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Designing Mobile Augmented Reality interfaces for locative games and playful experiences

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Published

Standard

Designing Mobile Augmented Reality interfaces for locative games and playful experiences. / Burnett, Dan; Coulton, Paul; Murphy, Emma; Race, Nicholas.

Proceedings of Digital Games Research Conference 2014. Digital Games Research Association - DiGRA, 2014.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Burnett, D, Coulton, P, Murphy, E & Race, N 2014, Designing Mobile Augmented Reality interfaces for locative games and playful experiences. in Proceedings of Digital Games Research Conference 2014. Digital Games Research Association - DiGRA, Digital Games Research Association Conference (DiGRA) 2014, Snowbird, United States, 3/08/14.

APA

Burnett, D., Coulton, P., Murphy, E., & Race, N. (2014). Designing Mobile Augmented Reality interfaces for locative games and playful experiences. In Proceedings of Digital Games Research Conference 2014 Digital Games Research Association - DiGRA.

Vancouver

Burnett D, Coulton P, Murphy E, Race N. Designing Mobile Augmented Reality interfaces for locative games and playful experiences. In Proceedings of Digital Games Research Conference 2014. Digital Games Research Association - DiGRA. 2014

Author

Burnett, Dan ; Coulton, Paul ; Murphy, Emma ; Race, Nicholas. / Designing Mobile Augmented Reality interfaces for locative games and playful experiences. Proceedings of Digital Games Research Conference 2014. Digital Games Research Association - DiGRA, 2014.

Bibtex

@inproceedings{ca021e083b44474d9afdc547c17fd513,
title = "Designing Mobile Augmented Reality interfaces for locative games and playful experiences",
abstract = "Mobile Augmented Reality (MAR) has predominantly been used in locative games and playful experiences for the presentation on virtual game objects in conjunction with separate 2-D maps for navigation. This distinct switch in interaction modalities can detract from the game play experience and will arguably be less relevant for AR glasses. Therefore this research considers the application techniques from graphic design to MAR interfaces to provide an effective means of navigation through a physical game space without maps. To illustrate this approach we present a MAR application that provides a playful way for visitors to explore a small rural village in both space and time in relation to its main cultural event, the annual Scarecrow Festival. In particular we present the considerations that designers must address when creating purely augmented reality navigation interfaces through the design, implementation, and user evaluation of the application scARecrow Time Machine.",
keywords = "Mobile Phone, Augmented reality, Navigation signal simulator , design",
author = "Dan Burnett and Paul Coulton and Emma Murphy and Nicholas Race",
year = "2014",
month = aug,
day = "6",
language = "English",
booktitle = "Proceedings of Digital Games Research Conference 2014",
publisher = "Digital Games Research Association - DiGRA",
note = "Digital Games Research Association Conference (DiGRA) 2014 ; Conference date: 03-08-2014 Through 06-08-2014",

}

RIS

TY - GEN

T1 - Designing Mobile Augmented Reality interfaces for locative games and playful experiences

AU - Burnett, Dan

AU - Coulton, Paul

AU - Murphy, Emma

AU - Race, Nicholas

PY - 2014/8/6

Y1 - 2014/8/6

N2 - Mobile Augmented Reality (MAR) has predominantly been used in locative games and playful experiences for the presentation on virtual game objects in conjunction with separate 2-D maps for navigation. This distinct switch in interaction modalities can detract from the game play experience and will arguably be less relevant for AR glasses. Therefore this research considers the application techniques from graphic design to MAR interfaces to provide an effective means of navigation through a physical game space without maps. To illustrate this approach we present a MAR application that provides a playful way for visitors to explore a small rural village in both space and time in relation to its main cultural event, the annual Scarecrow Festival. In particular we present the considerations that designers must address when creating purely augmented reality navigation interfaces through the design, implementation, and user evaluation of the application scARecrow Time Machine.

AB - Mobile Augmented Reality (MAR) has predominantly been used in locative games and playful experiences for the presentation on virtual game objects in conjunction with separate 2-D maps for navigation. This distinct switch in interaction modalities can detract from the game play experience and will arguably be less relevant for AR glasses. Therefore this research considers the application techniques from graphic design to MAR interfaces to provide an effective means of navigation through a physical game space without maps. To illustrate this approach we present a MAR application that provides a playful way for visitors to explore a small rural village in both space and time in relation to its main cultural event, the annual Scarecrow Festival. In particular we present the considerations that designers must address when creating purely augmented reality navigation interfaces through the design, implementation, and user evaluation of the application scARecrow Time Machine.

KW - Mobile Phone

KW - Augmented reality

KW - Navigation signal simulator

KW - design

M3 - Conference contribution/Paper

BT - Proceedings of Digital Games Research Conference 2014

PB - Digital Games Research Association - DiGRA

T2 - Digital Games Research Association Conference (DiGRA) 2014

Y2 - 3 August 2014 through 6 August 2014

ER -