Shared Augmented Reality (Shared AR) is an emerging technology that enables multiple users to interact synchronously within a collocated AR environment. Yet, there is limited research on the group interactions and dynamics in Shared AR, particularly in the context of gaming. To address this gap, we investigate Shared AR group interactions using a phone-based Shared AR mobile game called Urban Legends. Through in-situ observations, focus groups, and one-on-one interviews with 22 participants, we examine how users collaborate and communicate within the game. Our findings reveal that while verbal communication predominates, non-verbal cues are often overlooked by collocated participants, and users initially struggle to recognize the expansive virtual space and the need for physical movement. Over time, users adapt to the hybrid environment, demonstrating increasing spatial awareness and more dynamic collaboration. Based on these insights, we present a suite of design recommendations for enhancing spatial awareness, supporting multi-modal communication, and fostering engaging group dynamics in future Shared AR applications.
Spatial Computing integrates technologies like Mixed Reality, Artificial Intelligence, and the Global Positioning System, enabling immersive, natural, and intelligent multi-modal interactions in physical and virtual spaces. With the huge potential to benefit users in multiple scenarios (e.g., gaming, education, design, and healthcare), Spatial Computing is growing at an incredible rate, with different attempts to define and capitalize on the growth in both industry and academia. Beyond the location, shape, and relationship of geographic objects, Spatial Computing delves into the social, emotional, and cognitive dimensions of shared spaces. However, the human-computer interaction research on Spatial Computing faces a notable gap, particularly in user experience areas like collaboration, trust, ethics, and accessibility. Addressing this gap, this Special Interest Group (SIG) seeks to unite experts from academia and industry to explore current and future trends in Spatial Computing.
Co-located collaborative shared augmented reality (CS-AR) environments have gained considerable research attention, mainly focusing on design, implementation, accuracy, and usability. Yet, a gap persists in our understanding regarding the accessibility and inclusivity of such environments for diverse user groups, such as deaf and Hard of Hearing (DHH) people. To investigate this domain, we used Urban Legends, a multiplayer game in a co-located CS-AR setting. We conducted a user study followed by one-on-one interviews with 17 DHH participants. Our findings revealed the usage of multimodal communication (verbal and non-verbal) before and during the game, impacting the amount of collaboration among participants and how their coordination with AR components, their surroundings, and other participants improved throughout the rounds. We utilize our data to propose design enhancements, including onscreen visuals and speech-to-text transcription, centered on participant perspectives and our analysis.
Traditional location-based advertising (LBA), such as billboards and signage, has long been a staple of direct-to-consumer advertising. In recent years, however, the prominence and popularity of location-based games have made digital LBA even more appealing. This article draws on an original research project devised to explore a notable gap in the literature on locative media: the impacts of LBA on small businesses in the location-based game Pokémon GO . The project was conducted between August and October 2021, employing semi-structured interviews with 35 businesses leveraging Niantic’s sponsored location LBA. Our findings indicate that (1) participant businesses found location-based game advertising to be rewarding, (2) LGA can act as an amenity offered by the business, and (3) local community is an essential factor for success in location-based game advertising. In sum, this research demonstrates that local businesses could successfully utilize LGBs like Pokémon GO to advertise themselves.
Location-based games (LBG) impose virtual spaces on top of physical locations. Studies have explored LBG from various perspectives. However, a comprehensive study of who these players are, their traits, their gratifications, and the links between them is conspicuously absent from the literature. In this paper, we aim to address this lacuna through a series of surveys with 2390 active LBG players utilizing Tondello’s Player Traits Model and Scale of Game playing Preferences, and Hamari’s scale of LBG gratifications. Our findings (1) illustrate an association between player satisfaction and social aspects of the studied games, (2) explicate how the core-loops of the studied games impact the expressed gratifications and the affine traits of players, and (3) indicate a strong distinction between hardcore and casual players based on both traits and gratifications. Overall our findings shed light into the players of LBG, their traits, and gratifications they derive from playing LBGs.
With the expanding popularity of Location-Based Games and the rise of advertising therein, there exists a need to comprehend the impact of Location-Based Game Advertising (LGA). This paper seeks to identify what makes positively affective LGA, leveraging Pokémon GO as a probe. Researchers conducted twenty-seven (n=27) semi-structured interviews with Pokémon GO players to reveal lived experiences regarding LGA. Our findings highlight the following direct implications for LGA: (1) LGA act as a digital billboard, conveying qualitative alongside locative information, and (2) well-received LGA enhances the player's agency. We additionally identify findings that have auxiliary implications to LGA: (3) positive memorability occurs when points of interest match physical reality, and (4) ludic engagement is a mediating factor in the memorability of locations. This research demonstrates that LGA in Location-Based Games is surprisingly well-received. However, developers must provide extra consideration to the player's agency for such techniques to be effective.
The overlaying of physical spaces with digital information produces hybrid spaces, redefining people's experience of social interactions. Location-based games (LBGs) with social components are a good case. Yet, the impact LBGs have on sociability remains under-researched. In April 2020, the new in-person/remote raiding format in the LBG Pokémon GO provided a lens to explore people's social interactions in hybrid spaces. We interviewed 41 Pokémon GO players to understand how players coordinate and collaborate for in-person/remote raids and other social patterns. Our findings demonstrate that new social dynamics occurred: participants' social interactions highly rely on external social media groups bridging cyberspace and the physical world. In such external social media groups, spontaneously formed leadership roles and mentor-mentee relationships demonstrate autonomy among players in the hybrid space. However, we observed that the interoperability issue challenges people's experience. Overall, this work sheds light on the social interactions in LBGs as hybrid spaces.
