During the time of this writing, X-Reality technologies are spreading in the consumer industry with cheaper devices coming with enhanced hardware and software features compared with the past. Many companies are investing important resources to provide infrastructure and create an immersive ecosystem aiming to disrupt the IT world, being considered a possible "new concept for the Internet" or "the future of social networks". One of the most promising technologies inside the X-R spectrum is "Augmented Reality", which is a technology that is potentially already in people's pockets in terms of "Mobile Augmented Reality", with their smartphones. The scientific community is still lacking answers about how humans could and should interact in these particular kinds of environments in which perceived stimuli are different from fully physical or fully digital circumstances. Moreover, it is still not fully clear if people tend to accept the usage of these new kinds of technologies in different settings of social contexts and social interactions, or if some obstacles could be present. This thesis work addresses the impact that the Public Contexts and the "Focus" of Social Interaction have on users while playing a Location-Based Augmented Reality game, measuring it with User Experience and Social Acceptability indicators. The research was based on an empirical study in a within-subject fashion conducted in different public spaces and under different settings of social interaction focus with N = 28 participants compiling self-reported questionnaires after having played a Location-Based Augmented Reality game. Results showed a statistically relevant difference between the variances coming from different degrees of Focus of Social Interaction with Overall Social Presence, Perceived Psychological Engagement, Perceived Attentional Engagement and Perceived Emotional Contagion. Moreover, measures coming from different Social Context settings resulted in statistically relevant mean differences with indicators coming from the Social Acceptability dimension. The results suggest that a location-based AR game played in different public and social settings are able to influence the social dimension of the User Experience, therefore they should be carefully taken into account while designing immersive technological experiences in public spaces that involve social interactions between players.
Nel periodo in cui questo elaborato è stato scritto, le tecnologie X-Reality si stanno diffondendo commercialmente con dispositivi sempre più economici dotati di caratteristiche hardware e software migliorate rispetto al passato. Molte aziende stanno investendo importanti risorse per fornire infrastrutture e creare un ecosistema immersivo con l'obiettivo di sconvolgere il mondo dell'IT, essendo considerato un possibile "nuovo Internet" o "il futuro dei social network". Una delle tecnologie più promettenti all'interno dello spettro X-R è la "Realtà Aumentata", una tecnologia che potenzialmente è già nelle tasche delle persone in termini di "Mobile Augmented Reality", grazie ai loro smartphone. Alla comunità scientifica mancano ancora risposte su come gli esseri umani potrebbero e dovrebbero interagire in questi particolari tipi di ambienti in cui gli stimoli percepiti sono diversi da circostanze completamente fisiche o completamente digitali. Inoltre, non è ancora del tutto chiaro se le persone tendano ad accettare l'uso di questi nuovi tipi di tecnologie in contesti sociali e interazioni sociali diversi, o se vi siano degli ostacoli. Questa tesi affronta l'impatto che il contesto pubblico e il "Focus" dell'interazione sociale hanno sugli utenti mentre giocano a un gioco di realtà aumentata basato sulla posizione, misurandolo con gli indicatori di Esperienza utente e Accettabilità sociale. La ricerca si è basata su uno studio empirico condotto within-subject in diversi spazi pubblici e in diversi contesti di interazione sociale, con N = 28 partecipanti che hanno compilato questionari completati dopo aver giocato a un gioco di realtà aumentata basato sulla posizione. I risultati hanno mostrato una differenza statisticamente rilevante tra le varianze derivanti da diversi gradi di Focus dell'interazione sociale con Presenza sociale complessiva, Coinvolgimento psicologico percepito, Coinvolgimento attenzionale percepito e Contagio emotivo percepito. Inoltre, le misure provenienti da contesti sociali diversi hanno dato luogo a differenze medie statisticamente rilevanti con gli indicatori della dimensione di Accettabilità sociale. I risultati suggeriscono che un gioco AR basato sulla localizzazione, giocato in diversi contesti pubblici e sociali, è in grado di influenzare la dimensione sociale dell'esperienza dell'utente, che dovrebbe quindi essere presa attentamente in considerazione durante la progettazione di esperienze tecnologiche immersive in spazi pubblici che coinvolgono delle interazioni sociali tra i giocatori.
The impact of public contexts and focused interaction on user experience and social acceptability of an augmented reality game
Cocchia, Lorenzo
2021/2022
Abstract
During the time of this writing, X-Reality technologies are spreading in the consumer industry with cheaper devices coming with enhanced hardware and software features compared with the past. Many companies are investing important resources to provide infrastructure and create an immersive ecosystem aiming to disrupt the IT world, being considered a possible "new concept for the Internet" or "the future of social networks". One of the most promising technologies inside the X-R spectrum is "Augmented Reality", which is a technology that is potentially already in people's pockets in terms of "Mobile Augmented Reality", with their smartphones. The scientific community is still lacking answers about how humans could and should interact in these particular kinds of environments in which perceived stimuli are different from fully physical or fully digital circumstances. Moreover, it is still not fully clear if people tend to accept the usage of these new kinds of technologies in different settings of social contexts and social interactions, or if some obstacles could be present. This thesis work addresses the impact that the Public Contexts and the "Focus" of Social Interaction have on users while playing a Location-Based Augmented Reality game, measuring it with User Experience and Social Acceptability indicators. The research was based on an empirical study in a within-subject fashion conducted in different public spaces and under different settings of social interaction focus with N = 28 participants compiling self-reported questionnaires after having played a Location-Based Augmented Reality game. Results showed a statistically relevant difference between the variances coming from different degrees of Focus of Social Interaction with Overall Social Presence, Perceived Psychological Engagement, Perceived Attentional Engagement and Perceived Emotional Contagion. Moreover, measures coming from different Social Context settings resulted in statistically relevant mean differences with indicators coming from the Social Acceptability dimension. The results suggest that a location-based AR game played in different public and social settings are able to influence the social dimension of the User Experience, therefore they should be carefully taken into account while designing immersive technological experiences in public spaces that involve social interactions between players.File | Dimensione | Formato | |
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Executive_Summary-Lorenzo_Cocchia-Master_Thesis.pdf
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Lorenzo_Cocchia-Master_Thesis.pdf
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https://hdl.handle.net/10589/195635