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Journal ArticleDOI

Expected user experience of mobile augmented reality services: a user study in the context of shopping centres

TL;DR: The user experience categories and user requirements that were identified can serve as targets for the design of user experience of future MAR services.
Abstract: The technical enablers for mobile augmented reality (MAR) are becoming robust enough to allow the development of MAR services that are truly valuable for consumers. Such services would provide a novel interface to the ubiquitous digital information in the physical world, hence serving in great variety of contexts and everyday human activities. To ensure the acceptance and success of future MAR services, their development should be based on knowledge about potential end users' expectations and requirements. We conducted 16 semi-structured interview sessions with 28 participants in shopping centres, which can be considered as a fruitful context for MAR services. We aimed to elicit new knowledge about (1) the characteristics of the expected user experience and (2) central user requirements related to MAR in such a context. From a pragmatic viewpoint, the participants expected MAR services to catalyse their sense of efficiency, empower them with novel context-sensitive and proactive functionalities and raise their awareness of the information related to their surroundings with an intuitive interface. Emotionally, MAR services were expected to offer stimulating and pleasant experiences, such as playfulness, inspiration, liveliness, collectivity and surprise. The user experience categories and user requirements that were identified can serve as targets for the design of user experience of future MAR services.
Citations
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Book
31 Mar 2015
TL;DR: This survey summarizes almost 50 years of research and development in the field of Augmented Reality AR and provides an overview of the common definitions of AR, and shows how AR fits into taxonomies of other related technologies.
Abstract: This survey summarizes almost 50 years of research and development in the field of Augmented Reality AR. From early research in the1960's until widespread availability by the 2010's there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds. We provide an overview of the common definitions of AR, and show how AR fits into taxonomies of other related technologies. A history of important milestones in Augmented Reality is followed by sections on the key enabling technologies of tracking, display and input devices. We also review design guidelines and provide some examples of successful AR applications. Finally, we conclude with a summary of directions for future work and a review of some of the areas that are currently being researched.

573 citations

Journal ArticleDOI
TL;DR: The result shows that TR was a predictor of perceived usefulness and ease of use affected intention to use AR and to visit a destination via AR attitude, and the theoretical and practical implications were presented.

358 citations

Proceedings ArticleDOI
16 Apr 2018
TL;DR: This work designs a framework that ties together front-end devices with more powerful backend “helpers” to allow deep learning to be executed locally or remotely in the cloud/edge, and designs an Android application that performs real-time object detection for AR applications.
Abstract: Deep learning shows great promise in providing more intelligence to augmented reality (AR) devices, but few AR apps use deep learning due to lack of infrastructure support. Deep learning algorithms are computationally intensive, and front-end devices cannot deliver sufficient compute power for real-time processing. In this work, we design a framework that ties together front-end devices with more powerful backend “helpers” (e.g., home servers) to allow deep learning to be executed locally or remotely in the cloud/edge. We consider the complex interaction between model accuracy, video quality, battery constraints, network data usage, and network conditions to determine an optimal offloading strategy. Our contributions are: (1) extensive measurements to understand the tradeoffs between video quality, network conditions, battery consumption, processing delay, and model accuracy; (2) a measurement-driven mathematical framework that efficiently solves the resulting combinatorial optimization problem; (3) an Android application that performs real-time object detection for AR applications, with experimental results that demonstrate the superiority of our approach.

346 citations


Cites background from "Expected user experience of mobile ..."

  • ...For example, real-time object recognition tools could help users in shopping malls [1], facilitate rendering of animations in AR apps (e....

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Journal ArticleDOI
TL;DR: In this paper, the authors used a quality model to test users' satisfaction and intention to recommend marker-based augmented reality applications and investigated the differences in these constructs between high and low-innovativeness groups visiting a theme park.

341 citations


Cites background from "Expected user experience of mobile ..."

  • ...…innovativeness 3 I. Introduction The development of mainstream computers and laptops into mobile gadgets and the transformation of surfaces and physical unconnected items into “displays” and interaction interfaces have been pushed by intense research over the last 20 years (Olsson et al., 2013)....

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  • ...Stationary desk-based computer interaction through single-screen environments with little connectivity has been replaced by mobile multi-screen and multi-connectivity-enabled devices, providing an “always on” ubiquitous computing experience (Olsson et al., 2013)....

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  • ...providing an “always on” ubiquitous computing experience (Olsson et al., 2013)....

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  • ...interfaces have been pushed by intense research over the last 20 years (Olsson et al., 2013)....

