2016
DOI: 10.1007/978-3-319-44805-3_21
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Examining User Experience in an Augmented Reality Adventure Game: Case Luostarinmäki Handicrafts Museum

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Cited by 7 publications
(5 citation statements)
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“…At the top of the ranking is the "Usability" attribute, corresponding to the measure of how well a specific user in a specific context can use a product/design to achieve a defined goal effectively, efficiently, and satisfactorily. Designers usually measure a design's usability throughout the development process from wireframes to the final deliverable to ensure maximum usability [14,16,23,69,75,78,81,83,87,[91][92][93][94][95][96][97][98][99].…”
Section: Results Matricesmentioning
confidence: 99%
See 1 more Smart Citation
“…At the top of the ranking is the "Usability" attribute, corresponding to the measure of how well a specific user in a specific context can use a product/design to achieve a defined goal effectively, efficiently, and satisfactorily. Designers usually measure a design's usability throughout the development process from wireframes to the final deliverable to ensure maximum usability [14,16,23,69,75,78,81,83,87,[91][92][93][94][95][96][97][98][99].…”
Section: Results Matricesmentioning
confidence: 99%
“…At the top of the ranking is the "Usability" attribute, corresponding to the measure of how well a specific user in a specific context can use a product/design to achieve a defined goal effectively, efficiently, and satisfactorily. Designers usually measure a design's usability throughout the development process from wireframes to the final deliverable to ensure maximum usability [14,16,23,69,75,78,81,83,87,[91][92][93][94][95][96][97][98][99]. In the second position is "Satisfaction", which can be defined as that affective, emotional, and cognitive appeal that digital products and services arouse in the users for whom they are developed [20,68,77,78,87,95,100,103,107,109,119,133,134].…”
Section: Influence Relationships Among Attributesmentioning
confidence: 99%
“…Another aspect commonly evaluated is the user experience of AR applications, e.g., in [18]. A further example can be found in [19] the authors developed an outdoor AR game-based experience showing virtual characters from 1800's town and their habits and evaluated visitors' experience.…”
Section: Related Workmentioning
confidence: 99%
“…After all, the QR codes seemed a more effective way to revive the past in the audience's mind. 'Luostarinmäki Adventure' [38] is a MR adventure game that yielded valuable findings on using MR technology in curated spaces. It shows the life in a city of the past 19th century, by combining the physically existing contemporary buildings and digitally created characters.…”
Section: Mixed Reality In Curated Spacesmentioning
confidence: 99%