4 research outputs found

    The final TimeWarp: using form and content to support player experience and presence when designing location-aware mobile augmented reality games

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    Designing Augmented Reality location aware games requires an understanding of how form and content issues impact on presence. A study of 60 players was conducted using questionnaires, video analysis and interviews. The results indicate that content including: moral dilemmas, strong narratives, using real locations effectively and applying simple physical behavior within virtual characters to improve embodiment have a positive impact on player experience. The results are presented in the form of guidelines.</p

    Let's do the Time Warp again: subjective and behavioral presence measurement and interactivity in the collaborative augmented reality game TimeWarp

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    Presence measurements are traditionally using a variety of subjective and objective measures. However, constraints often result in subjective measurements using questionnaires as a key method of data collection. In this paper we present a study of 44 participants of an augmented reality game known as TimeWarp which used both subjective and objective behavioural measures where both video recordings and self- reports about feelings of presence were compared. Our findings indicate that pointing behaviour and verbal responses to virtual content within an augmented reality scene are correlated negatively to sense of presence. As a result the paper indicates that there are behavioural measures that correlate and can predict subjective feelings of presence in the augmented reality game.</p

    “Real impact”: challenges and opportunities in bridging the gap between research and practice – making a difference in industry, policy, and society

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    Achieving impact from academic research is a challenging, complex, multifaceted, and interconnected topic with a number of competing priorities and key performance indicators driving the extent and reach of meaningful and measurable benefits from research. Academic researchers are incentivised to publish their research in high-ranking journals and academic conferences but also to demonstrate the impact of their outputs through metrics such as citation counts, altmetrics, policy and practice impacts, and demonstrable institutional decision-making influence. However, academic research has been criticized for: its theoretical emphasis, high degree of complexity, jargon-heavy language, disconnect from industry and societal needs, overly complex and lengthy publishing timeframe, and misalignment between academic and industry objectives. Initiatives such as collaborative research projects and technology transfer offices have attempted to deliver meaningful impact, but significant barriers remain in the identification and evaluation of tangible impact from academic research. This editorial focusses on these aspects to deliver a multi-expert perspective on impact by developing an agenda to deliver more meaningful and demonstrable change to how “impact” can be conceptualized and measured to better align with the aims of academia, industry, and wider society. We present the 4D model - Design, Deliver, Disseminate, and Demonstrate - to provide a structured approach for academia to better align research endeavors with practice and deliver meaningful, tangible benefits to stakeholders.</p
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