Description
Nearly ubiquitous smartphone use invites research and development of augmented reality experiences promoting knowledge and understanding. However, there is a lack of design science research dissemination about developing these solutions. This paper adds to the information systems body of knowledge by presenting the second iteration of Design Science Research Methodology artefact and the process of its development in the form of a gamified place experience application about indigenous art, focusing on the optimization of AR integration and user interface enhancements. In testing the usability, we illustrate how the application was optimized for successful outcomes. The qualitative analysis results revealed the high level of usability of the mobile application leading to further testing of efficacy in creating Sense of Place where the art is curated and displayed.Period | 15 Oct 2019 |
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Event title | 17th ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry |
Event type | Conference |
Conference number | 17 |
Location | Brisbane, Australia, QueenslandShow on map |
Degree of Recognition | International |
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Research Outputs
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Optimizing Augmented Reality Outcomes in a Gamified Place Experience Application through Design Science Research
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › Research › peer-review
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Activities
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