Like bees around the hive: a comparative study of a mobile augmented reality map (original) (raw)

Like bees around the hive

Proceedings of the 27th international conference on Human factors in computing systems - CHI 09, 2009

We present findings from field trials of MapLens, a mobile augmented reality (AR) map using a magic lens over a paper map. Twenty-six participants used MapLens to play a location-based game in a city centre. Comparisons to a group of 11 users with a standard 2D mobile map uncover phenomena that arise uniquely when interacting with AR features in the wild. The main finding is that AR features facilitate place-making by creating a constant need for referencing to the physical, and in that it allows for ease of bodily configurations for the group, encourages establishment of common ground, and thereby invites discussion, negotiation and public problem-solving. The main potential of AR maps lies in their use as a collaborative tool.

Combining augmented reality with real maps to promote social interaction in treasure hunts

2017

The game “Enigma Galdiano” is a mobile game that implements a treasure hunt in the Lázaro Galdiano museum in Madrid (Spain). The main design challenge in this game is to promote and facilitate the collaboration between an adult and a kid playing the game together. The collaboration is mediated through a map, a real one, that is used by the adult and contains additional information that is not included in the app. In this paper we describe the game along with the results of an empirical evaluation that suggest a few lines of improvement.

Restructuring activity and place: augmented reality games on handhelds

Proceedings of the 8th …, 2008

Human activities are constrained by interconnected and overlapping factors of: biological abilities, time, space, and social narratives. I focus on how the interplay between two of these factors, space and narratives, can be mediated with cultural tools of locative technologies such as Augmented Reality games and GPS units. In order to understand how place-based pedagogies affect learning and how locative technologies, like Global Positioning Systems (GPS) and Augmented Reality Games on Handhelds (ARGHs), help connect learners to cultures of place I examine experiences with place-based video games in a deep woods camping environment. Drawing together research in sociocultural learning, design, embodiment, environmental education, experiential education, human geography, and video games, this paper demonstrates how ARGHs can restructure a learning activity to (1) better connect learners to place, (2) increase and mediate their physical activity and social interactions, and (3) help enculturate them into a community of practice.

Restructuring Activity and Place: Augmented Reality Games on Handhelds1

2015

Abstract: Human activities are constrained by interconnected and overlapping factors of: biological abilities, time, space, and social narratives. I focus on how the interplay between two of these factors, space and narratives, can be mediated with cultural tools of locative technologies such as Augmented Reality games and GPS units. In order to understand how place-based pedagogies affect learning and how locative technologies, like Global Positioning Systems (GPS) and Augmented Reality Games on Handhelds (ARGHs), help connect learners to cultures of place I examine experiences with place-based video games in a deep woods camping environment. Drawing together research in sociocultural learning, design, embodiment, environmental education, experiential education, human geography, and video games, this paper demonstrates how ARGHs can restructure a learning activity to (1) better connect learners to place, (2) increase and mediate their physical activity and social interactions, and ...

Interactional practices and artifact orientation in mobile augmented reality game play

PsychNology J., 2015

In an effort to better understand the ways that small groups use digital technology as they move through a physical environment, this paper describes the methods used by groups of three people to maintain a group participation structure as they accomplish a quest-type task during mobile augmented reality game play. The game was available on one mobile digital device (an Apple iPhone) that was shared by three players as they negotiated a set of point-to-point route finding tasks. Video-recordings of each group were made using three cameras (two head-mounted cameras and one hand-held camera). We focus on the different ways that the single device was oriented to by group members via talk-ininteraction as they accomplished the game activity. In particular, we outline the practices for talk-in-interaction (including gaze, postural alignment, and deictic expressions) used by the participants to maintain their constitution as a group, to accomplish a shared visual focus on the single devic...

BragFish: exploring physical and social interaction in co-located handheld augmented reality games

2008

In this paper, we present our research on social interaction in colocated handheld augmented reality (AR) games. These games are characterized by shared physical spaces that promote physical awareness among players, and individual gaming devices that support both public and private information. One result of our exploration of the design and evaluation of such games is a prototype called BragFish. Through BragFish, we aim to investigate the connections between the observed game experience (focusing on social and physical interaction) and the designed affordances of our AR handheld game. Our evaluation of BragFish shows that most of our participants form strategies for social play by leveraging visual, aural and physical cues from the shared space. Moreover, we use this as an example to motivate discussions on how to improve social play experiences for colocated handheld games by designing for shared spaces.

Thorne, S. L., Hellermann, J., Jones A. & Lester D. (2015). Interactional practices and artifact orientation in mobile augmented reality game play. PsychNology Journal, 13(2-3), 259-286.

In an effort to better understand the ways that small groups use digital technology as they move through a physical environment, this paper describes the methods used by groups of three people to maintain a group participation structure as they accomplish a quest-type task during mobile augmented reality game play. The game was available on one mobile digital device (an Apple iPhone) that was shared by three players as they negotiated a set of point-to-point route finding tasks. Video-recordings of each group were made using three cameras (two head-mounted cameras and one hand-held camera). We focus on the different ways that the single device was oriented to by group members via talk-in-interaction as they accomplished the game activity. In particular, we outline the practices for talk-in-interaction (including gaze, postural alignment, and deictic expressions) used by the participants to maintain their constitution as a group, to accomplish a shared visual focus on the single device, and to explicitly transfer the device from one player to another.

Location and Place: Two Design Dimensions of Augmented Reality in Mobile Technologies

Handbook of Mobile Teaching and Learning, 2018

Augmented reality (AR) integrates virtual objects in real environments in real time. It is becoming widely adopted in education, entertainment, and beyond. In this chapter, authors introduce "location" and "place" as two key design dimensions for designing AR-based mobile technologies for learning. "Location" is defined as the user's physical location, and "place" is defined as the user's engagement with the physical location she/he is in. Authors further operationalize "location" and "place" as independent constructs and map out their intersection using a quadrant-based framework. In each quadrant, a mobile application is presented to illustrate how this framework informs and contextualizes designs and developments in mobile technologies. The framework introduced in this work aims to highlight the importance of "location" and "place" when designing AR-based educational technologies.

Implications of the usage of mobile collaborative mapping systems for the sense of place

2008

In recent years a mass public started to populate the GeoWeb. Free of charge Earth Viewers and social software prepared the ground for now popular practices like geo-tagging, place-tagging and the collaborative authoring of geographic information media. Many people already use the emerging platforms to publish their actual or common whereabouts to a network of friends or collect, evaluate and disseminate sets of interesting places in virtual communities. Suddenly a broad mass started to communicate with spatially explicit references by producing and publishing digital cartographic media. Currently more and more mobile phones are used for spatial annotating and an increasing use is expected within the coming years. This paper shall give an insight into a research project about the user motives and needs of spatial annotating and collaborative mapping and the impact of this new media in the sense of place. A representional approach is presented that leads the research.