Comfortable Mobility vs. Attractive Scenery: The Key to Augmenting Narrative Worlds in Outdoor Locative Augmented Reality Storytelling
説明

We investigate how path context, encompassing both comfort and attractiveness, shapes user experiences in outdoor locative storytelling using Augmented Reality (AR). Addressing a research gap that predominantly concentrates on indoor settings or narrative backdrops, our user-focused research delves into the interplay between perceived path context and locative AR storytelling on routes with diverse walkability levels. We examine the correlation and causation between narrative engagement, spatial presence, perceived workload, and perceived path context. Our findings show that on paths with reasonable path walkability, attractive elements positively influence the narrative experience. However, even in environments with assured narrative walkability, inappropriate safety elements can divert user attention to mobility, hindering the integration of real-world features into the narrative. These results carry significant implications for path creation in outdoor locative AR storytelling, underscoring the importance of ensuring comfort and maintaining a balance between comfort and attractiveness to enrich the outdoor AR storytelling experience.

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Investigating the Design of Augmented Narrative Spaces Through Virtual-Real Connections: A Systematic Literature Review
説明

Augmented Reality (AR) is regarded as an innovative storytelling medium that presents novel experiences by layering a virtual narrative space over a real 3D space. However, understanding of how the virtual narrative space and the real space are connected with one another in the design of augmented narrative spaces has been limited. For this, we conducted a systematic literature review of 64 articles featuring AR storytelling applications and systems in HCI, AR, and MR research. We investigated how virtual narrative spaces have been paired, functionalized, placed, and registered in relation to the real spaces they target. Based on these connections, we identified eight dominant types of augmented narrative spaces that are primarily categorized by whether they virtually narrativize reality or realize the virtual narrative. We discuss our findings to propose design recommendations on how virtual-real connections can be incorporated into a more structured approach to AR storytelling.

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Jigsaw: Authoring Immersive Storytelling Experiences with Augmented Reality and Internet of Things
説明

Augmented Reality (AR) presents new opportunities for immersive storytelling. However, this immersiveness faces two main hurdles. First, AR's immersive quality is often confined to visual elements, such as pixels on a screen. Second, crafting immersive narratives is complex and generally beyond the reach of amateurs due to the need for advanced technical skills. We introduce Jigsaw, a system that empowers beginners to both experience and craft immersive stories, blending virtual and physical elements. Jigsaw uniquely combines mobile AR with readily available Internet-of-things (IoT) devices. We conducted a qualitative study with 20 participants to assess Jigsaw's effectiveness in both consuming and creating immersive narratives. The results were promising: participants not only successfully created their own immersive stories but also found the playback of three such stories deeply engaging. However, sensory overload emerged as a significant challenge in these experiences. We discuss design trade-offs and considerations for future endeavors in immersive storytelling involving AR and IoT.

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Augmented Reality at Zoo Exhibits: A Design Framework for Enhancing the Zoo Experience
説明

Augmented Reality (AR) offers unique opportunities for contributing to zoos' objectives of public engagement and education about animal and conservation issues. However, the diversity of animal exhibits pose challenges in designing AR applications that are not encountered in more controlled environments, such as museums. To support the design of AR applications that meaningfully engage the public with zoo objectives, we first conducted two scoping reviews to interrogate previous work on AR and broader technology use at zoos. We then conducted a workshop with zoo representatives to understand the challenges and opportunities in using AR to achieve zoo objectives. Additionally, we conducted a field trip to a public zoo to identify exhibit characteristics that impacts AR application design. We synthesise the findings from these studies into a framework that enables the design of diverse AR experiences. We illustrate the utility of the framework by presenting two concepts for feasible AR applications.

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