Toolglass and magic lenses: the see-through interface
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
The Art of Computer Game Design
The Art of Computer Game Design
ARQuake: An Outdoor/Indoor Augmented Reality First Person Application
ISWC '00 Proceedings of the 4th IEEE International Symposium on Wearable Computers
Personal and Ubiquitous Computing
The MORGAN framework: enabling dynamic multi-user AR and VR projects
Proceedings of the ACM symposium on Virtual reality software and technology
The place probe: exploring a sense of place in real and virtual environments
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments
Presence: Teleoperators and Virtual Environments
Understanding geocaching practices and motivations
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
TimeWarp: interactive time travel with a mobile mixed reality game
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Design for coincidence: incorporating real world artifacts in location based games
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Guidelines for designing augmented reality games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Gaming Tourism: Lessons from Evaluating REXplorer, a Pervasive Game for Tourists
Pervasive '08 Proceedings of the 6th International Conference on Pervasive Computing
3DUI '08 Proceedings of the 2008 IEEE Symposium on 3D User Interfaces
Design and evaluation of player experience of a location-based mobile game
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
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Designing Augmented Reality location aware games requires an understanding of how form and content issues impact on presence. A study of 60 players was conducted using questionnaires, video analysis and interviews. The results indicate that content including: moral dilemmas, strong narratives, using real locations effectively and applying simple physical behavior within virtual characters to improve embodiment have a positive impact on player experience. The results are presented in the form of guidelines.