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PhySig: Incorporating Physical Products with Digital Signage in Shopping Environments

Published: 15 November 2015 Publication History

Abstract

In this paper, we propose the concepts, design guidelines, and implementation details of PhySig, a novel interactive in-store shopping experience that annotates information about products, which are physically located in the store, by a projector and enables shared content between the products and mobile devices. Multiple users access the system from their own mobile devices to move a cursor projected on the wall or floor of the store to select an item and obtain additional information associated with the item in the projected space. They can also download the information to their mobile devices or upload their related content, including comments, reviews, or photos, of the item. In short, PhySig is an example of how to extend and combine digital signage with the surrounding physical environment.

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References

[1]
Cisco Consulting Services. 2013. Tesco Launches Innovative Pilot To Drive the In-Store Digital Experience. PDF. (2013). Retrieved August 8, 2015 from https://www.cisco.com/web/about/ac79/docs/retail/Tesco.pdf.
[2]
Ashley Colley et al. 2015. Insights from Deploying See-Through Augmented Reality Signage in the Wild. In Proceedings of PerDis '15. 179--185.
[3]
IQmetrix. 2014. In-Store Technology: Delivering the Shopping Experience Customers Want. PDF. (2014). Retrieved August 8, 2015 from http://www.iqmetrix.com/files/documents/XQ/Customer-Experience_Whitepaper.pdf.
[4]
Masafumi Muta et al. 2015. Interactive Study of WallSHOP: Multiuser Connectivity between Public Digital Advertising and Private Devices for Personalized Shopping. In Proceedings of PerDis '15. 187--193.
[5]
Sydney Pratte et al. 2014. Exploring Multi-Surface Interactions in Retail Environments. In Proceedings of ITS '14. 393--398.
[6]
Ramesh Raskar et al. 1998. The Office of the Future: A Unified Approach to Image-based Modeling and Spatially Immersive Displays. In Proceedings of SIGGRAPH '98. 179--188.
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Ramesh Raskar et al. 2001. Shader Lamps: Animating Real Objects with Image-based Illumination. In Proceedings of EGWR '01. 89--101.
[8]
James She et al. 2014. Convergence of Interactive Displays with Smart Mobile Devices for Effective Advertising: A Survey. ACM Trans. Multimedia Comput. Commun. Appl. 10, 2, Article 17 (Feb. 2014), 16 pages.
[9]
Noi Sukaviriya et al. 2003. Augmenting a Retail Environment Using Steerable Interactive Displays. In CHI '03 Extended Abstracts. 978--979.
[10]
Walmart. 2015. Your Savings Dashboard. (2015). Retrieved August 8, 2015 from https://savingscatcher.walmart.com/.

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  • (2019)RARE Shop: Real & Augmented Retail Bookshop Experience using Projection MappingProceedings of the 2019 ACM International Conference on Interactive Surfaces and Spaces10.1145/3343055.3360761(415-420)Online publication date: 10-Nov-2019

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  1. PhySig: Incorporating Physical Products with Digital Signage in Shopping Environments

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    cover image ACM Conferences
    ITS '15: Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces
    November 2015
    522 pages
    ISBN:9781450338998
    DOI:10.1145/2817721
    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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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 15 November 2015

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    Author Tags

    1. content sharing.
    2. digital signage
    3. e-commerce
    4. interactive advertising
    5. projection mapping

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    ITS '15
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    ITS '15: Interactive Tabletops and Surfaces
    November 15 - 18, 2015
    Madeira, Portugal

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    ITS '15 Paper Acceptance Rate 29 of 122 submissions, 24%;
    Overall Acceptance Rate 119 of 418 submissions, 28%

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    • (2019)RARE Shop: Real & Augmented Retail Bookshop Experience using Projection MappingProceedings of the 2019 ACM International Conference on Interactive Surfaces and Spaces10.1145/3343055.3360761(415-420)Online publication date: 10-Nov-2019

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