An Experimental Study on Information Presentation Method using
Four-frame Comic on Digital Signage
Kimi Ueda
1
, Yuta Tsuji
1
, Hiroshi Shimoda
1
, Hirotake Ishii
1
, Rika Mochizuki
2
and Masahiro Watanabe
2
1
Graduate School of Energy Science, Kyoto University, Kyoto-city, Kyoto, Japan
2
Service Evolution Laboratories, Nippon Telegraph and Telephone corp., Kanagawa, Japan
Keywords:
Cross-cultural Understanding, Comic, Digital Signage.
Abstract:
Recently, international tourist has been increasing and mobility of human activity is increasing, so people have
had more chance to contact with various cultures different from their own. In Japan, in anticipation of the 2020
Tokyo Olympic game, digital signage is expected to be an effective information presentation tool to improve
cross-cultural understanding. In this study, four-frame comic was proposed to be an effective information pre-
sentation method, and an evaluation experiment was conducted to investigate how t o make contents interesting
or memorable by comparing four information presentation methods, four-frame comic, video, photograph and
illustration. As a result of questionnaire conducted in the experiment, four-frame comic’s humorous story and
readability could be effective to att ract viewers’ interest and the amount of information included in four-frame
comic and its humor expression could be effective to make view ers memorize information explained in pre-
sented contents. However, the effectiveness of f our-frame comic was not significant. It was thought that the
effect of information presentation methods is differ from topic type, and more detail experiment is expected to
investigate the effective used of four-frame comic in future study.
1 INTRODUCTION
Recently, foreign tourists are increasing more and
more all over the world. The UNWTO World Tou-
rism Barom eter (World Tourism Organization, 2016)
showed that number of international tourists reached
more tha n 1.1 billion in 2015, which is 4.4 percentage
increase compared with 2014, an d moreover, it was a
record highest ever. They are expected to continue in-
creasing and people have had more ch ance to contact
with various cultures different from their own because
of increasing mobility of human activity in the world.
In this situation, therefore, cross-cultural understan-
ding is important to realize the world where p eople of
different cultural backgroun d can keep their cultural
identities and respect each other(Brislin, 1993).
Also in Japan, the number of oversea tourists has
been increasing in recent several years. Moreover, in
anticipation of the 2020 Tokyo Olympic game, Japa-
nese governm e nt decided Action Plan to Accelerate
ICT ( Imform ation and Communication Technology)
Use in Entire Society toward 20 20”. In the plan, di-
gital sig nage of 4K or 8K images is promoted as an
informa tion presentation instrument for foreign tou-
rists. Digital signage can provide information to large
amount of people at a time when it is set in places
where m a ny people come and go by its big display.
Digital signage, which has been realized by recent
ICT, can give information in various ways such as vi-
deo, picture, illustration or even inter active informa-
tion according to Want and Schilit(Wa nt and Sch ilit,
2012).
Digital signage is th ought to be essential for a mo-
dern society, then ma ny researc h studies have b een
done about the use of it. M¨uller et al( M¨uller et al.,
2009) investigated that a viewer’s expe ctation of a di-
gital signage determined whether or not it attracted
his/her attention , and it is showed thtat a d igital sig-
nage in a shopping mall had a positive impact on con-
sumers by Dennis et al. (Dennis et al., 2010). Many
other stud ies also examined the influence of adver-
tisement on consumers (Burke, 2009)(Dennis et al.,
2014). New systems and applications have be en also
developed to improve usability of digital signage in
various ways. Instead o f a keyboard or a touch screen,
Chen et al. (Chen et al., 2009) described an inte-
raction system for controlling a digital signage dis-
play by using hand gestu re, and Clinch et al. (Clinch
Ueda, K., Tsuji, Y., Shimoda, H., Ishii, H., Mochizuki, R. and Watanabe, M.
An Experimental Study on Information Presentation Method using Four-frame Comic on Digital Signage.
DOI: 10.5220/0006927901270133
In Proceedings of the 2nd International Conference on Computer-Human Interaction Research and Applications (CHIRA 2018), pages 127-133
ISBN: 978-989-758-328-5
Copyright © 2018 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
127
et al., 2011) developed and deployed their networked
public display systems for coutinuous long time use.
