Show simple item record

Files in this item

Thumbnail

Item metadata

dc.contributor.authorDudley, John J.
dc.contributor.authorJacques, Jason T.
dc.contributor.authorKristensson, Per Ola
dc.contributor.editorBjørn, Pernille
dc.contributor.editorDrucker, Steven
dc.date.accessioned2022-09-30T14:30:10Z
dc.date.available2022-09-30T14:30:10Z
dc.date.issued2021-05-06
dc.identifier281308828
dc.identifier5f3f63d1-82b0-41ea-b024-fee929297781
dc.identifier85106764610
dc.identifier.citationDudley , J J , Jacques , J T & Kristensson , P O 2021 , Crowdsourcing design guidance for contextual adaptation of text content in augmented reality . in P Bjørn & S Drucker (eds) , CHI '21 : proceedings of the 2021 CHI conference on human factors in computing systems . , 731 , Conference on human factors in computing systems - proceedings , ACM , 2021 CHI Conference on Human Factors in Computing Systems , Virtual, Online , Japan , 8/05/21 . https://doi.org/10.1145/3411764.3445493en
dc.identifier.citationconferenceen
dc.identifier.isbn9781450380966
dc.identifier.issn1062-9432
dc.identifier.otherORCID: /0000-0003-3496-7060/work/120849435
dc.identifier.urihttps://hdl.handle.net/10023/26113
dc.descriptionFunding: This work was supported by EPSRC (grants EP/R004471/1 and EP/S027432/1). Supporting data for this publication is available at https://doi.org/10.17863/CAM.62931.en
dc.description.abstractAugmented Reality (AR) can deliver engaging user experiences that seamlessly meld virtual content with the physical environment. However, building such experiences is challenging due to the developer's inability to assess how uncontrolled deployment contexts may infuence the user experience. To address this issue, we demonstrate a method for rapidly conducting AR experiments and real-world data collection in the user's own physical environment using a privacy-conscious mobile web application. The approach leverages the large number of distinct user contexts accessible through crowdsourcing to efficiently source diverse context and perceptual preference data. The insights gathered through this method complement emerging design guidance and sample-limited lab-based studies. The utility of the method is illustrated by reexamining the design challenge of adapting AR text content to the user's environment. Finally, we demonstrate how gathered design insight can be operationalized to provide adaptive text content functionality in an AR headset.
dc.format.extent14
dc.format.extent3789421
dc.language.isoeng
dc.publisherACM
dc.relation.ispartofCHI '21en
dc.relation.ispartofseriesConference on human factors in computing systems - proceedingsen
dc.rightsCopyright © 2021 Copyright held by the owner/author(s). This work is licensed under a Creative Commons Attribution International 4.0 License.en
dc.subjectAugmented realityen
dc.subjectCrowdsourcingen
dc.subjectPrivacyen
dc.subjectQA75 Electronic computers. Computer scienceen
dc.subjectQA76 Computer softwareen
dc.subjectComputer Graphics and Computer-Aided Designen
dc.subjectHuman-Computer Interactionen
dc.subjectSoftwareen
dc.subjectDASen
dc.subjectNISen
dc.subjectMCCen
dc.subject.lccQA75en
dc.subject.lccQA76en
dc.titleCrowdsourcing design guidance for contextual adaptation of text content in augmented realityen
dc.typeConference itemen
dc.contributor.institutionUniversity of St Andrews.School of Computer Scienceen
dc.identifier.doi10.1145/3411764.3445493
dc.identifier.urlhttps://dl.acm.org/doi/proceedings/10.1145/3411764en


This item appears in the following Collection(s)

Show simple item record