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Journal ArticleDOI
TL;DR: In this paper, the authors present and empirically test a framework that theorizes how consumers perceive and evaluate the benefits and augmentation quality of AR apps, and how this evaluation drives subsequent changes in brand attitude.

293 citations

References
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Journal ArticleDOI
TL;DR: This survey is directed to those who want to approach this complex discipline and contribute to its development, and finds that still major issues shall be faced by the research community.

12,539 citations

Journal ArticleDOI
TL;DR: Consider writing, perhaps the first information technology: The ability to capture a symbolic representation of spoken language for long-term storage freed information from the limits of individual memory.
Abstract: Specialized elements of hardware and software, connected by wires, radio waves and infrared, will soon be so ubiquitous that no-one will notice their presence.

9,073 citations


"Expected user experience of mobile ..." refers background in this paper

  • ...The paradigm shift from desktopbased interaction towards mobile and ubiquitous computing, happening ‘‘anytime, anywhere’’ [46, 54], is gradually becoming a reality in people’s lives....

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Journal Article
TL;DR: Paul Milgram's research interests include display and control issues in telerobotics and virtual environments, stereoscopic video and computer graphics, cognitive engineering, and human factors issues in medicine.
Abstract: Paul Milgram received the BASc degree from the University of Toronto in 1970, the MSEE degree from the Technion (Israel) in 1973 and the PhD degree from the University of Toronto in 1980 From 1980 to 1982 he was a ZWO Visiting Scientist and a NATO Postdoctoral in the Netherlands, researching automobile driving behaviour From 1982 to 1984 he was a Senior Research Engineer in Human Engineering at the National Aerospace Laboratory (NLR) in Amsterdam, where his work involved the modelling of aircraft flight crew activity, advanced display concepts and control loops with human operators in space teleoperation Since 1986 he has worked at the Industrial Engineering Department of the University of Toronto, where he is currently an Associate Professor and Coordinator of the Human Factors Engineering group He is also cross appointed to the Department of Psychology In 1993-94 he was an invited researcher at the ATR Communication Systems Research Laboratories, in Kyoto, Japan His research interests include display and control issues in telerobotics and virtual environments, stereoscopic video and computer graphics, cognitive engineering, and human factors issues in medicine He is also President of Translucent Technologies, a company which produces "Plato" liquid crystal visual occlusion spectacles (of which he is the inventor), for visual and psychomotor research

4,092 citations


"Expected user experience of mobile ..." refers background in this paper

  • ...Mixed reality refers to the integration and merging of the real and virtual worlds where physical and virtual objects complement and interact with each other [32]....

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  • ...[32, 42]), and algorithms for identifying and tracking real-world objects (e....

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  • ...1 The reality—virtuality continuum: adapted from [32] Pers Ubiquit Comput...

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DOI
01 Jan 1977

2,993 citations

Book
01 Jul 1997
TL;DR: This book introduces a customer-centered approach to business by showing how data gathered from people while they work can drive the definition of a product or process while supporting the needs of teams and their organizations.
Abstract: This book introduces a customer-centered approach to business by showing how data gathered from people while they work can drive the definition of a product or process while supporting the needs of teams and their organizations. This is a practical, hands-on guide for anyone trying to design systems that reflect the way customers want to do their work. The authors developed Contextual Design, the method discussed here, through their work with teams struggling to design products and internal systems. In this book, you'll find the underlying principles of the method and how to apply them to different problems, constraints, and organizational situations. Contextual Design enables you to + gather detailed data about how people work and use systems + develop a coherent picture of a whole customer population + generate systems designs from a knowledge of customer work + diagram a set of existing systems, showing their relationships, inconsistencies, redundancies, and omissions Table of Contents Chapter 1 Introduction Chapter 2 Gathering Customer Data Chapter 3 Principles of Contextual Inquiry Chapter 4 Contextual Inquiry in Practice Chapter 5 A Language of Work Chapter 6 Work Models Chapter 7 The Interpretation Session Chapter 8 Consolidation Chapter 9 Creating One View of the Customer Chapter 10 Communicating to the Organization Chapter 11 Work Redesign Chapter 12 Using Data to Drive Design Chapter 13 Design from Data Chapter 14 System Design Chapter 15 The User Environment Design Chapter 16 Project Planning and Strategy Chapter 17 Prototyping as a Design Tool Chapter 18 From Structure to User Interface Chapter 19 Iterating with a Prototype Chapter 20 Putting It into Practice

2,945 citations