Although many studies have been investigating the
possibility of digital signages, because of its too wide
variance of information presentation style, there is no
specific guideline of how to use digital signage to get
more efficiency when providing info rmation. At pre-
sent, users cre ate its contents by their know-how or
trial and error.
Considering today’s circumstances of Japan, the
purpose of this study is to investigate the effective
method of information presentation to foreign tourists
by using digital signages. Japanese unique food cul-
ture is dealt with as the presented information in this
study. Especially this study focused on four-frame co-
mic as an effective information presentation medium,
which is showed to be effective for learning in some
studies (Park et al., 2011) (McVicker, 2007) by their
colorful illustration a nd representation of text.
2 PROPOSED METHOD
The effective method of information presentation is
investigated for providing information using digital
signages in this study. In case of pr oviding in forma-
tion of Japanese un ique culture for foreign tourists,
it is im portant to satisfy two require ments, (a) a dis-
played content can attract their interests and (b) it can
be easily memorized. Thus a method using comic has
been proposed as an effective information presenta-
tion meth od on digital signages in our conventional
study (Tsuji et al., 2017). There are relevant stu-
dies about using c omic (Sumi et al., 2002) (Kurlander
et al., 1996) thoug h, this study par ticularly focused on
a fou r-frame comic.
A four-frame comic is defined as a comic consists
of only four frames, that is popular and traditionally
established in Japan. It has 5 features as shown in
bellow;
(1) It is a part of popular culture in Japan.
(2) It can emphasize what they want to give by using
illustrations.
(3) It can describe a story.
(4) It has a sense of humor.
(5) It can be displayed as one figure on a digital sig-
nage.
Based on the se features, fou r-frame comics are ex-
pected to be an effective method of information pr e-
sentation.
Therefore in this stud y, two hypothesis about four-
frame comics comparing with typical med ia types of
digital signage, photograph, illustration and video,
were proposed a s follows;
H1. When presenting Japanese culture inform ation
on a digital signage, four-frame comic can attract
more foreigners’ inter e sts than photograph, illus-
tration and video.
H2. When presenting Japanese culture inform ation
on a digital signage, the contents presented b y
four-frame comic can be memorized easier that
those of photograph, illustration and video.
3 INVESTIGATION
EXPERIMENT
To verify two h ypothesis n oted in chapter 2, an ex-
periment was conducted including two investigations,
“Interest Investigation” to verify H1 an d “Memory In-
vestigation” to verify H 2.
Experiment was schedu led from Jan 20th 2018 to
Jan 28th 2018 and 49 foreigners staying in Japan par-
ticipated. Wh e n recruiting the participants, it was ex-
plained that this experimen t would be conducted all in
English. The detail of participants is shown in Table
1. No.22’s answer was incompleted and there was no
detail information about him so tha t his experimen-
tal data would be omitted from the results. Figure
1 shows the experimental room a nd Figure 2 shows
iPad used to provide contents assumed to be on a di-
gital signage. In this experiment, to avoid effects from
other par ticipants, iPad was used to privately present
different method for each participant.
Figure 1: T he conditions of the experiment.
3.1 Displayed Contents
In this experiment, all contents had been prepared in
four presentation meth ods, four-frame comic, photo-
graph, illustration and video. Examples are sh own in
CHIRA 2018 - 2nd International Conference on Computer-Human Interaction Research and Applications
128
Table 1: List of participants’ detail.
