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Crowd computer interaction

Published: 04 April 2009 Publication History

Abstract

HCI had moved from considering how individuals interact with computers to thinking about how groups collaborate using technology. While there has been research focused on large-scale on-line communities, little attention has been paid to large groups of collocated assemblies, namely crowds. The evidence from social psychology and sociology suggest that the social dynamics and behaviours of crowds are distinct from those of smaller group formations. In this workshop we want to think about new opportunities for designing crowd-centric technologies and explore the factors that will shape interaction design for large scale crowd computing. The workshop will explore themes related to crowd-centric computing through hands-on crowd-based exercises, position papers and discussion.

References

[1]
Barkhuus, L. and Jorgensen, T. (2008) Engaging the Crowd at Large Musical Events. Work in progress, presented at CHI 2008, Florence, Italy.
[2]
Brignall, H. Rogers, Y. (2003) Enticing People to Interact with Large Public Displays in Public Spaces. In Proceedings of INTERACT' 03, Zurich. pp. 17--24
[3]
Le Bon, Gustave (1895). "The Crowd: A Study of the Popular Mind".
[4]
Levy, L. (1989) A Study of Sports Crowd Behavior: The Case of the Great Pumpkin Incident. In Journal of Sport & Social Issues, Vol. 13, No. 2, 69--91
[5]
Maynes-Aminzade, D., Pausch, R. and Seitz, S. (2002) Techniques for Interactive Audience Participation. In Proceeedings of ICMI 2002
[6]
O'Hara, K., Glancy, M. and Robertshaw, S. (2008) Understanding Collective Play in an Urban Screen Game. In Proceedings of CSCW 08, San Diego, CA, USA
[7]
Reeves et al (2005) Designing the Spectator Experience. In Proceedings of CHI '05, Portland OR, USA.
[8]
Schnädelbach, H., Egglestone, S.R., Reeves, S., Benford, S., Walker, B. and Wright, M. (2008) Performing thrill: designing telemetry systems and spectator interfaces for amusement rides. In Proceedings of CHI 2008, Florence Italy.
[9]
Turner, R, and Killian, L.M. (1972) Collective Behavior NJ: Prentice Hall.

Cited By

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  • (2022)Formalizing Digital Proprioception for Devices, Environments, and UsersAmbient Intelligence – Software and Applications – 12th International Symposium on Ambient Intelligence10.1007/978-3-031-06894-2_1(1-10)Online publication date: 1-Sep-2022
  • (2022)Weaving Fire into FormundefinedOnline publication date: 20-Jul-2022
  • (2021)The Fall of the Fourth WallResearch Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports10.4018/978-1-7998-7707-3.ch017(307-324)Online publication date: 2021
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  1. Crowd computer interaction

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    cover image ACM Conferences
    CHI EA '09: CHI '09 Extended Abstracts on Human Factors in Computing Systems
    April 2009
    2470 pages
    ISBN:9781605582474
    DOI:10.1145/1520340
    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. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 04 April 2009

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    Author Tags

    1. crowd-computer interaction
    2. spectatorship
    3. ubiquitous computing

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    CHI EA '09 Paper Acceptance Rate 385 of 1,130 submissions, 34%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    Cited By

    View all
    • (2022)Formalizing Digital Proprioception for Devices, Environments, and UsersAmbient Intelligence – Software and Applications – 12th International Symposium on Ambient Intelligence10.1007/978-3-031-06894-2_1(1-10)Online publication date: 1-Sep-2022
    • (2022)Weaving Fire into FormundefinedOnline publication date: 20-Jul-2022
    • (2021)The Fall of the Fourth WallResearch Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports10.4018/978-1-7998-7707-3.ch017(307-324)Online publication date: 2021
    • (2019)EuphoriaInformation and Software Technology10.1016/j.infsof.2019.01.006109:C(43-59)Online publication date: 1-May-2019
    • (2018)The Fall of the Fourth WallInternational Journal of Gaming and Computer-Mediated Simulations10.4018/IJGCMS.201801010310:1(42-62)Online publication date: 1-Jan-2018
    • (2018)Mass-Computer Interaction for Thousands of Users and BeyondExtended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3170427.3188465(1-6)Online publication date: 20-Apr-2018
    • (2017)WeCollaborate: Citizen collaboration for government problem-solving2017 IEEE 21st International Conference on Computer Supported Cooperative Work in Design (CSCWD)10.1109/CSCWD.2017.8066664(18-23)Online publication date: Apr-2017
    • (2015)Mediating Group ExperiencesProceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/2677199.2691605(441-444)Online publication date: 15-Jan-2015
    • (2015)An Exploration of Shape in Crowd Computer InteractionsHuman-Computer Interaction: Interaction Technologies10.1007/978-3-319-20916-6_71(775-786)Online publication date: 21-Jul-2015
    • (2014)CoPerformanceProceedings of the 16th international conference on Human-computer interaction with mobile devices & services10.1145/2628363.2645699(605-607)Online publication date: 23-Sep-2014
    • Show More Cited By

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