We illustrate a technical proposal for cross-platform audience impressions and which is used as a basis for Quividi’s audience impression measurement.

This article explores what the factors are that can accelerate DOOH towards the “holy grail” of cross-platform media compatibility. In it, we will illustrate a technical proposal for cross-platform audience impressions and which is used as a basis for Quividi’s audience impression measurement. This article is also an excerpt from a larger work, Quividi's DOOH Audience Impressions White Paper which can be downloaded here.
The definition of a DOOH audience impression in DOOH used in this document.
Qualified Ad Exposure
For an ad exposure to be Qualified, it needs to be playing the correct content and simultaneously the screen must be powered on and displaying that content.
If there is no audience presence, then the exposure is not qualified for audience impressions. This means advertisers only pay for human-valid impressions and do not pay for ad exposures when no one was there.
While the spirit of all advertising measurement standards is to arrive to as close as the count of individuals that saw a particular ad as possible, this can be biased to a degree by the quality of the ad creative content. This is why we distinguish between notice (aka attention) and qualified presence (aka an impression) which we define as the angle of head rotation (120⁰).
The standard today is to trade based on Audience Presence, but to qualify that presence to be as close to the actual audience as possible. Online advertising standards qualified that presence via the Viewability Condition; OOH via the Visibility Adjustment.

Two different ways of counting audience. Presence is based on the opportunity to see while Notice is based on the quality of the audience interaction.
This isn’t to say that data about the quality of notice isn’t a key metric to help design better creative and get more value for the media investment. Quividi provides notice via its Attention metric. We are just saying that it is not the basis of the audience currencies nor online, nor out-of-home.
The angle of field of view of the audience corresponds to the viewing angle of the display.
A screen has a viewable angle which corresponds to the audience field of view due to Helmholtz reciprocity principle. Note, the viewable angle is the lesser of the two between 120 degrees and the display technology’s own viewing angle. Additionally, as explained later, occlusions in the field of view such as opaque walls, columns and even people will affect the viewable angle.
The radius formula is based on Federal Highway Administration (FHWA) standards and directives.
The formula to calculate the viewability distance for a screen is to multiply the square root of the display area by 23. A shorthand version for 16:9 aspect ratio screens is to multiply the diagonal measurement of the screen by 15. We based our formula on the Federal Highway Administration (FHWA) standards and directives for road traffic signage, which is used the world over.
The formula scales well to other types of screens as well as demonstrated in this table.
In this diagram only 1 out of 4 individuals that crossed into the viewability zone qualified as facing towards (in green).
A person walking perpendicular to the screen, only has the screen in view for part of their journey. Once the screen is not in view, we cannot include them in audience presence.
Note, this does not consider the fact screens that are perpendicular to foot traffic also have higher rates of occlusion (humans temporarily occluding other humans). This is the next scenario.
Here all 3 individuals qualify as impressions since they are all unoccluded for at least 1 second.
In a cross-traffic scenario, individuals would have their view of the screen occluded temporarily, and if it was particularly busy some might never have a clear view of the screen.
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