Computer Graphics Laboratory ETH Zurich

ETH

Influence of Animated Reality Mixing Techniques on User Experience

F. Zünd, M. Lancelle, M. Ryffel, R. Sumner, K. Mitchell, M. Gross

Proceedings of the Seventh International Conference on Motion in Games (Los Angeles, USA, November 6-8, 2014), pp. 125--132
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Abstract

We investigate the influence of motion effects in the domain of mobile Augmented Reality (AR) games on user experience and task performance. The work focuses on evaluating responses to a selection of synthesized camera oriented reality mixing techniques for AR, such as motion blur, defocus blur, latency and lighting responsiveness. In our cross section of experiments, we observe that these measures have a significant impact on perceived realism, where aesthetic quality is valued. However, lower latency records the strongest correlation with improved subjective enjoyment, satisfaction, and realism, and objective scoring performance. We conclude that the reality mixing techniques employed are not significant in the overall user experience of a mobile AR game, except where harmonious or convincing blended AR image quality is consciously desired by the participants.

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@inproceedings{Zund:2014:IAR:2668064.2668088,
author = {Z\"{u}nd, Fabio and Lancelle, Marcel and Ryffel, Mattia and Sumner, Robert W. and Mitchell, Kenny and Gross, Markus},
title = {Influence of Animated Reality Mixing Techniques on User Experience},
booktitle = {Proceedings of the Seventh International Conference on Motion in Games},
series = {MIG '14},
year = {2014},
isbn = {978-1-4503-2623-0},
location = {Playa Vista, California},
pages = {125--132},
numpages = {8},
url = {http://doi.acm.org/10.1145/2668084.2668088},
doi = {10.1145/2668084.2668088},
acmid = {2668088},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {augmented reality, camera motion, computer graphics, motion blur, realism},
}
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