Games User Research (GUR) methods and principles are evolving rapidly in keeping pace with the innovation rates in games. Every day brings new insights and practices, and new technologies keep expanding the borders of GUR. In this conclusion, we briefly outline some of the areas where innovations are being made or the front lines expanding in GUR, from new contexts, technologies, measures, production concepts, platforms, on to special topics such as telemetry, virtual reality, and psycho-physiological measures.
Abstract:The ubiquity and affordability of mobile and wearable devices has enabled us to continually and digitally record our daily life activities. Consequently, we are seeing the growth of data collection experiments in several scientific disciplines. Although these have yielded promising results, mobile and wearable data collection experiments are often restricted to a specific configuration that has been designed for a unique study goal. These approaches do not address all the real-world challenges of "continuous data collection" systems. As a result, there have been few discussions or reports about such issues that are faced when "implementing these platforms" in a practical situation. To address this, we have summarized our technical and user-centric findings from three lifelogging and Quantified Self data collection studies, which we have conducted in real-world settings, for both smartphones and smartwatches. In addition to (i) privacy and (ii) battery related issues; based on our findings we recommend further works to consider (iii) implementing multivariate OPEN ACCESS J. Sens. Actuator Netw. 2015, 4 316 reflection of the data; (iv) resolving the uncertainty and data loss; and (v) consider to minimize the manual intervention required by users. These findings have provided insights that can be used as a guideline for further Quantified Self or lifelogging studies.
Cultural heritage artifacts connect us to past generations and provide links to previous worlds that are beyond our reach. We developed TombSeer, an augmented reality application that aims to immerse the wearer in a museum space engaging two senses (seeing and gesturing) through a holographic heads-up interface that brings virtual, historical artifacts "back to life" through gestural interactivity. This article introduces the TombSeer software prototype and highlights the application of embodied interaction to museum visits using an emerging hardware platform for 3D interactive holographic images (e.g., Meta head-mounted display). This article discusses the TombSeer prototype's development and functionality testing with the Tomb of Kitines exhibit, which was conducted at The Royal Ontario Museum in Toronto, Canada. TombSeer's embodied gestural and visual augmented reality experience functions to aesthetically enhance museum exhibits, cultural heritage sites, and galleries.CCS Concepts: r Human-centered computing → Mixed/augmented reality; r Hardware → Analysis and design of emerging devices and systems Additional
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