TY - GEN
T1 - 3D Character Customization for Non-Professional Users in Handheld Augmented Reality
AU - Seidinger, I.
AU - Grubert, J.
N1 - Conference code: 126307
Cited By :3
Export Date: 14 December 2023
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PY - 2017
Y1 - 2017
N2 - In gaming, customizing individual characters, can create personal bonds between players and their characters. Hence, character customization is a standard component in many games. While mobile Augmented Reality (AR) games become popular, to date, no 3D character editor for AR games exists. We investigate the feasibility of 3D character customization for smartphone-based AR in an iterative design process.Specifically, we present findings from creating AR prototypes in a handheld AR setting. In a first user study, we found that a tangible AR prototype resulted in higher hedonistic measures than a camerabased approach. In a follow up study, we compared the tangible AR prototype with a non-AR touchscreen version for selection, scaling, translation and rotation tasks in a 3D character customization setting. The tangible AR version resulted in significantly better results for stimulation and novelty measures than the non-AR version. At the same time, it maintained a proficient level in pragmatic measures such as accuracy and efficiency. © 2016 IEEE.
AB - In gaming, customizing individual characters, can create personal bonds between players and their characters. Hence, character customization is a standard component in many games. While mobile Augmented Reality (AR) games become popular, to date, no 3D character editor for AR games exists. We investigate the feasibility of 3D character customization for smartphone-based AR in an iterative design process.Specifically, we present findings from creating AR prototypes in a handheld AR setting. In a first user study, we found that a tangible AR prototype resulted in higher hedonistic measures than a camerabased approach. In a follow up study, we compared the tangible AR prototype with a non-AR touchscreen version for selection, scaling, translation and rotation tasks in a 3D character customization setting. The tangible AR version resulted in significantly better results for stimulation and novelty measures than the non-AR version. At the same time, it maintained a proficient level in pragmatic measures such as accuracy and efficiency. © 2016 IEEE.
KW - K.6.1 [Management of Computing and Information Systems]: Project and People Management - Life Cycle; K.7.m [The Computing Profession]: Miscellaneous - Ethics
KW - Information management
KW - Life cycle
KW - Smartphones
KW - Follow-up Studies
KW - Handheld augmented realities
KW - Iterative design
KW - K.7.m [The Computing Profession]: Miscellaneous - Ethics
KW - Mobile augmented reality
KW - Non-professional users
KW - Novelty measure
KW - Standard components
KW - Augmented reality
U2 - 10.1109/ISMAR-Adjunct.2016.0059
DO - 10.1109/ISMAR-Adjunct.2016.0059
M3 - Conference contribution
SN - 978-1-5090-3741-4
SP - 129
EP - 134
BT - 2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct)
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 15th Adjunct IEEE International Symposium on Mixed and Augmented Reality, ISMAR-Adjunct 2016
Y2 - 19 September 2016 through 23 September 2016
ER -