Sports Visualization in the Wild: The Impact of Technical Factors on User Experience in Augmented Reality Sports Spectating

被引:1
|
作者
Lo, Wei Hong [1 ]
Regenbrecht, Holger [1 ]
Zollmann, Stefanie [1 ]
机构
[1] Univ Otago, Dunedin 9054, New Zealand
关键词
User experience; Sports; Delays; Jitter; Visualization; Location awareness; Data visualization;
D O I
10.1109/MCG.2023.3308958
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
The maturity of augmented reality (AR) technology allows for expansion into real-world applications, including visualizations for on-site sports spectating. However, it is crucial to understand the factors influencing user experience in AR applications. To optimize user experience, we conducted a user study where participants adjusted parameters to determine noticeable and disruptive values of latency, registration accuracy, and jitter using a mobile indirect AR prototype that simulates a rugby stadium experience. Our findings indicate that latency has the highest disruptive impact on users' experience, with registration accuracy following closely. Furthermore, when noticeable latency, registration accuracy, and jitter were combined, the user experience was negatively affected in a nonlinear, combinatorial manner. This suggests that addressing factors individually is necessary but not enough for successful user experiences. By understanding these factors, developers can optimize AR experiences when creating immersive AR sports experiences and other large-scale AR applications to ensure maximum enjoyment for users.
引用
收藏
页码:64 / 74
页数:11
相关论文
共 50 条
  • [21] Vision enhancement technologies, augmented reality and sports integrity considerations
    Pitsiladis, Yannis P.
    BMJ OPEN SPORT & EXERCISE MEDICINE, 2023, 9 (03):
  • [22] Catching the Drone - A Tangible Augmented Reality Game in Superhuman Sports
    Eichhorn, Christian
    Jadid, Adnane
    Plecher, David A.
    Weber, Sandro
    Klinker, Gudrun
    Itoh, Yuta
    ADJUNCT PROCEEDINGS OF THE 2020 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY (ISMAR-ADJUNCT 2020), 2020, : 24 - 29
  • [23] EAR: Enhanced Augmented Reality System for Sports Entertainment Applications
    Mahmood, Zahid
    Ali, Tauseef
    Muhammad, Nazeer
    Bibi, Nargis
    Shahzad, Imran
    Azmat, Shoaib
    KSII TRANSACTIONS ON INTERNET AND INFORMATION SYSTEMS, 2017, 11 (12): : 6069 - 6091
  • [24] The Role of Virtual Reality and Augmented Reality in Sports Psychology: Advancements, Applications, and Implications
    Baye, Zekeria
    Yusuf, Kassa
    REVISTA DE PSICOLOGIA DEL DEPORTE, 2023, 32 (03): : 110 - 118
  • [25] Introducing Retro Products In The Sports Industry With Augmented Reality Applications
    Cevik, Ali
    Yorulmazlar, Mehmet Mustafa
    PAKISTAN JOURNAL OF MEDICAL & HEALTH SCIENCES, 2021, 15 (07): : 2094 - 2098
  • [26] Augmented Reality Books: A User Experience Evaluation
    Casteleiro-Pitrez, Joana
    DESIGN, USER EXPERIENCE, AND USABILITY: UX RESEARCH, DESIGN, AND ASSESSMENT, PT I, 2022, 13321 : 353 - 368
  • [27] Evaluating User Experience of Augmented Reality Eyeglasses
    Gamberini, Luciano
    Orso, Valeria
    Beretta, Andrea
    Jacucci, Giulio
    Spagnolli, Anna
    Rimondi, Romina
    Studies in Health Technology and Informatics, 2015, 219 : 28 - 32
  • [28] The Fusion of Augmented Reality and User Experience Design
    Fan, Rong
    Xian, Yan
    2011 INTERNATIONAL CONFERENCE ON APPLIED SOCIAL SCIENCE (ICASS 2011), VOL IV, 2011, : 297 - 301
  • [29] Evaluating User Experience of Augmented Reality Eyeglasses
    Gamberini, Luciano
    Orso, Valeria
    Beretta, Andrea
    Jacucci, Giulio
    Spagnolli, Anna
    Rimondi, Romina
    ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE, 2015, 13 : 28 - 32
  • [30] The impact of virtual and augmented reality on presence, user experience and performance of Information Visualisation
    Gronowski, Ashlee
    Arness, David Caelum
    Ng, Jing
    Qu, Zhonglin
    Lau, Chng Wei
    Catchpoole, Daniel
    Nguyen, Quang Vinh
    VIRTUAL REALITY, 2024, 28 (03)