A Look at the Effects of Handheld and Projected Augmented-reality on a Collaborative Task

Eva Mackamul, Augusto Esteves
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引用次数: 5

Abstract

This paper presents a comparative study between two popular AR systems during a collocated collaborative task. The goal of the study is to start a body of knowledge that describes the effects of different AR approaches in users' experience and performance; i.e., to look at AR not as a single entity with uniform characteristics. Pairs of participants interacted with a game of Match Pairs in both hand-held and project AR conditions, and their engagement, preference, task completion time, and number of game moves was recorded. Participants were also video-recorded during play for additional insights. No significant differences were found between users' self-reported engagement, and 56.25% of participants described a preference for the hand-held experience. On the other hand, participants completed the task significantly faster in the projected condition, despite having performed more game moves (card flips). We conclude the paper by discussing the effect of these two AR prototypes in participants' communication strategies, and how to design hand-held interfaces that could elicit the benefits of projected AR.
手持式和投影式增强现实技术对协作任务的影响
本文对两种流行的AR系统在协同任务中的应用进行了比较研究。该研究的目标是建立一个知识体系,描述不同的AR方法对用户体验和性能的影响;也就是说,不要将AR视为具有统一特征的单一实体。参与者在手持和项目AR条件下进行配对配对游戏,记录他们的参与度、偏好、任务完成时间和游戏移动次数。参与者还在游戏过程中被录像,以获得更多的见解。用户自我报告的参与度没有显著差异,56.25%的参与者描述了对手持体验的偏好。另一方面,参与者在预期条件下完成任务的速度明显更快,尽管他们进行了更多的游戏动作(掷牌)。最后,我们讨论了这两种AR原型对参与者沟通策略的影响,以及如何设计手持界面,以获得投影AR的好处。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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