ISMAR Papers for Session "MASHD: Theory and Evaluation"
MASHD: Theory and Evaluation
Session :
MASH'D: Theory and Evaluation
Date & Time : September 12 02:00 pm - 03:30 pm Location : HS3 Chair : Henry Duh, HITLab AU, University of Tasmania Papers :
nARratives of augmented worlds
Authors: Roy Shilkrot, Nick Montfort, Pattie Maes
Abstract : This paper presents an examination of augmented reality (AR) as a rising form
of interactive narrative that combines computer-generated elements with
reality, fictional with non-fictional objects, in the same immersive
experience. Based on contemporary theory in narratology, we propose to view
this blending of reality worlds as a metalepsis, a transgression of reality
and fiction boundaries, and argue that authors could benefit from using
existing conventions of narration to emphasize the transgressed boundaries,
as is done in other media. Our contribution is three-fold, first we analyze
the inherent connection between narrative, immersion, interactivity,
fictionality and AR using narrative theory, and second we comparatively
survey actual works in AR narratives from the past 15 years based on these
elements from the theory. Lastly, we postulate a future for AR narratives
through the perspective of the advancing technologies of both interactive
narratives and AR.
A Theory of Meaning for Mixed Reality Walking Tours
Author: Evan Barba
Abstract : In the broadest sense, Mixed and Augmented Reality experiences mix sensory
and conceptual elements both externally in the world and in the minds of
their users. The question of how participants in these experiences derive
meaning from these hybrid realities is important for both analysis and
design. By focusing on MAR cultural heritage walking tours, this paper
develops a theory of meaning-making based on the aboriginal walkabout that
accounts for both physical and conceptual experience. Through an interweaving
of concepts from anthropology, architecture, design, cognitive science and
MAR itself, I demonstrate that his theory is compatible with known principles
of brain function and human behavior and thus it serves as a more general
theory of meaning-making applicable beyond the MAR walking tours from which
it was derived.
Can mobile augmented reality systems assist in portion estimation? A user study.
Authors: Thomas Stütz, Radomir Dinic, Michael Domhardt, Simon Ginzinger
Abstract : Accurate assessment of nutrition information is an important part in the
prevention and treatment of a multitude of diseases, but remains a
challenging task. We present a novel mobile augmented reality application,
which assists users in the nutrition assessment of their meals. Using the
realtime camera image as a guide, the user overlays a 3D form of the food.
Additionally the user selects the food type. The corresponding nutrition
information is automatically computed. Thus accurate volume estimation is
required for accurate nutrition information assessment. This work presents an
evaluation of our mobile augmented reality approaches for portion estimation
and offers a comparison to conventional portion estimation approaches. The
comparison is performed on the basis of a user study (n=28). The quality of
nutrition assessment is measured based on the error in energy units. In the
results of the evaluation one of our mobile augmented reality approaches
significantly outperforms all other methods. Additionally we present results
on the efficiency and effectiveness of the approaches.
Evaluating Controls for a Point and Shoot Mobile Game: Augmented Reality, Tilt and Touch
Authors: Asier Marzo, Benoît Bossavit, Martin Hachet
Abstract : Controls based on Augmented Reality (AR), Tilt and Touch have been evaluated
in a point and shoot game for mobile devices. A user study (n=12) was
conducted to compare the three controls in terms of player experience and
accuracy. Tilt and AR controls provided more enjoyment, immersion and
accuracy to the players than Touch. Nonetheless, Touch caused fewer nuisances
and was playable under more varied situations. Despite the current technical
limitations, we suggest to incorporate AR controls into the mobile games that
supported them. Nowadays, AR controls can be implemented on handheld devices
as easily as the more established Tilt and Touch controls. However, this
study is the first comparison of them and thus its findings could be of
interest for game developers.