Is Any Room Really OK? The Effect of Room Size and Furniture on Presence, Narrative Engagement, and Usability During a Space-Adaptive Augmented Reality Game.
Jae-eun ShinHayun KimCallum ParkerHyung-il KimSeoyoung OhWoontack WooPublished in: ISMAR (2019)
Keyphrases
- augmented reality
- real environment
- learning games
- virtual objects
- human computer interaction
- mixed reality
- virtual reality
- promising experimental results demonstrate
- multi user
- markerless
- virtual world
- virtual environment
- live video
- mobile augmented reality
- user interface
- computer games
- camera tracking
- computer generated images
- molecular structures
- tangible interaction
- x ray