Proceedings of the 17th ACM Conference on Interaction Design and Children 2018
DOI: 10.1145/3202185.3202750
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A conceptual framework to compare two paradigms of augmented and mixed reality experiences

Abstract: Augmented and Mixed Reality mobile technologies are becoming an emerging trend in the development of play and learning experiences for children. This tendency requires a deeper understanding of their specificities to adequately inform design. To this end, we ran a study with 36 elementary school children to compare two AR/MR interaction paradigms for mobile technologies: (1) the consolidated "Window-on-the-World" (WoW), and (2) the emerging "World-as-Support" (WaS). By analyzing children's understanding and us… Show more

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Cited by 15 publications
(12 citation statements)
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“…Children can also control the view or change the position of 3D objects in real-time by rearranging the AR markers or using their voice. Instead of focusing fully on the screen, children construct the learning experience with the support of the physical world, which results in a more holistic understanding of the experience (Malinverni et al, 2018). These kinds of activities could provide exciting ways to enrich the educational experience and motivate children"s learning.…”
Section: Previous Workmentioning
confidence: 99%
“…Children can also control the view or change the position of 3D objects in real-time by rearranging the AR markers or using their voice. Instead of focusing fully on the screen, children construct the learning experience with the support of the physical world, which results in a more holistic understanding of the experience (Malinverni et al, 2018). These kinds of activities could provide exciting ways to enrich the educational experience and motivate children"s learning.…”
Section: Previous Workmentioning
confidence: 99%
“…The effect of tablet screens on collaboration was also found in the study by Malinverni et al [123]. The study compared the behaviour of 36 nine to eleven year-old children in mixed-reality games delivered by a tablet versus a projector.…”
Section: Making Objects Of Social (Multiuser) Play Accessible For Joint Attention (9 Studies)mentioning
confidence: 59%
“…This was delivered by including such actions as requirements to achieve play goals or as requirements to engage in play activities. We found examples of how play technology did this for the cases of problem solving in the studies by Malinverni et al [123], McKenzie et al [116], and Shahid, Krahmer, and Swerts [117]; or physical activity in the studies by Cibrian et al [136], Garde et al [119], Martin-Niedecken [130], Saksono et al [135], and Straker et al [121]. Table 8 and Table 9 show a summary of these studies, including only results relevant to problem solving and physical activity, respectively.…”
Section: Forcing Children's Problem Solving and Physical Activity (8 Studies)mentioning
confidence: 85%
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