15,063 research outputs found

    Analysing Pedestrian Traffic Around Public Displays

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    This paper presents a powerful approach to evaluating public technologies by capturing and analysing pedestrian traffic using computer vision. This approach is highly flexible and scales better than traditional ethnographic techniques often used to evaluate technology in public spaces. This technique can be used to evaluate a wide variety of public installations and the data collected complements existing approaches. Our technique allows behavioural analysis of both interacting users and non-interacting passers-by. This gives us the tools to understand how technology changes public spaces, how passers-by approach or avoid public technologies, and how different interaction styles work in public spaces. In the paper, we apply this technique to two large public displays and a street performance. The results demonstrate how metrics such as walking speed and proximity can be used for analysis, and how this can be used to capture disruption to pedestrian traffic and passer-by approach patterns

    Privacy and Curiosity in Mobile Interactions with Public Displays.

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    Personal multimedia devices like mobile phones create new needs for larger displays distributed at specific points in the environment to look up information about the current place, playing games or exchanging multimedia data. The technical prerequisites are covered; however, using public displays always exposing information. In this paper we look at these issues from the privacy as well as from the curiosity perspective with several studies showing and confirming users’ reservations against public interactions. Interactive advertisements can exploit this best using specific types of interaction techniques

    Measuring environments for public displays: a Space Syntax approach

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    This paper reports on an on-going project, which is investigating the role that location plays in the visibility of information presented on a public display. Spatial measures are presented, derived from the architectural theory of Space Syntax. These are shown to relate to the memorability of words and images presented on different displays. Results show a complex pattern of interactions between the size and shape of spaces in which displays are situated and the memorability of different types of representations depicted. This approach offers a new way to consider the role of space in guiding and constraining interaction in real settings: a growing concern within HCI and Ubicomp

    Which One is Me?: Identifying Oneself on Public Displays

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    While user representations are extensively used on public displays, it remains unclear how well users can recognize their own representation among those of surrounding users. We study the most widely used representations: abstract objects, skeletons, silhouettes and mirrors. In a prestudy (N=12), we identify five strategies that users follow to recognize themselves on public displays. In a second study (N=19), we quantify the users' recognition time and accuracy with respect to each representation type. Our findings suggest that there is a significant effect of (1) the representation type, (2) the strategies performed by users, and (3) the combination of both on recognition time and accuracy. We discuss the suitability of each representation for different settings and provide specific recommendations as to how user representations should be applied in multi-user scenarios. These recommendations guide practitioners and researchers in selecting the representation that optimizes the most for the deployment's requirements, and for the user strategies that are feasible in that environment

    GTmoPass: Two-factor Authentication on Public Displays Using Gaze-touch Passwords and Personal Mobile Devices

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    As public displays continue to deliver increasingly private and personalized content, there is a need to ensure that only the legitimate users can access private information in sensitive contexts. While public displays can adopt similar authentication concepts like those used on public terminals (e.g., ATMs), authentication in public is subject to a number of risks. Namely, adversaries can uncover a user's password through (1) shoulder surfing, (2) thermal attacks, or (3) smudge attacks. To address this problem we propose GTmoPass, an authentication architecture that enables Multi-factor user authentication on public displays. The first factor is a knowledge-factor: we employ a shoulder-surfing resilient multimodal scheme that combines gaze and touch input for password entry. The second factor is a possession-factor: users utilize their personal mobile devices, on which they enter the password. Credentials are securely transmitted to a server via Bluetooth beacons. We describe the implementation of GTmoPass and report on an evaluation of its usability and security, which shows that although authentication using GTmoPass is slightly slower than traditional methods, it protects against the three aforementioned threats

    EyeScout: Active Eye Tracking for Position and Movement Independent Gaze Interaction with Large Public Displays

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    While gaze holds a lot of promise for hands-free interaction with public displays, remote eye trackers with their confined tracking box restrict users to a single stationary position in front of the display. We present EyeScout, an active eye tracking system that combines an eye tracker mounted on a rail system with a computational method to automatically detect and align the tracker with the user's lateral movement. EyeScout addresses key limitations of current gaze-enabled large public displays by offering two novel gaze-interaction modes for a single user: In "Walk then Interact" the user can walk up to an arbitrary position in front of the display and interact, while in "Walk and Interact" the user can interact even while on the move. We report on a user study that shows that EyeScout is well perceived by users, extends a public display's sweet spot into a sweet line, and reduces gaze interaction kick-off time to 3.5 seconds -- a 62% improvement over state of the art solutions. We discuss sample applications that demonstrate how EyeScout can enable position and movement-independent gaze interaction with large public displays

    Public HMDs: Modeling and Understanding User Behavior Around Public Head-Mounted Displays

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    Head-Mounted Displays (HMDs) are becoming ubiquitous; we are starting to see them deployed in public for different purposes. Museums, car companies and travel agencies use HMDs to promote their products. As a result, situations arise where users use them in public without experts supervision. This leads to challenges and opportunities, many of which are experienced in public display installations. For example, similar to public displays, public HMDs struggle to attract the passer-by's attention, but benefit from the honeypot effect that draws attention to them. Also passersby might be hesitant to wear a public HMD, due to the fear that its owner might not approve, or due to the perceived need for a prior permission. In this work, we discuss how public HMDs can benefit from research in public displays. In particular, based on the results of an in-the-wild deployment of a public HMD, we propose an adaptation of the audience funnel flow model of public display users to fit the context of public HMD usage. We discuss how public HMDs bring in challenges and opportunities, and create novel research directions that are relevant to both researchers in HMDs and researchers in public displays

    Public and Situated Displays to Support Communities

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    This workshop will bring together researchers and practitioners working with public displays in communities to share experiences and to identify research themes and issues arising from social and community use of public and situated displays, while increasing awareness of various relevant projects and encouraging collaboration

    The rites of man: The British Museum and the sexual imagination in Victorian Britain

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    In the nineteenth century, the British Museum possessed a locked store of erotic objects. However, this did not serve to sanitize the rest of the collection. I use the evidence of an anonymous tract, Idolomania, set in the context of other literary productions of the time, to show how a wave of anti-Catholic agitation led to claims that the public displays of the British Museum were saturated with morally dangerous material. A wide range of objects, images and motifs were interpreted as evidence of pagan fertility cults, thus throwing into question the seemliness of the Museum's public displays. However, I use the evidence of an anonymous early Victorian tract, Idolomania, set in the context of other literary productions of its times, to show that the early Victorian wave of anti-Catholic moral panic led to claims that the public displays of the British Museum were saturated with morally dangerous material. Although I cannot and do not claim that this was a mainstream view, I do use this tract to emphasise that there is a ongoing tradition of eroticised readings of sculpture galleries, even ones supposedly purged of explicitly sexual material. That this fact is not widely recognised may be to do with dominant conceptualisations of the separation between art and pornography that date from the Victorian age. Much classical and Hindu statuary may indeed have been intended indirectly if not directly to produce erotic responses. And it we want to fully engage with the power of bodily representations in museum collections it may be sensible to openly acknowledge sexual fetishism as a social construction and, therefore, the diversity and unpredictability of arousal

    The mystery of the writing that isn’t on the wall: differences in public representations in traditional and agile software development

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    This paper considers the use of public displays, such as whiteboards and papers pinned to walls, by different software development teams, based on evidence from a number of empirical studies. This paper outlines differences in use observed between traditional and agile teams and begins to identify the implications that they may have for software development
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