RegisterGet new password
ISMAR 2014 - Sep 10-12 - Munich, Germany

ieee.org
computer.org
vgtc.org

ISMAR Sessions

Call for Participation

Committees

Supporters and Media

Contact




Social Media

LinkedInLinkedIn



Previous Years

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.

Sponsors (Become one)

supported by



in special cooperation with