TY - GEN
T1 - Sensing the Audience in Digital Streaming
T2 - 2021 CHI Conference on Human Factors in Computing Systems: Making Waves, Combining Strengths, CHI EA 2021
AU - Levordashka, Ana
AU - Stanton Fraser, Danaë
AU - Gilchrist, Iain D.
AU - Hill, Paul
AU - Chadwick, Eleanor
N1 - 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.
PY - 2021/5/8
Y1 - 2021/5/8
N2 - 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.
AB - 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.
KW - Audience Studies
KW - Design Guidelines
KW - Immersive Technology
KW - Presence
UR - http://www.scopus.com/inward/record.url?scp=85105804195&partnerID=8YFLogxK
U2 - 10.1145/3411763.3451816
DO - 10.1145/3411763.3451816
M3 - Chapter in a published conference proceeding
AN - SCOPUS:85105804195
T3 - Conference on Human Factors in Computing Systems - Proceedings
SP - 1
EP - 6
BT - Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, CHI EA 2021
PB - Association for Computing Machinery
Y2 - 8 May 2021 through 13 May 2021
ER -