No. Gen-
der
Age Country Length of stay in Japan
1 F 29 Philippines 1 year
2
M 22 Malaysia 6 months
3
F 30 Germany 1 year
4
F 23 China 4 months
5
F 33 Columbia 1 year 3 months
6
M 19 Korea 10 months
7
M 44 Iran 4 months
8
F 35 Iran 4 months
9
M 22 Malaysia 5 months
10
M 21 Mongolia 3 years
11
M 23 Malaysia 6 months
12
M 21 Malaysia 4 months
13
F 29 Costa Rica 4 months
14
M 26 Belgium 2 years 8 months
15
M 24 Uzbekistan 2 years
16
F 27 Russia 2 years 10 months
17
M 16 Iran 4 months
18
M 27 Bangladesh 1 year 3 months
19
F 39 Italy 2 months
20
F 29 France 5 months
21
M 22 Argentina 1 year and 9 months
22
M
23 M 22 France 1 year
24
F 24 France 1 year
25
M 36 Palestine 2 years 10 months
26
F 23 Germany 1 year
27
F 33 Mexico 11 months
28
M 32 Canada 3 years 11 months
29
F 20 Philippines 3 months
30
F 26 Philippines 1 year 6 months
31
F 32 Croatia 1 year 6 months
32
F 29 El Salvador 1 year 6 months
33
M 27 Cambodia 4 months
34
M 22 Cambodia 2 years
35
F 24 Cambodia 2 years
36
M 30 Cambodia 1 year 10 months
37
M 28 Cambodia 3 years 2 months
38
M 21 Egypt 4 years 6 months
39
M 24 Mexico 1 year 3 months
40
M 28 Canada 1 year 6 months
41
M 27 India 1 year
42
M 31 Malaysia 3 years 3 months
43
M 24 India 11 months
44
M 30 Spain 3 months
45
F 25 Palestine 3 years 9 months
46
M 31 America 9 years 5 months
47
M 28 Indonesia 4 months
48
F 28 Russia 2 years 10 months
49
F 18 Iran 4 months
Figure 3. Contents were prepared in the same format
as shown in below;
Four-frame Comic Th e features were already des-
cribed in chapter 2.
Figure 2: A device used to present information i n the expe-
riment.
Photograph. Photograph is one of the popular for-
mat of contents on digital signages. Photograph
was presented togethe r with explanation text in
this experiment. It is based on the recent situation
that everyone can create information with pho-
tograph without any special sk ills, using recent
high-performance digital camera and software.
Illustration. Illustration is also a popular format of
contents on digital signages. Illustration’s quality
is differ from the skill of illustrator however, il-
lustration ca n emphasize the topic to be focused
on. It was also presented to gether with explana-
tion text in this experiment.
Video. Presenting video contents is impossible for
traditional signboards but digital signages made it
possible these days. Then it is popular to use dyn-
amic information on digital signage, and actually,
there are many large displays showing videos do-
wntown, be cause video is thought to have strong
impression a nd to be comprehensive. However,
video needs some time to complete showing its
contents and so viewers have to spent some time
to see all the video, and moreover, they can’t un-
derstand its meaning when they missed the begin -
ning or the end. Video was presented with some
explanation texts in this experiment.
According to the pre-experimental study (Tsuji
et al., 2017 ) , effective information presentation met-
hods can vary by the type of information. For exam-
ple, photo can easily show variety of food at a glance
and video can show a procedure clearly. Therefore,
to determine the difference between contents’ types,
two specific content types “ variety” and “procedure”
were chosen a nd experimental contents were prepa-
red based on two types. Variety type includes the in-
troduction of various examples about the top ic such
as Bowl meals and Vending machines, and procedure
type includes how to make or use the topic such as
Rolled sushi and Fish grill.
An Experimental Study on Information Presentation Method using Four-frame Comic on Digital Signage
129
(3) Illustration
(2)Photograph
(4)Video
(1) Four-frame comic
Figure 3: Examples of four types of images.
3.2 Methods
Investigation experiment was conducted in the follo-
wing the flow;
Explanation about experiment (10min)
Questionnaires about participants themselves
(5min)
In terest investigation (15min)
Memory investigation (10min)
Payment procedure (5min)
The q uestionnaires included two questions about co-
mics: “Do you like comic boo ks?” a nd “How often
do you read comic books?”, and other 18 dummy qu e -
stions. Topics of the contents u sed in the interest and
memory investigation were different from each other
as shown in Table 2 and Table 3, and half of each were
proced ure topics and others we re variety topics.
3.2.1 Interest Investigation
An experime ntal protoco l of interest investigation is
shown in Figure 4. Participants saw each 4 type va-
riations of 8 Japanese unique food topics shown in
Table 2 for each 1.5 seconds, because people walking
around stop the ir eye-sight on a degital signage for 1.5
seconds in average (MdN DesignInteractive, 2010).
Between e ach contents, a blank page was set to ap-
pear f or 1 second to make contents’ switching recog-
nized. At the e nd of every topic, participants choo se
which was most attrac tive among fo ur contents’ ty-
pes and why did they think it attractive. Presenting
sequence of 4 variation was different betwe e n every
participants to counterbala nce ordering effect on con-
tents’ attractiveness.
