Study on group-oriented AR experiences: comparing Smartphone AR and ARML
Study on group-oriented AR experiences: comparing Smartphone AR and ARML
Enllaç permanent
Descripció
Resum
Augmented Reality (AR) has become an increasingly popular technology across many different industries, particularly in education and cultural heritage. Over the years, AR has been integrated with various devices. This thesis investigates the influence of device type and user role (holder, non-holder) on group dynamics in location-based augmented reality. The two devices this study focuses on are the AR Magic Lantern, a specially developed projection-based AR and a smartphone-based AR. While smartphone-based AR is widely used and accessible in successfully augmented physical spaces, it has been criticised for causing user isolation and making it difficult to share the experience with other users. In contrast, the AR Magic Lantern (ARML) allows for more shared and collaborative interactions, which can potentially enhance group collaboration and engagement. A group consisting of three to five users they were tested in two different scenarios. In one scenario, users interact with the AR content through a smartphone, and in the other through the AR Magic Lantern. In both scenarios, users may take turns holding the device. Both scenarios use the Garum Game, in which players interact with objects such as knives, spoons, and stirring sticks to make garum, an ancient Roman fish sauce. The findings show that the AR Magic Lantern (WaS paradigm) encourages stronger group dynamics and collaboration, as well as promoting higher intrinsic motivation, while smartphone AR (WoW paradigm) leads to quicker task completion but reduced social interactions. Holder status was found not to have a significant impact on group dynamics.Descripció
Treball fi de màster de: Master in Cognitive Systems and Interactive Media
Supervisor: Narcís Parés
