{"title":"装配任务的游戏化增强现实培训:关于用户参与的研究","authors":"D. Nguyen, G. Meixner","doi":"10.15439/2019F136","DOIUrl":null,"url":null,"abstract":"Augmented Reality and Gamification are displaying beneficial effects to enhance user experience and performance in many domains. They are widespread across many areas like education, industrial training, marketing, and services. However, the idea of combining the two approaches for an innovative training instrument is fairly new, especially in assembly training. Moreover, learning about the effects of gamification on human, user engagement, in particular, is a complicated subject. There have been several efforts toward this direction, yet the overall situation is still nascent. In this work, we present a gamified augmented reality training for an industrial task and investigate user engagement effect while training with the gamified and the nongamified system. The result shows that people perform better and engage to a greater degree in the gamified design.","PeriodicalId":168208,"journal":{"name":"2019 Federated Conference on Computer Science and Information Systems (FedCSIS)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"15","resultStr":"{\"title\":\"Gamified Augmented Reality Training for An Assembly Task: A Study About User Engagement\",\"authors\":\"D. Nguyen, G. Meixner\",\"doi\":\"10.15439/2019F136\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Augmented Reality and Gamification are displaying beneficial effects to enhance user experience and performance in many domains. They are widespread across many areas like education, industrial training, marketing, and services. However, the idea of combining the two approaches for an innovative training instrument is fairly new, especially in assembly training. Moreover, learning about the effects of gamification on human, user engagement, in particular, is a complicated subject. There have been several efforts toward this direction, yet the overall situation is still nascent. In this work, we present a gamified augmented reality training for an industrial task and investigate user engagement effect while training with the gamified and the nongamified system. The result shows that people perform better and engage to a greater degree in the gamified design.\",\"PeriodicalId\":168208,\"journal\":{\"name\":\"2019 Federated Conference on Computer Science and Information Systems (FedCSIS)\",\"volume\":\"21 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-09-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"15\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2019 Federated Conference on Computer Science and Information Systems (FedCSIS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.15439/2019F136\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 Federated Conference on Computer Science and Information Systems (FedCSIS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15439/2019F136","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Gamified Augmented Reality Training for An Assembly Task: A Study About User Engagement
Augmented Reality and Gamification are displaying beneficial effects to enhance user experience and performance in many domains. They are widespread across many areas like education, industrial training, marketing, and services. However, the idea of combining the two approaches for an innovative training instrument is fairly new, especially in assembly training. Moreover, learning about the effects of gamification on human, user engagement, in particular, is a complicated subject. There have been several efforts toward this direction, yet the overall situation is still nascent. In this work, we present a gamified augmented reality training for an industrial task and investigate user engagement effect while training with the gamified and the nongamified system. The result shows that people perform better and engage to a greater degree in the gamified design.