{"title":"通过设计科学研究优化游戏化场所体验应用中的增强现实结果","authors":"Nikolche Vasilevski, James R. Birt","doi":"10.1145/3359997.3365747","DOIUrl":null,"url":null,"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.","PeriodicalId":448139,"journal":{"name":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","volume":"62 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-11-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Optimizing Augmented Reality Outcomes in a Gamified Place Experience Application through Design Science Research\",\"authors\":\"Nikolche Vasilevski, James R. Birt\",\"doi\":\"10.1145/3359997.3365747\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":448139,\"journal\":{\"name\":\"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry\",\"volume\":\"62 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-11-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3359997.3365747\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in Industry","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3359997.3365747","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Optimizing Augmented Reality Outcomes in a Gamified Place Experience Application through Design Science Research
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.