We design and study a mixed reality game, PhotoNav, to investigate wearable computing display modalities in which players need to split attention. PhotoNav requires that the player split attention between the physical world and display by using geotagged photographs as hints for navigation. Even though the head-mounted display requires a shorter shift in visual attention, we find players prefer the separation of the handheld. This research contributes ways in which mixed reality game UIs can focus players on the physical environment, leveraging its unique affordances.
%0 Conference Paper
%1 Sharma:2015:DSA:2793107.2810289
%A Sharma, Hitesh Nidhi
%A Toups, Zachary O.
%A Jain, Ajit
%A Kerne, Andruid
%B Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
%C New York, NY, USA
%D 2015
%I ACM
%K display displays games handheld head-mounted information mixed modalities multimedia myown reality systems
%P 691--696
%R 10.1145/2793107.2810289
%T Designing to Split Attention in a Mixed Reality Game
%U http://doi.acm.org/10.1145/2793107.2810289
%X We design and study a mixed reality game, PhotoNav, to investigate wearable computing display modalities in which players need to split attention. PhotoNav requires that the player split attention between the physical world and display by using geotagged photographs as hints for navigation. Even though the head-mounted display requires a shorter shift in visual attention, we find players prefer the separation of the handheld. This research contributes ways in which mixed reality game UIs can focus players on the physical environment, leveraging its unique affordances.
%@ 978-1-4503-3466-2
@inproceedings{Sharma:2015:DSA:2793107.2810289,
abstract = {We design and study a mixed reality game, PhotoNav, to investigate wearable computing display modalities in which players need to split attention. PhotoNav requires that the player split attention between the physical world and display by using geotagged photographs as hints for navigation. Even though the head-mounted display requires a shorter shift in visual attention, we find players prefer the separation of the handheld. This research contributes ways in which mixed reality game UIs can focus players on the physical environment, leveraging its unique affordances.},
acmid = {2810289},
added-at = {2015-11-24T21:04:39.000+0100},
address = {New York, NY, USA},
author = {Sharma, Hitesh Nidhi and Toups, Zachary O. and Jain, Ajit and Kerne, Andruid},
biburl = {https://www.bibsonomy.org/bibtex/2f143fb8968a01123c94c0fadda846b5a/toupsz},
booktitle = {Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play},
doi = {10.1145/2793107.2810289},
interhash = {4b0376f1f83c4da83a5d58337fbfcc92},
intrahash = {f143fb8968a01123c94c0fadda846b5a},
isbn = {978-1-4503-3466-2},
keywords = {display displays games handheld head-mounted information mixed modalities multimedia myown reality systems},
location = {London, United Kingdom},
numpages = {6},
pages = {691--696},
publisher = {ACM},
series = {CHI PLAY '15},
timestamp = {2015-11-24T21:04:39.000+0100},
title = {Designing to Split Attention in a Mixed Reality Game},
url = {http://doi.acm.org/10.1145/2793107.2810289},
year = 2015
}