Publication | Closed Access
Techniques for interactive audience participation
168
Citations
12
References
2003
Year
Unknown Venue
EngineeringCommunicationPervasive GameAccessible GameVirtual RealityRachel CarpenterImmersive Technology3D User InteractionGame DesignTheatreDesignInteractive Entertainment SystemUser ExperienceCollaborative Virtual EnvironmentInteractive MultimediaSocial ComputingInteractive MarketingInteractive Audience ParticipationHuman-computer InteractionAudience AnalysisArtsAudience ReceptionInteractive Computing
In 1991, SIGGRAPH showcased an interactive entertainment system that let large audiences control on‑screen games with reflective paddles. The paper presents new techniques that enable audiences to participate cooperatively or competitively in shared entertainment experiences. The techniques let hundreds of people control on‑screen activity by leaning left and right in their seats, batting a beach ball whose shadow serves as a pointing device, or pointing laser pointers at the screen, all using inexpensive, off‑the‑shelf hardware. We tested the techniques with diverse audiences, describing a computer‑vision implementation and lessons learned for designing effective interactive content.
At SIGGRAPH in 1991, Loren and Rachel Carpenter unveiled an interactive entertainment system that allowed members of a large audience to control an onscreen game using red and green reflective paddles. In the spirit of this approach, we present a new set of techniques that enable members of an audience to participate, either cooperatively or competitively, in shared entertainment experiences. Our techniques allow audiences with hundreds of people to control onscreen activity by (1) leaning left and right in their seats, (2) batting a beach ball while its shadow is used as a pointing device, and (3) pointing laser pointers at the screen. All of these techniques can be implemented with inexpensive, off the shelf hardware. Me have tested these techniques with a variety of audiences; in this paper we describe both the computer vision based implementation and the lessons we learned about designing effective content for interactive audience participation.
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