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Exploring Place and Direction: Mobile Augmented Reality in the Astrid Lindgren Landscape
Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology. FOI Swedish Defence Research Agency, Sweden.
Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology. Santa Anna IT Research Institute, Linköping, Sweden.ORCID iD: 0000-0003-2919-098X
Linköping University, Department of Culture and Communication, Arts, Crafts and Design. Linköping University, Faculty of Educational Sciences. NCU National Centre for Outdoor Education, Sweden.ORCID iD: 0000-0003-4715-232X
Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, The Institute of Technology. Santa Anna IT Research Institute, Linköping, Sweden.
2012 (English)In: OzCHI '12 Proceedings of the 24th Australian Computer-Human Interaction Conference / [ed] Vivienne Farrell, Graham Farrell, Caslon Chua, Weidong Huang, Raj Vasa and Clinton Woodward, New York: Association for Computing Machinery (ACM), 2012, 411-419 p.Conference paper (Refereed)
Abstract [en]

This paper describes the design process and user evaluation of an outdoor educational mobile augmented reality application. The main goal was to enhance and augment the experience of a visit to a culturally significant place, the childhood home of the children's book author Astrid Lindgren. Visiting sites of historical significance is not limited to the cultural experience itself, but can be seen as an opportunity for learning and exploring a place as it is now and as it has been in past times. By investigating the two design dimensions place and time, our application was conceived as a treasure hunt, where users activate content by moving between places and pointing the mobile device in different directions or at different markers. The application was field tested with mixed groups of children and adults. The evaluation indicates that the prototype did encourage both learning and exploring, which also was the design objective.

Place, publisher, year, edition, pages
New York: Association for Computing Machinery (ACM), 2012. 411-419 p.
Keyword [en]
augmented reality, mobile augmented reality, qualitative user study, contextual learning
National Category
Educational Sciences
Identifiers
URN: urn:nbn:se:liu:diva-86064DOI: 10.1145/2414536.2414601ISBN: 978-1-4503-1438-1OAI: oai:DiVA.org:liu-86064DiVA: diva2:574892
Conference
OzCHI 2012, Advanced Technolgy Centre, Swinburne University of Technology, Melbourne, Australia, November 26-30, 2012
Available from: 2012-12-06 Created: 2012-12-06 Last updated: 2015-06-02Bibliographically approved

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Nilsson, SusannaArvola, MattiasSzczepanski, AndersBång, Magnus
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Human-Centered systemsThe Institute of TechnologyArts, Crafts and DesignFaculty of Educational Sciences
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