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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

cARcassonne for Hololens 2 - Improving UX through UI

Wilken, Kevin Bjørn Roulund January 2023 (has links)
This paper aims to improve the UX of the AR game cARcassonne for the Hololens 2 by making changes to its UI. Previous research and existing games are analyzed to determine the changes to the UI. A questionnaire is developed using said research as well as research of other UX measuring methods such as the GEQ and UPEQ. The results show an increase in UX, but also that the AR game has problems for new users. It is discussed that UI is actually not the main problem in the UX, but rather the technology of the Hololens 2.
2

Gaze tracking: Implementing gaze tracking in cARcassonne

Winkler, Wilmer, Ågren, Simon January 2024 (has links)
As the technology in the field of Augmented Reality (AR) has advanced, its use in different parts of society has increased. Despite this increase, there is still a lack of research on how eye tracking (gaze tracking) can be used to integrate a system with situational awareness (SA) and attention guidance (AG) in an AR board game. This study sets out to implement a gaze tracking system in an AR version of the tabletop game carcassonne. The gaze tracking will be used to implement a first version of a Situational Awareness-based Attention Guidance (SAAG) system. Design Science Research Methodology (DSRM) was chosen as the method to create this system. In order to validate the artifact several tests were conducted, both for quality and for performance. The result from the tests validates that the gaze tracking system works when the player is stationary. However, the accuracy of the gaze tracking was negatively impacted when the player was physically moving around while playing. The results also show that the first version of the SAAG system and algorithm that was implemented works as intended.

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