International Conference on Entertainment Computing

Entertainment Computing - ICEC 2015 pp 195-208 | Cite as

Game-Based Interactive Campaign Using Motion-Sensing Technology

  • Alf Inge Wang
  • Mari Hansen Asplem
  • Mia Aasbakken
  • Letizia Jaccheri
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9353)


The article describes an evaluation of a prototype for doing game-based interactive advertisement campaigns in crowded public spaces using motion-sensing technology. The prototype was developed using OpenNi, XNA and Kinect, in which people who pass by a large display would be reflected on a large screen in the form of a silhouette and automatically become a part of a game. The goal of the game is for the players to gather falling objects into a container using the body to direct the objects. The objects move around when the objects collide with the silhouette of the player. The graphical representation of the falling objects and the container can be changed to fit various advertisement purposes.

The game-based interactive campaign was tested at four different public locations, and was evaluated through observations and questionnaires. Our findings suggest that there is a potential for using motion control in game-based interactive campaigns in public settings. The game attracted a good amount of attention, and seemed to tempt the curiosity of passers-by. An observed trend was that participants were comfortable playing in public and got easily engaged. Children and adolescents in groups were by far the most active participants.


Interactive advertisement campaigns motion-sensing control games evaluation 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Petersen, N., Stricker, D.: Continuous natural user interface: Reducing the gap between real and digital world. In: ISMAR, pp. 23–26 (2009)Google Scholar
  2. 2.
    Juul, J.: A casual revolution: Reinventing video games and their players. The MIT Press (2012)Google Scholar
  3. 3.
    Norman, D.A.: Natural user interfaces are not natural. Interactions 17, 6–10 (2010)CrossRefGoogle Scholar
  4. 4.
    Nielsen, J.: Kinect Gestural UI: First Impressions. Jakob Nielsen’s Alertbox (2010)Google Scholar
  5. 5.
    Strömberg, H., Väätänen, A., Räty, V.-P.: A group game played in interactive virtual space: design and evaluation. In: Proceedings of the 4th Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, pp. 56–63. ACM (2002)Google Scholar
  6. 6.
    Trifonova, A., Jaccheri, L., Bergaust, K.: Software engineering issues in interactive installation art. International Journal of Arts and Technology 1, 43–65 (2008)CrossRefGoogle Scholar
  7. 7.
    Satomi, M., Sommerer, C.: game_of_life: interactive art installation using eye-tracking interface. In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, pp. 246–247. ACM (2007)Google Scholar
  8. 8.
    Costello, B., Muller, L., Amitani, S., Edmonds, E.: Understanding the experience of interactive art: Iamascope in Beta_space. In: Proceedings of the Second Australasian Conference on Interactive Entertainment, pp. 49–56. Creativity & Cognition Studios Press (2005)Google Scholar
  9. 9.
    José, R., Cardoso, J.C.: Opportunities and challenges of interactive public displays as an advertising medium. In: Pervasive Advertising, pp. 139–157. Springer (2011)Google Scholar
  10. 10.
    Brignull, H., Rogers, Y.: Enticing people to interact with large public displays in public spaces. In: Proceedings of INTERACT, pp. 17–24 (2003)Google Scholar
  11. 11.
    Michelis, D., Müller, J.: The audience funnel: Observations of gesture based interaction with multiple large displays in a city center. Intl. Journal of Human–Computer Interaction 27, 562–579 (2011)CrossRefGoogle Scholar
  12. 12.
    Müller, J., Alt, F., Michelis, D., Schmidt, A.: Requirements and design space for interactive public displays. In: Proceedings of the International Conference on Multimedia, pp. 1285–1294. ACM (2010)Google Scholar
  13. 13.
    Malone, T.W.: Toward a theory of intrinsically motivating instruction*. Cognitive Science 5, 333–369 (1981)CrossRefGoogle Scholar
  14. 14.
    Michelis, D.: Interaktive Großbildschirme im öffentlichen Raum. Springer (2009)Google Scholar
  15. 15.
    Peltonen, P., Kurvinen, E., Salovaara, A., Jacucci, G., Ilmonen, T., Evans, J., Oulasvirta, A., Saarikko, P.: It’s mine, don’t touch!: interactions at a large multi-touch display in a city centre. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 1285–1294. ACM (2008)Google Scholar
  16. 16.
    Russell, D.M., Trimble, J.P., Dieberger, A.: The use patterns of large, interactive display surfaces: Case studies of media design and use for BlueBoard and MERBoard. In: Proceedings of the 37th Annual Hawaii International Conference on System Sciences, p. 10. IEEE (2004)Google Scholar
  17. 17.
    Wang, A.I., Føllesdal, E.A.: Evaluation of a social multiplayer game featuring multimodal interaction. In: Proceedings of the IASTED International Conference on Software Engineering and Applications (SEA 2010) (2010)Google Scholar
  18. 18.
    Magazine, W.: Augmented Reality: Kinect Fitting-Room for Topshop, Moscow. Web: (2011)
  19. 19.
    Basili, V.R.: Software modeling and measurement: the Goal/Question/Metric paradigm. University of Maryland for Advanced Computer Studies (1992)Google Scholar
  20. 20.
    Wohlin, C., Runeson, P., Höst, M., Ohlsson, M.C., Regnell, B., Wesslén, A.: Experimentation in software engineering. Springer (2012)Google Scholar
  21. 21.
    Asplem, M.H., Aasbakken, M.: Evaluation of an Interactive Campaign, Exploring the use of a motion-controlled game in a public space. Master Thesis, Norwegian University of Science and Technology (2012)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  • Alf Inge Wang
    • 1
  • Mari Hansen Asplem
    • 1
  • Mia Aasbakken
    • 1
  • Letizia Jaccheri
    • 1
  1. 1.Dept. of Computer and Information ScienceNorwegian University of Science and TechnologyTrondheimNorway

Personalised recommendations