3.2.2 Memory Investigation
In me mory investigation, the participants saw 8 con-
tents for eac h 15 seco nds. Each of the four types of
the methods was u sed twice, and the sequence of pre-
senting topics was different from all par ticipants, to
counterbalance ordering effect on topic ’s memoriza-
tion. After finishing the contents’ presenta tion, pa rti-
cipants were required to write down what they could
remember in 2 minutes.
To avoid primacy effect, 4 dummy contents were
presented before the 8 measur ed objects for memo-
rization. To avoid rece ncy effect, 2 minutes video
about Kyoto was presented and questionnaires about
the video was cond ucted as a d ummy task, between
the presentation of measured conten ts and measured
questionn aire for memorization.
Table 2: Li st of f ood cultural topics used in Interest Investi-
gation.
Topic Content
(Topic 1) Rice Ball sold in Conve-
nience Stores
Procedure
(Topic 2)
Bowl Meal Variety
(Topic 3)
Rice Cake Maker Procedure
(Topic 4)
Sashimi (raw sliced fish) Variety
(Topic 5)
Meal Coupon Vending Ma-
chines
Procedure
(Topic 6)
Japanese Confectionery Variety
(Topic 7)
The Way to Hold Chopsticks Procedure
(Topic 8)
Event Foods Variety
Table 3: List of food cultural topics used in Memory Inves-
tigation.
Topic Content
(Topic 1) Fish Grill Procedure
(Topic 2)
Vending Machines Variety
(Topic 3)
How to Hold Chopsticks Procedure
(Topic 4)
Dashi (soup stock) Variety
(Topic 5)
Rolled Sushi Procedure
(Topic 6)
Tsukemono (pickled food) Variety
(Topic 7)
Okonomiyaki (savory
pancake with various ingre-
dients)
Procedure
(Topic 8)
Ekiben (boxed station lunch) Variety
CHIRA 2018 - 2nd International Conference on Computer-Human Interaction Research and Applications
130
practice
Topic
1
Topic
2
Topic
8
Type A
1.5sec
Type B
1.5sec
Type
C
1.5sec
Type D
1.5sec
void
1sec
void
1sec
void
1sec
Question-
naire
void
1sec
Figure 4: Experimental protocol of Interest Investigation.
4 RESULTS
In addition to participant No.22, No.14 an d No.15
couldn’t complete their questionnaires in interest in-
vestigation, and No.33 and No.36 misunderstood the
questionn aires conducted in memory investigation.
Thus, these ve participants’ results were excluded,
so results includes 44 participnats’ data.
4.1 Results of Interest Investigation
In the interest investigation experiment, v ideo con -
tents were chosen 118 times as th e most attractive
method of information presentation, which is the lar-
gest number of four methods as shown in Figur e 5.
Based on chi-square test, th e re were significant diffe-
rence between video and other methods (p <0.01).
Table 4 shows the resu lts separated by the con-
tents’ types. In th e result of procedu re type, video
was the most often chosen method, on the other hand
in the result of variety type, photo graph was the most
often chosen method as the attractive contents.
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Figure 5: Number of how many times each method chosen
as the most attractive information presentation method.
Table 4: Comparison between contents’ types in Interest
investigation.
Four-
frame
comic
Photo-
graph
Illust-
ration
Video
Procedure 43 9 49 75
Variation 33 65 35 43
4.2 Results of Memory Investigation
Figure 6 shows the result of memory investigation.
The numbers mean how many times presented in-
formation memorized in each presen ta tion methods.
Four-frame comic and video conte nts were both re-
membered 44 times which was the most of four me t-
hods, however there was no significa nt differences ba-
sed on chi-square test.
Table 4 shows the resu lts separated by the con-
tents’ types. I n the result of proc edure, f our-frame
comic was remembered 28 times and it was the
most memorized information presentation method.
There was no significant difference between four met-
hods of informatio n presentation though, the diffe-
rence be twe en the total memorized numbers of proce-
dure(N=92) and variation(N=63) was significant ba-
sed on chi-square test(p <0.01) .
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Figure 6: Number of how many times each method was
memorized.
Table 5: Comparison between contents’ types in Memory
investigation.
Four-
frame
comic
Photo-
graph
Illust-
ration
Video
Procedure 28 20 18 26
Variation 16 15 13 18
5 DISCUSSION
5.1 Interest Investigation
To determine the r elationship between participants’
preference and interest investigation result, they were
divided in to two groups based on the questionnaires
condu c te d at the beginning of experiment. “Prefer
comics” group includes those wh o positively answe-
red b oth “How often do y ou read comic bo oks?” and
“Do you like comic books?”, and “not prefer comics”
group includes other participants.
