Optimizing Augmented Reality Outcomes in a Gamified Place Experience Application through Design Science Research

Nikolche Vasilevski, James R. Birt
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引用次数: 1

Abstract

Nearly ubiquitous smartphone use invites research and development of augmented reality experiences promoting knowledge and understanding. However, there is a lack of design science research dissemination about developing these solutions. This paper adds to the information systems body of knowledge by presenting the second iteration of Design Science Research Methodology artefact and the process of its development in the form of a gamified place experience application about indigenous art, focusing on the optimization of AR integration and user interface enhancements. In testing the usability, we illustrate how the application was optimized for successful outcomes. The qualitative analysis results revealed the high level of usability of the mobile application leading to further testing of efficacy in creating Sense of Place where the art is curated and displayed.
通过设计科学研究优化游戏化场所体验应用中的增强现实结果
几乎无处不在的智能手机的使用促使增强现实体验的研究和开发,以促进知识和理解。然而,关于这些解决方案的开发,缺乏设计科学的研究传播。本文通过介绍设计科学研究方法论的第二次迭代及其以土著艺术的游戏化场所体验应用形式的开发过程,增加了信息系统的知识体系,重点是AR集成的优化和用户界面的增强。在测试可用性时,我们将说明如何优化应用程序以获得成功的结果。定性分析结果显示,移动应用程序的高水平可用性导致进一步测试在创造艺术策划和展示的地方感方面的功效。
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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