scholarly journals Reviewing Appropriate Game Design Elements for Mobile Augmented Reality Games

Author(s):  
Fasehah Abdullah ◽  
Azhar Abd. Jamil
Author(s):  
Costas Boletsis ◽  
Simon McCallum

Early detection is important in dementia care; however, cognitive impairment is still under-recognised and under-diagnosed. Cognitive screening and training are two important preventative treatments, which can lead to early detection of cognitive decline. In this work, the “Cognitive Augmented Reality Cubes” (CogARC) system is presented, i.e. a serious game for cognitive training and screening, utilising an interaction technique based on Augmented Reality and the manipulation of tangible, physical objects (cubes). The game is a collection of cognitive mini-games of preventative nature and is, primarily, targeting elderly players (≥60 years old). A preliminary testing was conducted focusing on the game experience that CogARC offers (utilising the In-Game Experience Questionnaire), the usability of the system (using the System Usability Scale), and the specific user observations and remarks, as documented by open, semi-structured interviews.  Overall, CogARC demonstrated satisfying positive responses, however, the negative reactions indicated that there are specific problems with aspects of the interaction technique and a number of mini-games. The open interview shed more light on the specific issues of each mini-game and further interpretation of user interactions. The current study managed to provide interesting insights into the game design elements, integration of Augmented Reality, tangible interaction of the system, and on how elderly players perceive and use those interaction components. 


Author(s):  
Ajinkya Rajendrakumar Kunjir ◽  
Krutika Ravindra Patil

After the tragic Coronavirus (COVID-19) pandemic was declared by the WHO (World Health Organization) in March 2020, social distancing and sanitization were recommended by top medical experts and health officials to help stop the virus spread. Research has sought to help people practice social distancing in public attractions such as museums and art galleries using touchless technologies. In the modern circle of innovation and technology, mobile augmented reality (MAR) is a touchless technology that adds layers of virtual information on top of real-world images. An individual can view 3D images and videos by pointing an AR-enabled device towards a piece of digital information. This paper describes the constructive use of the major design elements of MAR, which can directly be applied for impaired and non-impaired visitors to practice social distancing in museums and art galleries.


2018 ◽  
Vol 2018 ◽  
pp. 1-14 ◽  
Author(s):  
Siti Soleha Muhammad Nizam ◽  
Meng Chun Lam ◽  
Haslina Arshad ◽  
Nur Asylah Suwadi

The interaction paradigm has changed with the emerging technology, mobile augmented reality, and spatial awareness mobile device. The traditional way for designing a kitchen can cause mistake in measurement and user’s imagination is different from kitchen advisor’s sketch design due to limitation of human imagination. Using mobile augmented reality technology, the user can overlay the virtual kitchen outcome that could fit with the actual kitchen environment. Interaction technique is required in order to allow the user to change the characteristic of the virtual kitchen to suite their need. Thus, this paper is intended to propose the tangible and spatial awareness interaction techniques in the kitchen design authoring tool. A scoping review related to the previous research on tangible and spatial awareness interaction is presented in this paper. The proposed techniques were based on the review on the existing interaction technique and the interview section with the Malaysian kitchen designer by understanding the kitchen design elements and flow. The proposed techniques will be further improved by going through the heuristic evaluation with the augmented reality expert.


Author(s):  
Ajinkya Rajendrakumar Kunjir ◽  
Krutika Ravindra Patil

In Today's digital world, AR is a tech which imposes layers of virtual segments on the real world. Research Practitioners and Designers in all applications seem to be more concerned about the learning facilities than keeping the visitors engaged in public art exhibitions, Museums, and holiday tourist locations. These ignored circumstances have provoked studies to emphasize more on the usability of Mobile Augmented Reality (M.A.R.) at Art galleries and Museums. According to the recent surveys, the current M.A.R. applications at target locations focus on healthy people without any disabilities, and not on those with disabilities. This chapter recommends major design elements of M.A.R. at museums and art galleries, and highlights all the challenges faced by visitors suffering from visual, speech, and Learning Disorders. The research discusses the 11 vital elements which include Usability, Design, Motivation, Interaction, Perceived control, Satisfaction, Attention, and others involving engagement of M.A.R. necessary for building an effective M.A.R. application for disabled people.


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