Search results for "Lisätty todellisuus"
showing 10 items of 32 documents
When value co-creation turns to co-destruction: Users' experiences of augmented reality mobile games
2018
Service-dominant logic (SDL) provides a well-established lens for understanding services as value co-creation processes. However, also value co-destruction can occur in service processes, but the literature on value co-destruction remains scattered and more studies are called for. We address this research gap with a classification of users’ subjective reasoning for value co-destructive experiences while playing the augmented reality (AR) mobile game Pokémon GO. We conduct laddering interviews with Pokémon GO players to uncover their value co-destruction experiences. Employing clustering analysis, we investigate users’ reasoning for value co-destruction experiences, and argue that value co-d…
Understanding Augmented Reality Game Players : Value Co-destruction Process in Pokémon Go
2017
We conceptualize the mobile game Pokémon Go as a service provider aiming to offer customers value propositions over an augmented reality (AR) platform, where players engage in co-creating value, such as fun, social unity and health. However, playing Pokémon Go can also ensue to value co-destruction through critical service interactions involving e.g. increased mobile costs, trespassing, accidents or assaults. Such could ensue to negative value outcomes, such as frustration, humiliation or unsafety. In order to prevent critical service interactions, it is significant to gain an understanding of value codestruction, which currently remains an unclear concept with a call for empirical studies.…
Journalism in virtual reality : opportunities and future research challenges
2016
This paper presents a state-of-the-art overview on journalism and its opportunities and challenges in virtual reality. First we take a look at what kind of real-life journalistic experiments there have been made in this field so far, then we analyze the research literature on journalistic VR. The paper proceeds to discuss the emergence of virtual reality and immersive journalism explored in the latest reports in the fields of HCI and VR design. In order to analyse VR-journalism further, early draft of analysis model is being developed based on sample of three VR-productions and four VR-applications. The paper concludes to discuss the results of the analysis and outlines more advanced and in…
Interpretation, Negotiation, Play
2022
Augmented reality (AR) picturebooks combine printed children's literature with augmented reality. This study examines the shared reading of the Finnish AR picturebook Mur, eli karhu (2016) by Kaisa Happonen and Anne Vasko. The main aim of the study is to explore the playful reading experience of three Finnish families with children between the ages of 4 and 6. Three main categories of engagement with the book are discussed in the article: interpretation, negotiation, and play. The findings of the study suggest that children are skilled users of mobile digital media but may not understand the content of AR without parental mediation. In addition, parents and educators are required to have su…
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study
2020
BackgroundDigital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). ObjectiveThis study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. MethodsWe collected data from 262 respondents with a critical incident techniqu…
Developing and Evaluating Educational Innovations for STEAM Education in Rapidly Changing Digital Technology Environments
2022
In this paper, we offer three examples from our research projects on both technological and pedagogical innovations to illustrate the impact of rapid technology changes on research. Members of our research team both developed and used technology applications in their research projects, utilizing design-based research (DBR). During the experiments, we encountered new challenges by the end of the research cycle due to updates in technologies. Although we had an idea of how to redesign the project for the next cycle based on the analyses of data, we noticed that we needed to not only redesign our approaches based on the research results but the changes in technologies were so rapid that materi…
Kun kone on kaunis : kyborgi teknologis-esteettisen toimijuuden muotokuvana
2018
Lisätyn todellisuuden yleistyminen kuluttajan arjessa
2017
Tämän kandidaatintutkielman pääasiallisena tutkimuskohteena on perehtyä lisätyn todellisuuden mahdollisuuksiin kuluttajanäkökulmasta. Lisätyllä todellisuudella tarkoitetaan yleisesti keinoja, joilla digitaalista informaatiota on lisätty reaaliaikaisesti todelliseen ympäristöön osaksi kokonaisuutta. Teknologiaa on vielä toistaiseksi suhteellisen vähän hyödynnetty kuluttajaympäristössä. Viime vuosina lisätyn todellisuuden sovelluksia on kuitenkin alkanut vähitellen ilmaantua myös kuluttajien jokapäiväiseen arkeen. Tutkielmassa perehdytään selventämään lisätyn todellisuuden käsitettä ja eroja todellisen ja virtuaalitodellisuuden välille. Työssä käsitellään myös teknologian yleistä historiaa, y…
Äänikirjoja, lisättyä todellisuutta ja chatfiktiota : digitalisaatio muuttaa lasten- ja nuortenkirjallisuutta ja lukemisen tapoja
2020
Digitalisaatiota on usein syytetty lasten ja nuorten vähentyneestä lukuinnosta. Digitaaliset pelit, suoratoistopalvelut ja mobiililaitteiden käyttö ovat vallanneet tilaa muulta vapaa-ajanvietolta, mutta digitalisoituva mediaympäristö tarjoaa kirjallisuudelle myös uudenlaisia mahdollisuuksia. Usein lasten- ja nuortenkirjallisuus tarttuu nopeasti ajankohtaisiin ilmiöihin, joten ei ole yllättävää, että juuri lasten- ja nuortenkirjat leikittelevät digitaalisen median mahdollisuuksilla rohkeasti. Tänä päivänä esimerkiksi älypuhelimelta kuunneltavien äänikirjojen suosio kasvaa kohisten ja painettua kirjaa täydentäviä mobiilisovelluksia hyödynnetään jo alakoulun oppikirjoissa. Digitaalisten alusto…
Exploring the immersive journalism landscape
2021
Current drivers of 360-degree journalism have been mostly curious about the new medium, its possibilities, and are exploring business opportunities. The early adoption of such technology is often a matter of brand-building – that is, news organizations experimenting with virtual reality (VR) want to demonstrate that their digital strategies are forward-thinking (Watson 2017). After interviewing representatives from leading US newspapers, Bosworth and Sarah (2019, 226) also conclude, “among major media companies that failing to experiment in immersive and experimental stories will mean losing a race”. peerReviewed