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Lost lab of professor millennium: creating a pervasive adventure with augmented reality-based guidance

Published: 11 November 2014 Publication History

Abstract

This paper presents a pervasive adventure production called Lost Lab of Professor Millennium that experimented with different kinds of interaction techniques evaluating how they affected the adventure experience. The paper further reflects on the practical organization of the production targeted for schools and students between 12 and 15 years of age. Groups of up to four teenagers navigated through thirteen different kinds of pervasive computing experiences in checkpoints sharing a device providing augmented reality (AR) (MapLens) on a physical map and an adaptive marker-based AR guidance. Based on a Professor who lost her technologies, the story of the adventure provided a unifying narrative also through her fish Linus guiding groups through a variety of tasks in the checkpoints. The production was evaluated with direct observations, different kinds of video recordings, interviews and questionnaires. The evaluation revealed how groups shared the devices and performed collaborative interactions with the devices. The production received positive feedback from all stakeholders, but in terms of feasibility had some drawbacks. The evaluation indicated that the marker-based AR guidance techniques is practical, reliable and easy-to-use, and can be also used as a storytelling or story enhancing technique.

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  • (2016)An Exploration of Designing for Playfulness in a Business ContextProceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems10.1145/2851581.2892332(3136-3143)Online publication date: 7-May-2016
  • (2016)Web-Based Public-Screen Gaming: Insights from DeploymentsIEEE Pervasive Computing10.1109/MPRV.2016.6015:3(40-46)Online publication date: 1-Jul-2016
  • (2016)Engaging with the Smart City Through Urban Data GamesPlayable Cities10.1007/978-981-10-1962-3_3(47-66)Online publication date: 15-Oct-2016

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cover image ACM Other conferences
ACE '14: Proceedings of the 11th Conference on Advances in Computer Entertainment Technology
November 2014
422 pages
ISBN:9781450329453
DOI:10.1145/2663806
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 11 November 2014

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  • EIT ICT Labs Street Smart project

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ACE '14

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ACE '14 Paper Acceptance Rate 36 of 90 submissions, 40%;
Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2016)An Exploration of Designing for Playfulness in a Business ContextProceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems10.1145/2851581.2892332(3136-3143)Online publication date: 7-May-2016
  • (2016)Web-Based Public-Screen Gaming: Insights from DeploymentsIEEE Pervasive Computing10.1109/MPRV.2016.6015:3(40-46)Online publication date: 1-Jul-2016
  • (2016)Engaging with the Smart City Through Urban Data GamesPlayable Cities10.1007/978-981-10-1962-3_3(47-66)Online publication date: 15-Oct-2016

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