Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems 2018
DOI: 10.1145/3170427.3188465
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Mass-Computer Interaction for Thousands of Users and Beyond

Abstract: We introduce Mass-Computer Interaction (MCI) as a natural evolution of Crowd-Computer Interaction (CCI) fostered by recent technical innovations and advances in large-scale sensing, processing, and interactive systems. MCI represents a sensible combination of (1) a very large number of end-users, usually in the order of hundreds or thousands, (2) very large physical settings, such as theaters and auditoriums, and (3) large-scale infrastructure, including distributed systems. We outline design challenges posed … Show more

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Cited by 5 publications
(2 citation statements)
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“…Also, as new I/O devices become available, each device featuring diverse and different interaction modalities and characteristics, the study of alternative I/O modalities and multimodal interaction is timely and relevant to EICS. Note that even in traditional interactive systems, such as video games or television, there is continuous evolution in terms of interaction modalities, e.g., starting with the joystick decades ago [12] to motion-sensing game controllers [20] and whole-body gesturebased input [26,27], and moving towards mass-computer interaction [13] involving hundreds and thousands of video game players at the same time.…”
Section: A Submitter's Guide To Engineering Interactive Computing Systemsmentioning
confidence: 99%
“…Also, as new I/O devices become available, each device featuring diverse and different interaction modalities and characteristics, the study of alternative I/O modalities and multimodal interaction is timely and relevant to EICS. Note that even in traditional interactive systems, such as video games or television, there is continuous evolution in terms of interaction modalities, e.g., starting with the joystick decades ago [12] to motion-sensing game controllers [20] and whole-body gesturebased input [26,27], and moving towards mass-computer interaction [13] involving hundreds and thousands of video game players at the same time.…”
Section: A Submitter's Guide To Engineering Interactive Computing Systemsmentioning
confidence: 99%
“…Watching television is an ubiquitous activity enjoyed by millions of viewers each day on a variety of devices and in a diversity of contexts of use, from conventional TV watching from the comfort of one's living room [4] to mobile television [3] to immersive Augmented Reality (AR) experiences [25,38] to social television [34], large collocated experiences involving hundreds of users [13], and live streaming platforms [43], and involving a diversity of interactions, among which novel input techniques [8,23,26,35] beyond conventional TV remote controls. However, the devices, applications, and systems enabling these kinds of experiences with interactive television and immersive media present accessibility challenges for Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page.…”
Section: Introductionmentioning
confidence: 99%