A User-Oriented Approach to Space-Adaptive Augmentation: The Effects of Spatial Affordance on ...

ACM SIGCHI
6 May 202105:05

Summary

TLDRThe research explores the impact of spatial affordance on narrative experience in an AR detective game, 'Fragments,' developed for Microsoft HoloLens. It investigates how room size and furniture layout affect gameplay and user movement, using traversability and visibility as key factors. The study with 72 participants revealed that large rooms with centered layouts enhance presence but hinder narrative engagement. Design implications suggest optimizing AR narratives by considering spatial features and user movement for an immersive experience.

Takeaways

  • 🎓 Jae-eun Shin is a PhD student at KAIST UVR Lab presenting a paper on space-adaptive augmentation in AR games.
  • 🕵️‍♂️ The paper discusses 'Fragments', an AR detective game where players find clues in a space-adaptive environment.
  • 🌐 The game's goal is to offer compelling storytelling and gameplay in any room through adaptive virtual elements like characters.
  • 🤔 The research questions the immersive narrative experience provided by different room types and their spatial features.
  • 📏 The study defines factors like traversability and visibility, influenced by room size and layout.
  • 🛋️ Six study conditions with different size configurations and furniture layouts were created to test spatial affordances.
  • 👥 72 participants played 'Fragments' under these conditions, with various metrics measured post-study.
  • 🏠 Presence was significantly higher in large rooms, with an interaction effect for layout on narrative experience.
  • 📊 Usability was higher in large rooms, but game enjoyment, workload, and task completion time showed no significant differences.
  • 🔍 Movement heatmaps revealed that large rooms with a centered layout had the widest range of movement and most restricted form.
  • 👀 Viewing behavior showed disparities between real and augmented spaces, common blind spots, and semantic feature associations.
  • 🛠 The study suggests user-oriented design implications for AR narratives, considering spatial affordances and user movement.
  • 🔮 Future plans include expanding the study's scope and testing the validity of the derived design implications.

Q & A

  • What is the title of Jae-eun Shin's research paper?

    -The title of the research paper is 'A User-Oriented Approach to Space-Adaptive Augmentation: The Effects of Spatial Affordance on Narrative Experience in an Augmented Reality Detective Game.'

  • What is the name of the Augmented Reality game developed for the Microsoft HoloLens mentioned in the script?

    -The name of the Augmented Reality game is Fragments.

  • How does the game Fragments enhance the sense of being in a fictional world?

    -Fragments enhances the sense of being in a fictional world by adaptively augmenting virtual characters and clues to the surrounding real space, such as having characters lean against real walls or sit on actual sofas.

  • What are the two main spatial features explored in the research for their impact on narrative experience in Fragments?

    -The two main spatial features explored in the research are traversability and visibility.

  • How many study conditions were set up to test the effects of spatial affordance parameters?

    -There were six study conditions set up, each providing different levels of spatial affordance parameters.

  • What were the factors measured with post-study questionnaires in the research?

    -The factors measured with post-study questionnaires were presence, narrative engagement, usability, workload, and game enjoyment.

  • What was the significant difference found in the presence between large and small rooms?

    -The presence was significantly higher in large rooms than in small ones, with an interaction effect for layout.

  • How did the centered layout affect narrative engagement compared to the peripheral and scattered layouts?

    -Narrative Engagement was significantly lower in the centered layout than in the peripheral and scattered layouts.

  • What was the impact of room size on usability in the study?

    -Usability was significantly affected by size, being higher in large rooms than in small ones.

  • What were the three viewing behavior patterns observed in the study?

    -The three viewing behavior patterns observed were: 1) a greater disparity between real and augmented space in visually complex scenes, 2) common blind spots in scattered and centered layouts, and 3) participants linking the semantic features of real objects to their role in the augmented game space.

  • What are the user-oriented design implications derived from the research findings?

    -The design implications include leveraging adaptive placement of augmentations to complement spaces with low traversibility, removing blind spots from the augmented space, aligning strategies with the core experience a content aims for, and considering the semantic features of the real space.

  • What is the conclusion of the research regarding space-adaptive augmentations?

    -The conclusion is that space-adaptive augmentations should reflect the ways in which spatial affordance shapes user movement and perception.

  • What are the future plans mentioned in the research for further study?

    -The future plans include expanding the scope of the study and applying the derived design implications to test their validity.

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Etiquetas Relacionadas
Augmented RealitySpatial AffordanceNarrative ExperienceUser-Oriented DesignAR GameMicrosoft HoloLensGameplay AnalysisPresence MeasurementNarrative EngagementUsability StudyDesign Implications
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