Since its creation, the Location-Based Game (LBG), Pokémon GO, has been embraced by a community of fans across the world. Due to its recency, the impact of COVID-19 on the community of Pokémon GO players is underexplored. We address how COVID-19 has impacted the players of Pokémon GO by building upon existing work focusing on player gratifications and impacts in Pokémon GO. Through semi-structured interviews, we provide a snapshot of the state of LBG play during unprecedented times. These player testimonies demonstrate (1) the importance of in-person socialization to LBG, (2) additional ways players use the game as a coping mechanism, and (3) how intentionality mediates player perceptions of people-place relationships. In demonstrating these behaviors, we provide a glimpse of how a game that forces players to explore the world around them changed when going outside with friends became a source of danger.
Since its creation, the Location-Based Game (LBG), Pok\'emon GO, has been embraced by a community of fans across the world. Due to its recency, the impact of COVID-19 on the community of Pok\'emon GO players is underexplored. We address how COVID-19 has impacted the players of Pok\'emon GO by building upon existing work focusing on player gratifications and impacts in Pok\'emon GO. Through semi-structured interviews, we provide a snapshot of the state of LBG play during unprecedented times. These player testimonies demonstrate (1) the importance of in-person socialization to LBG, (2) additional ways players use the game as a coping mechanism, and (3) how intentionality mediates player perceptions of people-place relationships. In demonstrating these behaviors, we provide a glimpse of how a game that forces players to explore the world around them changed when going outside with friends became a source of danger.
In recent years, the notion of the Metaverse has become the focus of a growing body of work in the industry. However, there is no consensus on the conceptualization in academia. To date, much of this attention has revolved around technological challenges. However, what is notably missing from these discussions is a consideration of the human factors and social aspects that are considered more critical challenges within HCI. The aims of this SIG are as follows: Firstly, to provide a platform for researchers and practitioners to engage with the various definitions and the ways in which the Metaverse is developing. Secondly, to discuss the opportunities, challenges, and future possibilities in the context of HCI. This will lay the foundations to build a network for academics interested in the field for future multidisciplinary research relating to the Metaverse.
Location-based advertising (LBA), such as billboards and signage, has long been a direct-to-consumer advertising staple. As locative media such as Location-Based Games (LBG) begins to rise in prominence, digital LDA becomes increasingly appealing. In this paper, we explore the impacts of LBA on small businesses in the LBG Pokémon GO, a lacuna in the literature. We gather participant experience through a collection of 35 semi-structured interviews with businesses leveraging Niantic's sponsored location LBA. These testimonies indicate (1) participant businesses found LBG advertising to be satisfactory, (2) LBG advertising improves brand recognizability for local commerce, and (3) local community is an important factor for success in LBG advertising. These findings indicate future patterns for integrating local businesses into LBG like Pokémon GO, suggesting potential for LBG advertising to assist local businesses.
Location-Based Games (LBG) impose virtual space onto physical ones, drawing players into a sort of liminal space augmenting elements from both the physical and virtual. Studies have explored LBGs from various angles; however, a firm understanding of who plays LBGs and why represents a lacuna in the literature. My research seeks to address these gaps by exploring the lived experiences of current players of LBGs. This report explores state of the art, presents a brief overview of a study of player types and gratifications in LBGs, and describes research investigating the impact of COVID-19 on players of popular LBG Pokémon GO.
Spatial experience is an important subject in various fields, and in HCI it has been mostly investigated in the urban scale. Research on human scale spaces has focused mostly on the personal meaning or aesthetic and embodied experiences in the space. Further, spatial experience is increasingly topical in envisioning how to build and interact with technologies in our everyday lived environments, particularly in so-called smart cities. This workshop brings researchers and practitioners from diverse fields to collaboratively discover new ways to understand and capture human scale spatial experience and envision its implications to future technological and creative developments in our habitats. Using a speculative design approach, we sketch concrete solutions that could help to better capture critical features of human scale spaces and allow for unique possibilities for aspects such as urban play. As a result, we hope to contribute a road map for future HCI research on human scale spatial experience and its application.
Cluster system management (CSM) was co-designed with the Department of Energy Labs to provide the support necessary to effectively manage the Summit and Sierra supercomputers. The CSM system administration tools provide a unified view of a large-scale cluster and the ability to examine and understand data from multiple sources. CSM consists of five components: 1) application programming interfaces (APIs) and infrastructure; 2) Big Data Store; 3) support for reliability, availability, and serviceability (RAS); 4) Diagnostic and Health Check; and 5) support for job management. APIs and infrastructure provide lightweight daemons for compute nodes, hardware and software inventory collection, job accounting, and RAS. Logs, environmental data, and performance data are collected in the Big Data Store for analysis. RAS events can trigger corrective actions by CSM. Diagnostic and Health Check are provided through a diagnostic framework and test results collection. To support job management, CSM coordinates with the Job Step Manager to provide an overlay network of JSM daemons. CSM is an open source and available at https://github.com/IBM/CAST . Documentation can he found at hups://cast.readthedocs.io.