Table 6 shows the relationship between personal
preference and interest investigation. 20 participants
were included in the prefer group, and they chose
four-frame comic as the most attractive method 39 ti-
mes, and othe r 24 participants were included in the
not prefer group and they chose four-frame comic 37
times. There was no significant difference between
An Experimental Study on Information Presentation Method using Four-frame Comic on Digital Signage
131
two groups by chi-square test. Therefore, the pe rso-
nal preference of comics was not thought to have any
effect on comics can attract their interest.
Table 6: Relationship between personal preference and in-
terest investigation.
N the number of ti-
mes they select four-
frame comic
Prefer comics 20 39
Not prefer comics 24 37
Based on the results of interest investigation, four-
frame com ic was not the method which attracted par-
ticipants inter est the most, which mea ns H1 was not
verified. However, based on the reason why they
chose the four-frame comic con te nts as the most at-
tractive, some situation such as characters talking
about the topics and humors used in story were
thought to attract particip ants interest. For example,
“The comic seemed humorous so that I wanted to read
it to know jokes (about Bowl meal)” , “It is easy to
see 4 steps at a time (about Rice ball sold in co n-
venience stores)”, “It was most understandab le with
some chats and illustration (about The way to hold
chopsticks)” and “This comic explained clearly what
the event food is and I want to know more about it
(about Event food)”
Based on these results, there is so me possibility
that four-frame comic can encourage viewers to k now
more ab out presen te d information by using charac-
ters’ chat of explana tion with moderate illustration.
Humorous expression could make viewers expect that
it may provide some information in pleasant way. In
addition, because viewers can read four-frame comic
freely in their own way such as reading speed or ima-
ging contexts, such fr e edom of reading four-frame co-
mic was thought to imp ress viewers favorably and in-
terest.
5.2 Memory Investigation
To determine the relationship be twe en personal pre-
ference and the r e sult of memory investigation, the
same analysis as the interest investigation was con-
ducted and its results are shown in Table 7. The re was
neither significant difference s between two groups by
chi-square test. Therefore, the personal preference of
comics was not thought to have any effect on whether
comics can be memorized.
Based on the results of interest investigation, H 2
was not verified. Although there was no signifi-
cant difference between fo ur information presentation
methods in memory investigation, four-frame comic
Table 7: Relationship between personal preference and me-
mory investigation.
N the number of times
they rememb e r four-
frame com ic
Prefer comics 20 23
Not prefer comics 24 21
was ranked as one of the most m emorized method as
well as video. In four-frame comic contents, th e story
was p resented where characters talk about the topics
in four frames, while in video contents, 15 second
movie was presented. Therefo re the amount of infor-
mation was larger in four-frame comic and video con-
tents than in illustration and photogr a ph contents, and
this difference of in formation amount might bring the
difference of memorization. Comparing video with
four-frame comic, video is dynamic inform ation so
that video is thought to include more informa tion than
four-frame comic though, four-frame comic contents
were memorized same times as video contents. It is
thought th at h umorous stor y of f our-frame comic in-
cluding the slip end or pun ch line, promotes elabo-
rative rehearsal in viewers’ cognition to be easier for
memorization.
6 CONCLUSION
As the result of investigatio n experiment, H1 and
H2 was not verified. However based on the posi-
tive answers in the questionnaire of interest investi-
gation, four-frame comic’s humorous story and rea-
dability cou ld be effective to attract viewers’ interest.
Also ba sed on the results of memory investigation, the
amount of information include d in four-frame comic
and its humor expression could be effective to make
viewers memorize the information explained in pre-
sented contents.
There were some limitations in this study. The re-
ason why participants chose the method as the most
interesting was asked in interest investigation, howe-
ver, it is also necessary to know why other methods
don’t attract participants interest at the same time to
discuss from various viewpoints. In addition, this
study focused on just two contents’ types, proce dure
and variety types, however, there are many other to-
pic types of information what foreign tourists want to
know from digital signages. In future study, more de-
tail experiment is expected to investigate the effective
use of four-frame comic.
CHIRA 2018 - 2nd International Conference on Computer-Human Interaction Research and Applications
132
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