Search results for "täydennetty todellisuus"
showing 7 items of 7 documents
Enabling Sociability When Using Virtual Reality Applications : A Design Science Research Approach
2019
Immersive virtual reality applications aim at providing an all-encompassing spatial experience where a user can feel like being in another world or dimension. The systems are inherently designed for individual use as the devices disconnect the user from the physical environment. However, the applications are seldom used alone. Specifically, when used for sales and marketing, the user often needs help from other people but also benefits from social interaction as a part of the experience. Design research methodology is applied to three iterative development versions of a virtual-reality application. The focus of the evaluation of the artifacts is in the social use emphasizing three sociabili…
On the aestheticization of technologized bodies : a portrait of a cyborg(ed) form of agency
2017
Discussions revolving around cyborgs seldom include aesthetics, let alone propose aesthetics as an inextricable part of the phenomenon of the cyborg. Rather, the term “cyborg”, a contraction of “cybernetic organism”, evokes a figure of the (hu)man- machine. In the field of social and political sciences, the cyborg is designated a human-machine hybrid, a metaphor of humans becoming machinelike, or a portrait of (political) agency in an era of high technology. These approaches promote a figure of technologized bodies, that is, the cyborg as a figure of technologically dominated and altered bodies. I will sustain that the cyborg contributes to our understanding of agency in the age of high tec…
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.…
Explaining users' critical incidents of physical mobile interactions
2013
Lost or not? : designing and evaluating user interfaces of mobile map services : the viewpoint of supporting users' location awareness
2016
The motivation for this thesis arose from the problem of people getting lost, both with and without mobile maps. I will answer a primary research question: 1) How can we support users’ location awareness with mobile map applications? As an ad-dition to this, I have the following sub-questions: a) Why do people get lost even when using a mobile map application? b) What are the best practices to support navigation? c) How can we research what the important objects in the natural environment are that should be emphasized in mobile maps? d) How do we prevent the user from focusing on the map service at the expense of perceiving the location in the real environment? e) What would a good mobile m…
Behavior change types with Pokémon GO
2017
Digital games1 are one of the most popular entertainment media in the world. Teir allure and widespread popularity makes them an interesting and highly potential platform for behavior change atempts. In this paper, we investigate what types of behavior changes Pokémon GO has promoted or induced among its players. Te study is based on an online survey sample of 262 Pokémon GO players, collected using the critical incident technique and analyzed using qualitative methods. Te analysis shows that the behavior changes induced by Pokémon GO are not just restricted to increased physical activity or social behavior but are actually much more multifaceted: players were more social, found their routi…