Abstract
Exploring spatial and temporal audience behavior around ambient displays is an important area of HCI research. It aids in, for instance, understanding better user appropriation in natural environments. However, there are only a few tools to capture said behavior, and simultaneously, little knowledge of the space around ambient display installations exists. In this research, we report on audience behavior observed during an in-the-wild study where we deployed our custom Ambient Surfaces solution in a professional, large-scale agile software development context for circa 5 years. Across 18 weeks in 2017, we collected skeletal data with two Microsoft Kinect v2 cameras resulting in behavior information of more than 30,000 passersby. Our results indicate, among others, that users did show the highest levels of engagement at quite some distance to the Ambient Surfaces and that people engaging in direct interaction did so rather purposely. Ultimately, this article encapsulates our research’s originality in four contributions including an approach to separate passersby from real users and an in-depth exploration of skeletal data. With the tools and methods illustrated, we hope to demonstrate manifold insights for future research on audience behavior tracking.
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More From: International Journal of Human–Computer Interaction
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