A conceptual framework to compare two paradigms of augmented and mixed reality experiences

Mostra el registre complet Registre parcial de l'ítem

  • dc.contributor.author Malinverni, Lauraca
  • dc.contributor.author Valero, Cristinaca
  • dc.contributor.author Schaper, Marie-Moniqueca
  • dc.contributor.author Parés, Narcís, 1966-ca
  • dc.date.accessioned 2018-10-05T08:24:40Z
  • dc.date.available 2018-10-05T08:24:40Z
  • dc.date.issued 2018
  • dc.description Comunicació presentada a la Conference on Interaction Design and Children celebrada a Tronheim, Noruega del 19 al 22 de juny de 2018.
  • dc.description.abstract Augmented and Mixed Reality mobile technologies are becoming an emerging trend in the development of play and learning experiences for children. This tendency requires a deeper understanding of their specificities to adequately inform design. To this end, we ran a study with 36 elementary school children to compare two AR/MR interaction paradigms for mobile technologies: (1) the consolidated "Window-on-the-World" (WoW), and (2) the emerging "World-as-Support" (WaS). By analyzing children's understanding and use of space while playing an AR/MR mystery game, and analyzing the collaboration that emerges among them, we show that the two paradigms scaffold children's attention differently during the experience and elicit different forms of collaboration. We conclude by presenting a conceptual framework to distinguish the strengths, weaknesses, and potential of the two AR/MR paradigms, as well as the comparison between marker-based and marker-less technical solutions. This study aims at helping practitioners in taking design decisions for AR/MR technologies for children.
  • dc.description.sponsorship Supported by the Spanish Ministry of Economy and Competitiveness (Grant TIN2014-60599-P).
  • dc.format.mimetype application/pdf
  • dc.identifier.citation Malinverni L, Valero C, Schaper MM, Pares N. A conceptual framework to compare two paradigms of augmented and mixed reality experiences. In: Proceedings of the 17th ACM Conference on Interaction Design and Children (IDC 2018); 2018 Jun 19-22; Trondhelm, Norway. New York: ACM; 2018. p. 7-18. DOI: 10.1145/3202185.3202750
  • dc.identifier.doi http://dx.doi.org/10.1145/3202185.3202750
  • dc.identifier.isbn 978-1-4503-5152-2
  • dc.identifier.uri http://hdl.handle.net/10230/35570
  • dc.language.iso eng
  • dc.publisher ACM Association for Computer Machineryca
  • dc.relation.ispartof Proceedings of the 17th ACM Conference on Interaction Design and Children (IDC 2018); 2018 Jun 19-22; Trondhelm, Norway. New York: ACM; 2018.
  • dc.relation.projectID info:eu-repo/grantAgreement/ES/1PE/TIN2014-60599-P
  • dc.rights © 2018 Association for Computing Machinery
  • dc.rights.accessRights info:eu-repo/semantics/openAccess
  • dc.subject.keyword Mixed Reality
  • dc.subject.keyword Augmented Reality
  • dc.subject.keyword Embodied interaction
  • dc.subject.keyword Embodied cognition
  • dc.subject.keyword Meaning making
  • dc.subject.keyword Window-on-the-World
  • dc.subject.keyword World-as-Support
  • dc.title A conceptual framework to compare two paradigms of augmented and mixed reality experiencesca
  • dc.type info:eu-repo/semantics/conferenceObject
  • dc.type.version info:eu-repo/semantics/acceptedVersion