Evaluation of an Interactive Campaign : Exploring the use of a motion-controlled game in a public space

This thesis project explores and evaluates the use of a motion-controlled game as an interactive campaign in a public space. Through a collaboration with the Trondheim-based company Global Illumination, we were given the task of developing a prototype that would be tested in the field. The objective...

Full description

Bibliographic Details
Main Authors: Aasbakken, Mia, Asplem, Mari Hansen
Format: Others
Language:English
Published: Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap 2012
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18505
Description
Summary:This thesis project explores and evaluates the use of a motion-controlled game as an interactive campaign in a public space. Through a collaboration with the Trondheim-based company Global Illumination, we were given the task of developing a prototype that would be tested in the field. The objective was to evaluate the relevant technology, how users relate to the prototype and what the marketing potential is.Through a literature study and using the technology, we found that while it is still new, the technology is both mature enough to be used for several different platforms and languages, and cheap enough that the cost of getting started should not be a hindrance.We developed a game prototype using the OpenNI and XNA frameworks, in which people who pass by the display would be reflected on the screen in the form of a silhouette and automatically be a part of the game. The prototype was tested at four different public locations in Trondheim, and was evaluated mainly through observation and questionnaires given to both participants and non-participants.Our findings suggest that there is definite potential for using motion-control in interactive campaigns in public settings. The game attracted a good amount of attention, and seemed to pique the curiosity of passers-by. We saw a trend emerge where participants were comfortable with playing the game in public and were easily engaged. Children and young people in groups were by far the most active participants. We also found that keeping a low threshold for interaction was essential, as adding an extra step in the form of a wave gesture to participate reduced the number of participants considerably.