User-defined interaction using everyday objects for augmented reality first-person action games.
dc.contributor.author | Greenslade, Mac | |
dc.date.accessioned | 2022-07-28T02:23:59Z | |
dc.date.available | 2022-07-28T02:23:59Z | |
dc.date.issued | 2022 | en |
dc.description.abstract | This thesis covers research into the use of everyday objects as props in first-person augmented reality action games. The thesis aims to answer three research questions: • RQ: Do more commonly chosen everyday objects provide a more immersive experience when used as props in a first-person augmented reality action game? – SQ1: Can a consensus be reached for what types of everyday objects are used as props in a first-person augmented reality action game? – SQ2: How can everyday objects be used as props in a first-person augmented reality action game? An elicitation study was performed to investigate these research questions. Participants in the study were offered a range of everyday objects that they could select as a prop to control a virtual sword, shield and then crossbow. Each participant completed a short game task with each virtual object, using their selection, filled in a questionnaire to measure their immersion and completed a short interview after all tasks were completed. Results from the study indicate that no, more commonly chosen everyday objects do not necessarily provide a more immersive experience when used as props in a first-person augmented reality action game - due to no significant differences found between immersion scores for the consensus and remaining objects. Yes, a consensus can be reached for what types of everyday objects are used as props in a first-person augmented reality action game but not necessarily for all virtual objects - the sword was found to have medium agreement with a shoehorn as the most popular choice, the shield was found to have high agreement with a pot-lid as the most popular choice and no consensus was found for the crossbow object. The qualitative results indicated that everyday objects can be used as props in a first-person augmented reality action game by providing intuitive ways to use the everyday objects that mimic how players would expect the virtual objects to be used and activated. | en |
dc.identifier.uri | https://hdl.handle.net/10092/104005 | |
dc.identifier.uri | http://dx.doi.org/10.26021/13103 | |
dc.language | English | |
dc.language.iso | en | en |
dc.rights | All Right Reserved | en |
dc.rights.uri | https://canterbury.libguides.com/rights/theses | en |
dc.title | User-defined interaction using everyday objects for augmented reality first-person action games. | en |
dc.type | Theses / Dissertations | en |
thesis.degree.discipline | Human Interface Technology | en |
thesis.degree.grantor | University of Canterbury | en |
thesis.degree.level | Masters | en |
thesis.degree.name | Master of Human Interface Technology | en |
uc.bibnumber | 3182037 | |
uc.college | Faculty of Engineering | en |