2011年10月24日 星期一

Product design - Sweetloolu



A Comparative Study on the Interaction Styles of Multi-tagged Augmented Reality Games for Supporting Mobile Learning in a Heritage Temple

In order to increase the performance and enjoyment of mobile learning in a heritage temple, the objective of this research was to develop a mobile game based on the technology of Augmented Reality (AR). The authors first conducted a field study through observing the tourists’ behaviors in a famous heritage temple. In addition, after interviewing some tourists and temple administrators, the requirements for designing the mobile game were obtained. Two prototype games with different interaction styles were developed for comparative studies. The purpose of these games was to learn the stories of the sages sculptured on the wall of the temple. Based on the results of experiments, the participants appreciated the AR approach. The attention to the scenes and historical stories of the heritage temple did improved dramatically.

Keywords: Mobile Learning, Augmented Reality, User Interface Design, Game Design

A Study on the Design of Augmented Reality User Interfaces for Mobile Learning Systems in Heritage(2)

2011年10月23日 星期日

A Study on the Design of Augmented Reality User Interfaces for Mobile Learning Systems in Heritage(1)

Abstract.In order to reduce switching attention and increase the performance and pleasure of mobile learning in heritage temples, the objective of this research was to employ the technology of Augmented Reality (AR) on the user interfaces of mobile devices. Based on field study and literature review, three user interface prototypes were constructed. They both offered two service modes but differed in the location of navigation bars and text display approaches. The results of experiment showed that users preferred animated and interactive virtual objects or characters with sound effects. In addition,transparent background of images and text message boxes were better. The superimposed information should not cover more than thirty percents of the screen so that users could still see the background clearly.

concept 1 design
concept 2 design