Gamified Augmented Reality Training for An Assembly Task: A Study About User Engagement
Diep Nguyen, Gerrit Meixner
DOI: http://dx.doi.org/10.15439/2019F136
Citation: Proceedings of the 2019 Federated Conference on Computer Science and Information Systems, M. Ganzha, L. Maciaszek, M. Paprzycki (eds). ACSIS, Vol. 18, pages 901–904 (2019)
Abstract. Augmented Reality and Gamification are displaying beneficial effects to enhance user experience and performance in many domains. They are widespread across many areas like education, industrial training, marketing, and services. However, the idea of combining the two approaches for an innovative training instrument is fairly new, especially in assembly training. Moreover, learning about the effects of gamification on human, user engagement, in particular, is a complicated subject. There have been several efforts toward this direction, yet the overall situation is still nascent. In this work, we present a gamified augmented reality training for an industrial task and investigate user engagement effect while training with the gamified and the nongamified system. The result shows that people perform better and engage to a greater degree in the gamified design.
References
- T. R. Azuma, “A Survey of Augmented Reality,” Presence: Teleoperators and Virtual Environments, vol. 6, no. 4, 1997, pp. 355–385.
- M. Billinghurst, H. Kato and I. Poupyrev, “The Magic Book Moving seamlessly between reality and virtuality,” IEEE Computers, Graphics and Applications, vol. 21, no. 3, May/June 2001, pp. 2–4.
- S. K. Ong , M. L. Yuan and A. Y. C. Nee, “Augmented reality applications in manufacturing: a survey,” International Journal of Production Research, vol. 46, 2008, pp. 2707–2742.
- W. Friedrich, “ARVIKA: Augmented Reality for Development, Production and Service,” The 1st International Symposium on Mixed and Augmented Reality (ISMAR), 2002, pp. 3–4.
- For AR/VR 2.0 to live, AR/VR 1.0 must die, Digi-Capital, https://www.digi-capital.com/news/2019/01/for-ar-vr-2-0-to-live-ar-vr-1-0-must-die/. [Retrieved May 2019]
- Transform Business Outcomes With Immersive Technology, Smarter with Gartner, https://www.gartner.com/smarterwithgartner/transform-business-outcomes-with-immersive-technology/. [Retrieved May 2019]
- S. Dale, “Gamification: Making work fun, or making fun of work?,” Business Information Review, vol. 31, no. (2), 2014, pp. 82–90.
- Gamification 2020: What Is the Future of Gamification?, https://www.gartner.com/en/documents/2226015. [Retrieved May 2019]
- J. McGonigal, “Reality is broken: Why games make us better and how they can change the world,” New York: Penguin, 2011.
- S. Deterding, D. Dixon, R. Khaled and L. Nacke, “From Game Design Elements to Gamefulness: Defining Gamification,” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011, vol. 11, 2011, pp. 9–15.
- K. L. Schrier, “Revolutionizing history education : using augmented reality games to teach histories,” Institute of Technology. Dept. of Comparative Media Studies, Massachusetts, 2005.
- O. Korn, M. Funk and A. Schmidt, “Design approaches for the gamification of production environments,” in Proceedings of the 8th International Conference on PErvasive Technologies Related to Assistive Environments, ACM, New York, NY, USA, 2015, pp. 1–7.
- K. Lee, “Augmented Reality in Education and Training,” TechTrends, vol. 56, 2012, pp. 13–21, https://doi.org/10.1007/s11528-012-0559-3
- K. Seaborn and D. I. Fels, “Gamification in theory and action: A survey,” International Journal of Human Computer Studies, vol. 74, 2015, pp. 14–31.
- K. Oliver, “Industrial Playgrounds. How Gamification Helps to Enrich Work for Elderly or Impaired Persons in Production,” In: Proceedings of the 4th ACM SIGCHI Symposium on Engineering Interactive Computing Systems, New York, 2012, pp. 313-316.
- O. Korn, M. Funk, S. Abele, A. Schmidt and T. Hörz, “Context-aware Assistive Systems at the Workplace. Analyzing the Effects of Projection and Gamification,” In: PETRA 14 Proceedings of the 7th International Conference on PErvasive Technologies Related to Assistive Environments, ACM, New York, NY, USA, 2014.
- O. Korn, M. Funk and A. Schmidt, “Towards a Gamification of Industrial Production. A Comparative Study in Sheltered Work Environments,” In: Proceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems, ACM, New York, NY, USA, 2015.
- Mitsubishi Industrial Robot RV-2F Series: Instruction Manual Robot Arm Setup & Maintenance, www.geva-roboter.at/files/rv-2f_series_robot_arm_setup___maintenance.pdf. [Retrieved May 2019]
- Introduction to the HoloLens, https://msdn.microsoft.com/en-us/magazine/mt788624.aspx. [Retrieved May 2019]
- H. L. O’Brien, P. Cairns and M. Hall, “A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form,” International Journal of Human Computer Studies, vol. 112, 2018, pp. 28–39.