Gestural and audio metaphors as a means of control for mobile devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
AudioGPS: Spatial Audio Navigation with a Minimal Attention Interface
Personal and Ubiquitous Computing
Visual registration for unprepared augmented reality environments
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Designing sound for a pervasive mobile game
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
A user study of auditory versus visual interfaces for use while driving
International Journal of Human-Computer Studies
The roaring navigator: a group guide for the zoo with shared auditory landmark display
Proceedings of the 9th international conference on Human computer interaction with mobile devices and services
A user-adaptive city guide system with an unobtrusive navigation interface
Personal and Ubiquitous Computing
Design, implementation and evaluation of audio for a location aware augmented reality game
Proceedings of the 3rd International Conference on Fun and Games
PiNiZoRo: a GPS-based exercise game for families
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
TREC: platform-neutral input for mobile augmented reality applications
Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems
Play it by ear: a case for serendipitous discovery of places with musicons
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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In location-based games, players act as their own avatar within in the physical world. Such games are increasing in popularity due to the wide adoption of smartphones that contain the location sensors necessary for their play. When played on a small, hand-held display, location-based games have two problems: users may be distracted, possibly leading to accidents; and players must map the display contents to the physical world, possibly reducing their sense of immersion. In this paper, we present the results of a study showing that ambient audio - a continuous stream of audio representing an entity in space - can replace visual displays for navigation tasks in location-based games. We find that ambient audio reduces player performance, but increases their sense of immersion in the virtual world and increases player safety.