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RunARcade : = A Gamified Exploration to Encourage Physical Activity Through the Lens of AR Smart Glass Interface.
紀錄類型:
書目-語言資料,手稿 : Monograph/item
正題名/作者:
RunARcade :/
其他題名:
A Gamified Exploration to Encourage Physical Activity Through the Lens of AR Smart Glass Interface.
作者:
Patel, Nishil.
面頁冊數:
1 online resource (137 pages)
附註:
Source: Masters Abstracts International, Volume: 85-03.
Contained By:
Masters Abstracts International85-03.
標題:
Fine arts. -
電子資源:
click for full text (PQDT)
ISBN:
9798380155328
RunARcade : = A Gamified Exploration to Encourage Physical Activity Through the Lens of AR Smart Glass Interface.
Patel, Nishil.
RunARcade :
A Gamified Exploration to Encourage Physical Activity Through the Lens of AR Smart Glass Interface. - 1 online resource (137 pages)
Source: Masters Abstracts International, Volume: 85-03.
Thesis (M.S.)--Iowa State University, 2023.
Includes bibliographical references
Over the past years, people's traditional lifestyles have changed as a result of post-pandemic working from home habits and the advancements in technology becoming more accessible and faster. A growing number of medical studies have documented a rise in health issues observed in developed countries mostly due to sedentary lifestyles leading to physical inactivity. These health issues include, Obesity and its associated disorders, such as diabetes and various types of cardiovascular diseases. As a result, considerable research efforts have been dedicated to exploring different strategies for encouraging people to engage in regular physical activity.Utilizing interactive visual perception and more complex sensory simulation, wearable technology blends gamification, entertainment and information to provide rich and instructive workout experience. Motivational learning can act as a primary catalyst for learning satisfaction which in turn engages users' enthusiasm, develops personal interest and triggers attention. Wearable technology that offers helpful insights and progress tracking information during the regular practice and competition is changing sports like running and supports it in improving runners' performance, motivation, and focus. As running is so widely practiced: wearables can motivate athletes and offer visually appealing and informative feedback during and after their runs. The objective of this creative scholarship isto examine the potential of integrating gamified augmented reality as a layer within the field of view (fov) of runners and brainstorm information architecture as the blueprint of all the functions of the running application and create a prototype video of the game prototype and images of the running experience without having to make a fully functional running game. This exploration also seeks to understand the challenges that might be faced by users wearing head-mounted display smart glasses while in motion, with constantly changing backgrounds. The creative component also explores the role of typography along with interactive 3D game objects and diverse gamification elements, with the goal of envisioning an enhanced and engaging gamified running experience.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2024
Mode of access: World Wide Web
ISBN: 9798380155328Subjects--Topical Terms:
1112523
Fine arts.
Subjects--Index Terms:
Augmented realityIndex Terms--Genre/Form:
554714
Electronic books.
RunARcade : = A Gamified Exploration to Encourage Physical Activity Through the Lens of AR Smart Glass Interface.
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A Gamified Exploration to Encourage Physical Activity Through the Lens of AR Smart Glass Interface.
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Source: Masters Abstracts International, Volume: 85-03.
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Includes bibliographical references
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Over the past years, people's traditional lifestyles have changed as a result of post-pandemic working from home habits and the advancements in technology becoming more accessible and faster. A growing number of medical studies have documented a rise in health issues observed in developed countries mostly due to sedentary lifestyles leading to physical inactivity. These health issues include, Obesity and its associated disorders, such as diabetes and various types of cardiovascular diseases. As a result, considerable research efforts have been dedicated to exploring different strategies for encouraging people to engage in regular physical activity.Utilizing interactive visual perception and more complex sensory simulation, wearable technology blends gamification, entertainment and information to provide rich and instructive workout experience. Motivational learning can act as a primary catalyst for learning satisfaction which in turn engages users' enthusiasm, develops personal interest and triggers attention. Wearable technology that offers helpful insights and progress tracking information during the regular practice and competition is changing sports like running and supports it in improving runners' performance, motivation, and focus. As running is so widely practiced: wearables can motivate athletes and offer visually appealing and informative feedback during and after their runs. The objective of this creative scholarship isto examine the potential of integrating gamified augmented reality as a layer within the field of view (fov) of runners and brainstorm information architecture as the blueprint of all the functions of the running application and create a prototype video of the game prototype and images of the running experience without having to make a fully functional running game. This exploration also seeks to understand the challenges that might be faced by users wearing head-mounted display smart glasses while in motion, with constantly changing backgrounds. The creative component also explores the role of typography along with interactive 3D game objects and diverse gamification elements, with the goal of envisioning an enhanced and engaging gamified running experience.
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