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Influence of animated reality mixing techniques on user experience

Published: 06 November 2014 Publication History

Abstract

We investigate the influence of motion effects in the domain of mobile Augmented Reality (AR) games on user experience and task performance. The work focuses on evaluating responses to a selection of synthesized camera oriented reality mixing techniques for AR, such as motion blur, defocus blur, latency and lighting responsiveness. In our cross section of experiments, we observe that these measures have a significant impact on perceived realism, where aesthetic quality is valued. However, lower latency records the strongest correlation with improved subjective enjoyment, satisfaction, and realism, and objective scoring performance. We conclude that the reality mixing techniques employed are not significant in the overall user experience of a mobile AR game, except where harmonious or convincing blended AR image quality is consciously desired by the participants.

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References

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Cited By

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  • (2020)A Research Agenda Is Needed for Designing for the User Experience of Augmented and Mixed Reality: A Position PaperProceedings of the 19th International Conference on Mobile and Ubiquitous Multimedia10.1145/3428361.3432088(323-325)Online publication date: 22-Nov-2020
  • (2018)Empowerment and embodiment for collaborative mixed reality systemsComputer Animation and Virtual Worlds10.1002/cav.183829:3-4Online publication date: 2-May-2018
  • (2015)Augmented creativitySIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications10.1145/2818427.2818460(1-7)Online publication date: 2-Nov-2015

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cover image ACM Conferences
MIG '14: Proceedings of the 7th International Conference on Motion in Games
November 2014
184 pages
ISBN:9781450326230
DOI:10.1145/2668064
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 the author(s) 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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Publication History

Published: 06 November 2014

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Author Tags

  1. augmented reality
  2. camera motion
  3. computer graphics
  4. motion blur
  5. realism

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MIG '14
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MIG '14: Motion in Games
November 6 - 8, 2014
California, Playa Vista

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Cited By

View all
  • (2020)A Research Agenda Is Needed for Designing for the User Experience of Augmented and Mixed Reality: A Position PaperProceedings of the 19th International Conference on Mobile and Ubiquitous Multimedia10.1145/3428361.3432088(323-325)Online publication date: 22-Nov-2020
  • (2018)Empowerment and embodiment for collaborative mixed reality systemsComputer Animation and Virtual Worlds10.1002/cav.183829:3-4Online publication date: 2-May-2018
  • (2015)Augmented creativitySIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications10.1145/2818427.2818460(1-7)Online publication date: 2-Nov-2015

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