Depth perception in tablet-based augmented reality at medium- and far-field distances
Kuparinen, L., Swan, J. E., Rapson, S., & Sandor, C. (2013). Depth perception in tablet-based augmented reality at medium- and far-field distances. In SAP '13 Proceedings of the ACM Symposium on Applied Perception (pp. 121). Association for Computing Machinery. https://doi.org/10.1145/2492494.2514654
Päivämäärä
2013Tekijänoikeudet
© 2013 by the Owner/Author.
Tiivistelmäartikkeli, 1 s.
Julkaisija
Association for Computing MachineryEmojulkaisun ISBN
978-1-4503-2262-1Konferenssi
ACM Symposium on Applied PerceptionKuuluu julkaisuun
SAP '13 Proceedings of the ACM Symposium on Applied Perception
Alkuperäislähde
http://dl.acm.org/citation.cfm?doid=2492494.2514654Julkaisu tutkimustietojärjestelmässä
https://converis.jyu.fi/converis/portal/detail/Publication/23191108
Metadata
Näytä kaikki kuvailutiedotKokoelmat
Samankaltainen aineisto
Näytetään aineistoja, joilla on samankaltainen nimeke tai asiasanat.
-
Augmented Reality Applications : The Impact of Usability and Emotional Perceptions on Tourists’ App Experiences
Stangl, B.; Ukpabi, D.C.; Park, S. (Springer, 2020)There is a rising amount of research contributing to the knowledgebase of Augmented Reality (AR) application usage. However, up until now there is no sound understanding about how the emotional perception of AR application ... -
Visually Perceived Distance Judgments : Tablet-Based Augmented Reality versus the Real World
Swan, J. Edward; Kuparinen , Liisa; Rapson, Scott; Sandor, Christian (Taylor & Francis, 2017)Does visually perceived distance differ when objects are viewed in augmented reality (AR), as opposed to the real world? What are the differences? These questions are theoretically interesting, and the answers are important ... -
More than skin-deep : The influence of presence dimensions on purchase intentions in augmented reality shopping
Lavoye, Virginie; Tarkiainen, Anssi; Sipilä, Jenni; Mero, Joel (Elsevier, 2023)Virtual try-on applications use augmented reality to virtually display products on consumers’ faces or bodies. That is, they simulate a believable try-on experience by means of psychological presence, whereby the virtual ... -
Harnessing User Values to Understand Value Co-Creation and Co-Destruction in Augmented Reality Mobile Games
Elo, Jenny; Lintula, Juuli; Tuunanen, Tuure (University of Hawai'i at Manoa, 2021)This paper explores the phenomena of value co- creation and co-destruction in augmented reality (AR) mobile games. More specifically, we aim to achieve an in-depth understanding of value co-creation and co- destruction ... -
Internet addiction continuum and its moderating effect on augmented reality application experiences : digital natives versus older users
Stangl, Brigitte; Kastner, Margit; Park, Sangwon; Ukpabi, Dandison (Routledge, 2023)Problematic online usage (POU) and Internet addiction (IA) lack a refined classification. Using 796 questionnaires, this study is the first to reveal a continuum ranging from Casual users (i.e. older users) to Addicts (i.e. ...
Ellei toisin mainittu, julkisesti saatavilla olevia JYX-metatietoja (poislukien tiivistelmät) saa vapaasti uudelleenkäyttää CC0-lisenssillä.