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  • 标题:TELLING ENGAGING INTERACTIVE STORIES WITH EXTENDED REALITY (XR): BACK TO 1930S IN ZURICH’S MAIN TRAIN STATION
  • 本地全文:下载
  • 作者:Y. Pulver ; C. Merz ; K. Koebel
  • 期刊名称:ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences
  • 印刷版ISSN:2194-9042
  • 电子版ISSN:2194-9050
  • 出版年度:2020
  • 卷号:V-4-2020
  • 页码:171-178
  • DOI:10.5194/isprs-annals-V-4-2020-171-2020
  • 语种:English
  • 出版社:Copernicus Publications
  • 摘要:With increasing technical feasibility of extended reality (XR) on smartphones and tablets, we also witness increasing versatility in the use of the mixed reality (MR) (i.e., rather than augmented or virtual) in utility-oriented apps (e.g., for navigation, indoor/outdoor spatial planning, entertainment and location based gaming. In cases where user adaptation and adherence is important, the design of the story itself, visualization and interaction in the game must be iengaging/i, and ideally support spatial knowledge acquisition. In this paper, we briefly review the literature on creating engaging MR experiences for a location based game, and present a case study in which we feature a location based MR game (iSBB Stories/i). We conceptualized, designed and implemented the iSBB Stories/i with user-centered design methods in collaboration with the SBB (Swiss Federal Railways). In this paper we feature an interactive story that took place in Zurich’s main train station in 1937. Our findings from several cycles of user studies shows an increased spatial awareness of the surroundings as participants used the iSBB Stories/i app. Importantly, participants reported the blending of historical and current visual elements as an outstanding and inspiring experience. Besides a high score of 83.75/100 in a standardized usability test, and a similarly high score of 4.25/5.00 in a standardized user engagement scale, all participants reported that they would spend extra time at the train station to play this game, suggesting that the app was indeed engaging.
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