International Conference on Multimodal Interaction10.1145/3678957.3685749(234-243)Online publication date: 4-Nov-2024
  • (2024)Clarifying and differentiating discoverabilityHuman–Computer Interaction10.1080/07370024.2024.2364606(1-26)Online publication date: 13-Jun-2024
  • (2023)Engaging Passers-by with Rhythm: Applying Feedforward Learning to a Xylophonic Media Architecture FacadeProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580761(1-21)Online publication date: 19-Apr-2023
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  1. Public DisPLAY: social games on interactive public screens

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    cover image ACM Other conferences
    OzCHI '16: Proceedings of the 28th Australian Conference on Computer-Human Interaction
    November 2016
    706 pages
    ISBN:9781450346184
    DOI:10.1145/3010915
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Sponsors

    • IEEE-SMCS: Systems, Man & Cybernetics Society
    • Australian Comp Soc: Australian Computer Society
    • Data61: Data61, CSIRO
    • ICACHI: International Chinese Association of Computer Human Interaction
    • Infoxchange: Infoxchange
    • HITLab AU: Human Interface Technology Laboratory Australia
    • James Boag: James Boag
    • Tourism Tasmania: Tourism Tasmania
    • HFESA: Human Factors and Ergonomics Society of Australia Inc.
    • IEEEVIC: IEEE Victorian Section
    • UTAS: University of Tasmania, Australia

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 29 November 2016

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    Author Tags

    1. bodily play
    2. gestural interaction
    3. public displays

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    • Research-article

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    OzCHI '16
    Sponsor:
    • IEEE-SMCS
    • Australian Comp Soc
    • Data61
    • ICACHI
    • Infoxchange
    • HITLab AU
    • James Boag
    • Tourism Tasmania
    • HFESA
    • IEEEVIC
    • UTAS
    OzCHI '16: The 28th Australian Conference on Human-Computer Interaction
    November 29 - December 2, 2016
    Tasmania, Launceston, Australia

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    Overall Acceptance Rate 362 of 729 submissions, 50%

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    Cited By

    View all
    • (2024)NearFetch: Enhancing Touch-Based Mobile Interaction on Public Displays with an Embedded Programmable NFC ArrayProceedings of the 26th International Conference on Multimodal Interaction10.1145/3678957.3685749(234-243)Online publication date: 4-Nov-2024
    • (2024)Clarifying and differentiating discoverabilityHuman–Computer Interaction10.1080/07370024.2024.2364606(1-26)Online publication date: 13-Jun-2024
    • (2023)Engaging Passers-by with Rhythm: Applying Feedforward Learning to a Xylophonic Media Architecture FacadeProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580761(1-21)Online publication date: 19-Apr-2023
    • (2023)Changes in Embarrassment Through Repeated Interactions with Robots in Public Spaces2023 32nd IEEE International Conference on Robot and Human Interactive Communication (RO-MAN)10.1109/RO-MAN57019.2023.10309409(2253-2258)Online publication date: 28-Aug-2023
    • (2023)Social gamingComputers in Human Behavior10.1016/j.chb.2023.107851147:COnline publication date: 1-Oct-2023
    • (2022)Designing public VR installations:Proceedings of the 2022 ACM Designing Interactive Systems Conference10.1145/3532106.3533454(792-806)Online publication date: 13-Jun-2022
    • (2021)A Probabilistic Interpretation of Motion Correlation Selection TechniquesProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445184(1-13)Online publication date: 6-May-2021
    • (2021)Operationalizing the Benefit of Information Radiators from an Awareness Point of ViewSN Computer Science10.1007/s42979-021-00928-73:1Online publication date: 23-Oct-2021
    • (2020)Silhouette GamesProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414247(561-571)Online publication date: 2-Nov-2020
    • (2020)Stop and Smell the Chalk FlowersProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376676(1-14)Online publication date: 21-Apr-2020
    • Show More Cited By

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