ABSTRACT
The real-world metaverse can provide users with a hybrid experience blending the physical with the virtual through augmented reality (AR) technologies. In academia, the research of the metaverse is in its infancy, with prior works focused on technological and computational aspects of the concept. Still, a firm understanding of the lived user experiences of hybrid spaces is a significant gap in the literature. Further, Location-based games (LBG) have been started to be viewed as proto-metaverse applications with the potential to transition into real-world metaverse applications; however, little work explores how developers and researchers may facilitate this change. This report presents my research proposal to address the two lacunae mentioned above. First, I discuss state-of-the-art and present my research agenda. This is followed by presenting some initial results from my previous studies and discussing my future work.
- Oxford Analytica. 2022. Metaverse holds unknowable societal risks. Emerald Expert Briefingsoxan-db (2022).Google Scholar
- K Louise Barriball and Alison While. 1994. Collecting data using a semi-structured interview: a discussion paper. Journal of Advanced Nursing-Institutional Subscription 19, 2(1994), 328–335.Google ScholarCross Ref
- K Louise Barriball and Alison While. 1994. Collecting data using a semi-structured interview: a discussion paper. Journal of Advanced Nursing-Institutional Subscription 19, 2(1994), 328–335.Google ScholarCross Ref
- Arpita Bhattacharya, Travis W Windleharth, Rio Anthony Ishii, Ivy M Acevedo, Cecilia R Aragon, Julie A Kientz, Jason C Yip, and Jin Ha Lee. 2019. Group interactions in location-based gaming: A case study of raiding in pokémon go. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1–12.Google ScholarDigital Library
- Virginia Braun and Victoria Clarke. 2012. Thematic analysis.(2012).Google Scholar
- Neil Chaudhari. 2022. How location-based augmented reality changed the gaming industry - Lux. https://propane.agency/lux/location-based-augmented-reality-game-industry/#: :text=LocationGoogle Scholar
- Xavier Fonseca, Stephan Lukosch, Heide Karen Lukosch, and Frances Brazier. 2021. Requirements for Location-based Games for Social Interaction. IEEE Transactions on Games(2021).Google ScholarCross Ref
- Juho Hamari and Max Sjöblom. 2017. What is eSports and why do people watch it?Internet research (2017).Google Scholar
- William Burns III. 2018. Everything you know about the metaverse is wrong?https://www.linkedin.com/pulse/everything-you-know-metaverse-wrong-william-burns-iiiGoogle Scholar
- Liew Voon Kiong. 2022. Metaverse Made Easy: A Beginner’s Guide to the Metaverse: Everything you need to know about Metaverse, NFT and GameFi. Liew Voon Kiong.Google Scholar
- Effie Lai-Chong Law, Paul Van Schaik, and Virpi Roto. 2014. Attitudes towards user experience (UX) measurement. International Journal of Human-Computer Studies 72, 6 (2014), 526–541.Google ScholarCross Ref
- Lik-Hang Lee, Tristan Braud, Pengyuan Zhou, Lin Wang, Dianlei Xu, Zijun Lin, Abhishek Kumar, Carlos Bermejo, and Pan Hui. 2021. All one needs to know about metaverse: A complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv preprint arXiv:2110.05352(2021).Google Scholar
- Niantic. 2022. Sponsored Locations for Business. https://nianticlabs.com/en/sponsoredlocations/Google Scholar
- Niantic.helpshift.com. 2022. Joining Raids Remotely. https://niantic.helpshift.com/hc/en/6-pokemon-go/faq/2487-joining-raids-remotely/Google Scholar
- Business of Apps. 2022. Pokémon GO Statistics. https://www.businessofapps.com/data/pokemon-go-statistics/Google Scholar
- Konstantinos Papangelis, Yiyang Sheng, Hai-Ning Liang, Alan Chamberlain, Vassilis-Javed Khan, and Ting Cao. 2017. Unfolding the interplay of self-identity and expressions of territoriality in location-based social networks. In Proceedings of the 2017 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2017 ACM International Symposium on Wearable Computers. 177–180.Google ScholarDigital Library
- Redacted. 2021. Redacted.Google Scholar
- Aaron Steinfeld, Odest Chadwicke Jenkins, and Brian Scassellati. 2009. The oz of wizard: simulating the human for interaction research. In Proceedings of the 4th ACM/IEEE international conference on Human robot interaction. 101–108.Google ScholarDigital Library
- Neal Stephenson. 2003. Snow crash: A novel. Spectra.Google Scholar
- Cemile Tokgöz. 2018. Sociability on location based mobile games: an ethnographic research on Pokémon go and ingress in Istanbul. European Journal of Social Sciences Education and Research 12, 1(2018), 120–129.Google ScholarCross Ref
- Gustavo F Tondello, Karina Arrambide, Giovanni Ribeiro, Andrew Jian-lan Cen, and Lennart E Nacke. 2019. “I don’t fit into a single type”: A Trait Model and Scale of Game Playing Preferences. In IFIP Conference on Human-Computer Interaction. Springer, 375–395.Google ScholarDigital Library
- Jiangnan Xu, Konstantinos Papangelis, John Dunham, Jorge Goncalves, Nicolas James LaLone, Alan Chamberlain, Ioanna Lykourentzou, Federica L Vinella, and David I Schwartz. 2022. Metaverse: The Vision for the Future. In CHI Conference on Human Factors in Computing Systems Extended Abstracts. 1–3.Google Scholar
Index Terms
- From Augmented Reality Location-based Games To the Real-world Metaverse
Recommendations
Haptics in Augmented Reality
ICMCS '99: Proceedings of the IEEE International Conference on Multimedia Computing and Systems - Volume 2An augmented reality system merges synthetic sensory information into a user's perception of a three-dimensional environment. An important performance goal for an augmented reality system is that the user perceives a single seamless environment. In most ...
Vibrotactile Experiences for Augmented Reality
MM '16: Proceedings of the 24th ACM international conference on MultimediaThis demo illustrates several use cases for utilizing vibrotactile feedback, i.e., tactile sensations created by small, body-worn vibration motors, in an augmented reality setting with head-mounted displays. In particular, we address how such feedback ...
Experiencing 3D interactions in virtual reality and augmented reality
EUSAI '04: Proceedings of the 2nd European Union symposium on Ambient intelligenceWe demonstrate basic 2D and 3D interactions in both a Virtual Reality (VR) system, called the Personal Space Station, and an Augmented Reality (AR) system, called the Visual Interaction Platform. Since both platforms use identical (optical) tracking ...
Comments