Sensing the Audience in Digital Streaming: Lessons from a Global Pandemic

Ana Levordashka, Danaë Stanton Fraser, Iain D. Gilchrist, Paul Hill, Eleanor Chadwick

Research output: Chapter or section in a book/report/conference proceedingChapter in a published conference proceeding

3 Citations (SciVal)

Abstract

Live performances are immersive shared experiences, traditionally taking place in designated, carefully designed physical spaces such as theatres or concert halls. As it is becoming increasingly common for audiences to experience this type of content remotely using digital technology, it is crucial to reflect on the design of digital experiences and the technology used to deliver them. This research is guided by the question: How can the design of streaming technologies support artists in creating immersive and engaging audience experiences? A series of audience studies, which took place as cultural organisations were forced to adapt and deliver their content remotely due to the COVID19 global pandemic, highlighted problems with existing streaming solutions and informed a set of design recommendations for audience experience and research.

Original languageEnglish
Title of host publicationExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, CHI EA 2021
Subtitle of host publicationCHI EA '21
PublisherAssociation for Computing Machinery
Pages1-6
EditionMay 2021
ISBN (Electronic)9781450380959
DOIs
Publication statusPublished - 8 May 2021
Event2021 CHI Conference on Human Factors in Computing Systems: Making Waves, Combining Strengths, CHI EA 2021 - Virtual, Online, Japan
Duration: 8 May 202113 May 2021

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Conference

Conference2021 CHI Conference on Human Factors in Computing Systems: Making Waves, Combining Strengths, CHI EA 2021
Country/TerritoryJapan
CityVirtual, Online
Period8/05/2113/05/21

Bibliographical note

Funding Information:
We would like to thank the Bristol Arts Channel organisers and Bristol and Bath Creative R&D team and fellows for numerous inspiring conversations. This work was supported by Bristol and Bath Creative R&D funded by the AHRC Creative Industries Cluster Programme (AH/S002936/1). For more information on the project and its partners, visit our website at https://bristolbathcreative.org/

Publisher Copyright:
© 2021 ACM.

Copyright:
Copyright 2021 Elsevier B.V., All rights reserved.

Keywords

  • Audience Studies
  • Design Guidelines
  • Immersive Technology
  • Presence

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design
  • Software

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