Optimizing Augmented Reality Outcomes in a Gamified Place Experience Application through Design Science Research

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Abstract

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.
Original languageEnglish
Title of host publicationVRCAI '19 Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry
EditorsStephen N. Spencer
Place of PublicationNew York
PublisherAssociation for Computing Machinery (ACM)
Number of pages2
ISBN (Electronic)978-1-4503-7002-8
DOIs
Publication statusPublished - 14 Nov 2019
Event17th ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry - Griffith University Southbank, Brisbane, Australia
Duration: 14 Nov 201916 Nov 2019
Conference number: 17
https://vrcai.siggraph.org

Conference

Conference17th ACM SIGGRAPH International Conference on Virtual Reality Continuum and its Applications in Industry
Abbreviated titleVRCAI 2019
CountryAustralia
CityBrisbane
Period14/11/1916/11/19
Internet address

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