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dc.contributor.authorRousi, Rebekah
dc.date.accessioned2016-11-23T06:57:38Z
dc.date.available2016-11-23T06:57:38Z
dc.date.issued2016
dc.identifier.citationRousi, R. (2016). Using human-values as a guide for understanding worthy design directions in augmented reality. In <i>Academic MindTrek'16 : Proceedings of the 20th International Academic MindTrek Conference</i> (pp. 243-252). Association for Computing Machinery (ACM). <a href="https://doi.org/10.1145/2994310.2994322" target="_blank">https://doi.org/10.1145/2994310.2994322</a>
dc.identifier.otherCONVID_26282081
dc.identifier.otherTUTKAID_71539
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/51964
dc.description.abstractAugmented reality is a fast developing field, which will no doubt gain strong footing in the area of social media in the near future. Recently, Google Glass placed AR towards the top of the technological hype curve in regards to interaction possibilities, information overlay, information search and recording. Questions still remain however, regarding the added-value that AR offers to already existing interaction modes and technologies. In this study four concepts were designed and tested via video scenarios. The concepts related to three main product categories: educational tools; information presentation; and x-ray vision. The results positively reflected on the application of AR for educational purposes and AR in navigation is also a perceived benefit. Participants projected distrust towards several points including: privacy, human-to-human interaction and safety. The findings indicate key areas of interest for development and raise questions to be dealt with relating to interaction outcomes and consequences.
dc.format.extent483
dc.language.isoeng
dc.publisherAssociation for Computing Machinery (ACM)
dc.relation.ispartofAcademic MindTrek'16 : Proceedings of the 20th International Academic MindTrek Conference
dc.subject.othervalues
dc.subject.otherdesign
dc.subject.otherlife-based design
dc.titleUsing human-values as a guide for understanding worthy design directions in augmented reality
dc.typeconferenceObject
dc.identifier.urnURN:NBN:fi:jyu-201611214694
dc.contributor.laitosTietojenkäsittelytieteiden laitosfi
dc.contributor.laitosDepartment of Computer Science and Information Systemsen
dc.contributor.oppiaineKognitiotiedefi
dc.contributor.oppiaineCognitive Scienceen
dc.type.urihttp://purl.org/eprint/type/ConferencePaper
dc.date.updated2016-11-21T13:15:11Z
dc.relation.isbn978-1-4503-4367-1
dc.type.coarhttp://purl.org/coar/resource_type/c_5794
dc.description.reviewstatuspeerReviewed
dc.format.pagerange243-252
dc.type.versionacceptedVersion
dc.rights.copyright© 2016 ACM. This is a final draft version of an article whose final and definitive form has been published by ACM. Published in this repository with the kind permission of the publisher.
dc.rights.accesslevelopenAccessfi
dc.relation.conferenceMindTrek conference
dc.subject.ysolisätty todellisuus
dc.subject.ysoinhimilliset tekijät
dc.subject.ysoskenaariot
jyx.subject.urihttp://www.yso.fi/onto/yso/p25016
jyx.subject.urihttp://www.yso.fi/onto/yso/p27453
jyx.subject.urihttp://www.yso.fi/onto/yso/p3296
dc.relation.doi10.1145/2994310.2994322
dc.type.okmA4


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