Enhanced interaction: audience engagement in entertainment events through the Bumbometer app

Gustavo Martins, Genildo Gomes, Júlia Luiza Conceição, Leonardo C. Marques, D. D. Silva, Thais Castro, Bruno F. Gadelha, Rosiane de Freitas
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引用次数: 8

Abstract

The use of mobile devices is part of the modern scenario for interaction, work, and leisure. Their usage in entertaining events, as sports and cultural ones are easily observable. Considering those new interaction possibilities, we discuss in this work elements of crowd engagement through the use of a mobile game developed in the context of entertainment events, either with the crowd in the same place or in different locations. This game is called Bumbometer and it uses movement sensors during an interactive dynamic with the crowd using concepts from Mobile Crowd Sensing and User eXperience. Bumbometer was evaluated in two experimental studies: the first one was in a real setting of a cultural event; the second one was carried out in a controlled environment simulating a large-scale event in a social isolation scenario. Results indicate that people feel immerse and engaged during interaction through the game and they consider the game an immersive creative way for interacting in entertainment events.
增强互动:观众通过Bumbometer app参与娱乐活动
移动设备的使用是现代互动、工作和休闲场景的一部分。它们在娱乐活动中的使用,如体育和文化活动,很容易观察到。考虑到这些新的互动可能性,我们通过在娱乐活动背景下开发的手机游戏来讨论人群参与的元素,无论是在同一地点还是在不同地点。这个游戏被称为Bumbometer,它使用移动人群感知和用户体验的概念,在与人群的互动动态中使用运动传感器。Bumbometer在两个实验研究中进行了评估:第一个是在一个文化事件的真实环境中;第二个实验是在一个受控的环境中进行的,模拟了社会隔离情景中的大型事件。结果表明,人们在游戏互动过程中感到沉浸和投入,他们认为游戏是一种沉浸式的娱乐活动互动方式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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