Sensor Ball Raffle – Gamification of Billboard Advertising: How to Engage the Audience?

  • Sari JärvinenEmail author
  • Johannes Peltola
  • Paul Kemppi
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11112)


In this paper, we present an interactive game for a large public display. Our focus was on experimenting new ways to enhance the effectiveness of a large, billboard size, display by adding a collaborative interaction mechanism for a user crowd. Working with a pop festival organizer, we developed a technology proof-of-concept of a multiplayer raffle game supporting crowd interaction with a large public display using an air-filled ball, equipped with an accelerometer and a barometer, as an interaction device. We experimented on its possibility to engage festival audience in live pilots in two occasions. Our observations showed that the audience enjoyed the raffle game and participated willingly. In addition, advertisers found the solution interesting.


Interactive digital signage Audience engagement Interaction technologies 



This work was conducted in the context of ‘‘Innovative solutions for interactive environments - INSIST’’ project and was supported by Business Finland. We thank Pro Piknik Festivals for their contributions in design and piloting of the sensor ball raffle game. We also thank our colleagues for their invaluable help.


  1. 1.
    Huang, E.M., Koster, A., Borchers, J.: Overcoming assumptions and uncovering practices: when does the public really look at public displays? In: Indulska, J., Patterson, Donald J., Rodden, T., Ott, M. (eds.) Pervasive 2008. LNCS, vol. 5013, pp. 228–243. Springer, Heidelberg (2008). Scholar
  2. 2.
    Müller, J., et al.: Display blindness: the effect of expectations on attention towards digital signage. In: Tokuda, H., Beigl, M., Friday, A., Brush, A.J.B., Tobe, Y. (eds.) Pervasive 2009. LNCS, vol. 5538, pp. 1–8. Springer, Heidelberg (2009). Scholar
  3. 3.
    Alt, F., Schneegass, S., Girgis, M., Schmidt, A.: Cognitive effects of interactive public display applications. In: Proceedings of the 2nd ACM International Symposium on Pervasive Displays (PerDis 2013), pp. 13–18. ACM, New York (2013)Google Scholar
  4. 4.
    Brignull, H., Rogers, Y.: Enticing people to interact with large public displays in public spaces. In: Rauterberg, M., Menozzi, M., Wesson, J. (eds.) IOS Press (2003)Google Scholar
  5. 5.
    Finke, M., Tang, A., Leung, R., Blackstock, M.: Lessons learned: game design for large public displays. In: Proceedings of the 3rd International Conference on Digital Interactive Media in Entertainment and Arts (DIMEA 2008), pp. 26–33. ACM, New York (2008)Google Scholar
  6. 6.
    Müller, M., Otero, N., Alissandrakis, A., Milrad, M.: Increasing user engagement with distributed public displays through the awareness of peer interactions. In: Proceedings of the 4th International Symposium on Pervasive Displays (PerDis 2015), pp. 23–29. ACM, New York (2015)Google Scholar
  7. 7.
    Masuko, S., Muta, M., Shinzato, K., Mujibiya, A.: WallSHOP: multiuser interaction with public digital signage using mobile devices for personalized shopping. In: Proceedings of the 20th International Conference on Intelligent User Interfaces Companion (IUI Companion 2015), pp. 37–40. ACM, New York (2015)Google Scholar
  8. 8.
    Muta, M., Masuko, S., Shinzato, K., Mujibiya, A.: Interactive study of WallSHOP: multiuser connectivity between public digital advertising and private devices for personalized shopping. In: Proceedings of the 4th International Symposium on Pervasive Displays (PerDis 2015), pp. 187–193. ACM, New York (2015)Google Scholar
  9. 9.
    Vepsäläinen, J., et al.: Personal device as a controller for interactive surfaces: usability and utility of different connection methods. In: Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces (ITS 2015), pp. 201–204. ACM, New York (2015)Google Scholar
  10. 10.
    Yamaguchi, T., Fukushima, H., Tatsuzawa, S., Nonaka, M., Takashima, K., Kitamura, Y.: SWINGNAGE: gesture-based mobile interactions on distant public displays. In: Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces (ITS 2013), pp. 329–332. ACM, New York (2013)Google Scholar
  11. 11.
    Speicher, M., et al.: The audience in the role of the conductor: an interactive concert experience. In: Proceedings of the 5th ACM International Symposium on Pervasive Displays (PerDis 2016), pp. 235–236. ACM, New York (2016)Google Scholar
  12. 12.
    Leffapeli. Accessed 02 July 2018
  13. 13.
    She, J., Crowcroft, J., Fu, H., Li, F.: Convergence of interactive displays with smart mobile devices for effective advertising: a survey. ACM Trans. Multimedia Comput. Commun. Appl. 10(2) 16 (2014). Article 17Google Scholar
  14. 14.
    Tamaki, N., Hirakawa, M.: Synchronizing digital signage content with the movement of passerby. In: Proceedings of the 8th International Symposium on Visual Information Communication and Interaction (VINCI 2015), pp. 150–151. ACM, New York (2015)Google Scholar
  15. 15.
    Müller, J., Exeler, J., Buzeck, M., Krüger, A.: ReflectiveSigns: digital signs that adapt to audience attention. In: Tokuda, H., Beigl, M., Friday, A., Brush, A.J.B., Tobe, Y. (eds.) Pervasive 2009. LNCS, vol. 5538, pp. 17–24. Springer, Heidelberg (2009). Scholar
  16. 16.
  17. 17.
    Foxlin, E.: Pedestrian tracking with shoe-mounted inertial sensors. IEEE Comput. Graph. Appl. 25(6), 38–46 (2005)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2018

Authors and Affiliations

  1. 1.VTT Technical Research Centre of Finland Ltd.OuluFinland

Personalised recommendations