AAU Student Projects - visit Aalborg University's student projects portal
A master's thesis from Aalborg University
Book cover


Nordkraft 360: A Collaborative Public Display Using Proxemic Interactions

Translated title

Nordkraft 360

Authors

;

Term

4. term

Education

Publication year

2013

Submitted on

Pages

87

Abstract

Denne undersøgelse udforsker, om eksplicitte proxemiske interaktioner—altså styring via ens afstand og position i forhold til skærmen—kan hjælpe folk med at navigere i panoramabilleder på en stor, fælles offentlig skærm i Nordkraft i Aalborg. Vi gennemgik tidligere arbejde om interaktive offentlige displays og proxemisk interaktion i HCI, designede fire forskellige proxemiske interaktioner til at bladre i tre højopløselige panoramaer og implementerede dem på en offentlig skærm, der var i drift i en måned i Nordkraft. I denne periode registrerede vi 1336 interaktionssessioner over 20 sekunder, foretog 95 observationer på stedet og gennemførte 20 interviews. Nogle besøgende fandt skærmen forvirrende at bruge; dog kunne de fleste interviewpersoner forklare, hvordan de interaktioner, de havde brugt, fungerede. På baggrund af resultaterne diskuterer vi, at den feedback, skærmen giver under interaktion, kan medvirke til, at nogle oplever forvirring. Vi konkluderer, at eksplicitte proxemiske interaktioner kan være en anvendelig måde at interagere med fremtidige interaktive displays på.

This study explores whether explicit proxemic interactions—controlling the system through one’s distance and position relative to the screen—can help people navigate panoramic images on a large, collaborative public display at Nordkraft in Aalborg, Denmark. We reviewed prior work on interactive public displays and proxemic interaction in HCI, designed four distinct proxemic interaction techniques to browse three high‑resolution panoramas, and deployed them on a public display at Nordkraft for one month. During this period, we logged 1,336 interaction sessions longer than 20 seconds, conducted 95 on-site observations, and interviewed 20 participants. Some visitors found the display confusing to use; however, most interviewees were able to explain how the interactions they had used worked. Based on these findings, we discuss how the feedback the display provides during interaction may contribute to confusion for some users. We conclude that explicit proxemic interactions may be a viable way to interact with future interactive displays.

[This abstract was generated with the help of AI]