位置增强现实游戏玩家对公共空间的空间干预评估

Fadzidah Abdullah, Mohd Faredzuan Mohd Noor, Mohd Raziff Abdul Razak
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引用次数: 0

摘要

增强现实(AR)游戏似乎在第四次工业革命(IR 4.0)时代有了巨大的增长。定位AR游戏需要玩家使用大空间来移动。然而,有一个问题是,公共空间是否适合定位AR游戏玩家的空间干预。空间干预可能成为公众关于可达性、渗透性、开放性、中心性和安全感的问题。本文评估了公众对定位AR游戏玩家对公共空间的空间干预的看法。研究人员通过定性和定量两种方法进行了这项研究。主要数据是通过观察和调查问卷获得的,而次要数据是通过桌面研究收集的。这项研究的结果可以帮助城市当局考虑制定对增强现实游戏玩家和公众都安全的公共空间的新设计标准。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Assessment of Spatial Intervention of Public Spaces by Locative Augmented Reality Games Players
Augmented Reality (AR) games appear to have had a massive growth in the era of the Fourth Industrial Revolution (IR 4.0). Locative AR games require the usage of big spaces for gamers to move around. Nevertheless, there is a question of whether public spaces are suitable for the spatial intervention of locative AR games players. Spatial intervention may become an issue among the public regarding accessibility, permeability, openness, centrality, and sense of security. This paper assesses the public perceptions of the spatial intervention of public spaces by locative AR games players. Researchers conducted this research by using both qualitative and quantitative approaches. The primary data was obtained based on observation and survey questionnaires, whilst the secondary data was collected using desk research. The findings of this research could help city authorities to consider formulating new design criteria of public spaces that are safe for both AR games’ players and the public.
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