[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3290605.3300333acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

Augmentation not Duplication: Considerations for the Design of Digitally-Augmented Comic Books

Published: 02 May 2019 Publication History

Abstract

Digital-augmentation of print-media can provide contextually relevant audio, visual, or haptic content to supplement the static text and images. The design of such augmentation--its medium, quantity, frequency, content, and access technique--can have a significant impact on the reading experience. In the worst case, such as where children are learning to read, the print medium can become a proxy for accessing digital content only, and the textual content is avoided. In this work, we examine how augmented content can change the reader's behaviour with a comic book. We first report on the usage of a commercially available augmented comic for children, providing evidence that a third of all readers converted to simply viewing the digital media when printed content is duplicated. Second, we explore the design space for digital content augmentation in print media. Third, we report a user study with 136 children that examined the impact of both content length and presentation in a digitally-augmented comic book. From this, we report a series of design guidelines to assist designers and editors in the development of digitally-augmented print media.

Supplementary Material

ZIP File (pn8011.zip)
appendix_ITW_sequence_graph__21_9.pdf Sequence graph showing engagment patterns of REAL WORLD STUDY. Each row represents one user's engagement and each coloured dot in a row represents 10s of viewed video. Each colour represents a different video. This graph was used by researchers in order to classify different reading patterns we report on in Table 1. appendix_SCHOOL_STUDY_sequence_graph_21_9.pdf Sequence graph showing engagment patterns of SCHOOL STUDY. Each row represents one user's engagement and each coloured dot in a row represents 10s of viewed video. Each colour represents a different video. This graph was used by researchers in order to classify different reading patterns we report on in Table 3.
MP4 File (pn8011.mp4)
Supplemental video

References

[1]
Haifa Alhumaidan, Kathy Pui Ying Lo, and Andrew Selby. 2018. Co-designing with children a collaborative augmented reality book based on a primary school textbook. International Journal of Child-Computer Interaction 15 (2018), 24 -- 36.
[2]
Hrvoje Benko, Ricardo Jota, and Andrew Wilson. 2012. MirageTable: Freehand Interaction on a Projected Augmented Reality Tabletop. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '12). ACM, New York, NY, USA, 199--208.
[3]
M. Billinghurst and A. Duenser. 2012. Augmented Reality in the Classroom. Computer 45, 7 (July 2012), 56--63.
[4]
Mark Billinghurst and Hirokazu Kato. 2002. Collaborative Augmented Reality. Commun. ACM 45, 7 (July 2002), 64--70.
[5]
M. Billinghurst, H. Kato, and I. Poupyrev. 2001. The MagicBook - moving seamlessly between reality and virtuality. IEEE Computer Graphics and Applications 21, 3 (May 2001), 6--8.
[6]
David J. Chatting. 2008. Action and Reaction for Physical Map Interfaces. In Proceedings of the 2Nd International Conference on Tangible and Embedded Interaction (TEI '08). ACM, New York, NY, USA, 187--190.
[7]
Kun-Hung Cheng. 2017. Reading an augmented reality book: An exploration of learners' cognitive load, motivation, and attitudes. Australasian Journal of Educational Technology 33, 4 (2017).
[8]
A. Clark and A. Dünser. 2012. An interactive augmented reality coloring book. In 2012 IEEE Symposium on 3D User Interfaces (3DUI). 7--10.
[9]
Paul Dourish. 2001. Where the action is. MIT press Cambridge.
[10]
Andreas Dünser and Eva Hornecker. 2007. An Observational Study of Children Interacting with an Augmented Story Book. In Technologies for E-Learning and Digital Entertainment, Kin-chuen Hui, Zhigeng Pan, Ronald Chi-kit Chung, Charlie C. L. Wang, Xiaogang Jin, Stefan Göbel, and Eric C.-L. Li (Eds.). Springer Berlin Heidelberg, Berlin, Heidelberg, 305--315.
[11]
Andreas Dünser, Lawrence Walker, Heather Horner, and Daniel Bentall. 2012. Creating Interactive Physics Education Books with Augmented Reality. In Proceedings of the 24th Australian Computer-Human Interaction Conference (OzCHI '12). ACM, New York, NY, USA, 107--114.
[12]
Mark Fiala. 2005. ARTag, a fiducial marker system using digital techniques. In Computer Vision and Pattern Recognition, 2005. CVPR 2005. IEEE Computer Society Conference on, Vol. 2. IEEE, 590--596.
[13]
Hervé Gomez. 2003. Parent and child reading, designing for an interactive, dimensional reading experience. In Proceedings of Technology for Interactive Digital Storytelling and Entertainment.
[14]
Raphael Grasset, Andreas Dunser, and Mark Billinghurst. 2008. The Design of a Mixed-reality Book: Is It Still a Real Book?. In Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality (ISMAR '08). IEEE Computer Society, Washington, DC, USA, 99--102.
[15]
Raphaël Grasset, Andreas Dünser, and Mark Billinghurst. 2008. Edutainment with a Mixed Reality Book: A Visually Augmented Illustrative Childrens' Book. In Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology (ACE '08). ACM, New York, NY, USA, 292--295.
[16]
Tovi Grossman, Fanny Chevalier, and Rubaiat Habib Kazi. 2016. Bringing research articles to life with animated figures. interactions 23, 4 (jun 2016), 52--57.
[17]
Jens Grubert, Raphaël Grasset, and Gerhard Reitmayr. 2012. Exploring the design of hybrid interfaces for augmented posters in public spaces. In Proceedings of the 7th Nordic Conference on Human-Computer Interaction Making Sense Through Design - NordiCHI '12. ACM Press, New York, New York, USA, 238.
[18]
Taejin Ha, Youngho Lee, and Woontack Woo. 2011. Digilog Book for Temple Bell Tolling Experience Based on Interactive Augmented Reality. Virtual Real. 15, 4 (Nov. 2011), 295--309.
[19]
Eva Hornecker. 2012. Beyond Affordance: Tangibles' Hybrid Nature. In Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction (TEI '12). ACM, New York, NY, USA, 175--182.
[20]
Jeffrey D. Karpicke and Henry L. Roediger. 2007. Repeated retrieval during learning is the key to long-term retention. Journal of Memory and Language 57, 2 (2007), 151 -- 162.
[21]
Hannes Kaufmann and Dieter Schmalstieg. 2002. Mathematics and Geometry Education with Collaborative Augmented Reality. In ACM SIGGRAPH 2002 Conference Abstracts and Applications (SIGGRAPH '02). ACM, New York, NY, USA, 37--41.
[22]
Lucinda Kerawalla, Rosemary Luckin, Simon Seljeflot, and Adrian Woolard. 2006. "Making it real": exploring the potential of augmented reality for teaching primary school science. Virtual Reality 10, 3 (01 Dec 2006), 163--174.
[23]
K. Kim, M. Billinghurst, G. Bruder, H. B. Duh, and G. F. Welch. 2018. Revisiting Trends in Augmented Reality Research: A Review of the 2nd Decade of ISMAR (2008--2017). IEEE Transactions on Visualization and Computer Graphics (2018), 1--1.
[24]
T. G. Kirner, F. M. V. Reis, and C. Kirner. 2012. Development of an interactive book with Augmented Reality for teaching and learning geometric shapes. In 7th Iberian Conference on Information Systems and Technologies (CISTI 2012). 1--6.
[25]
Eric Klopfer and Susan Yoon. 2005. Developing games and simulations for today and tomorrow's tech savvy youth. TechTrends 49, 3 (01 May 2005), 33--41.
[26]
Gun A. Lee, Ungyeon Yang, Yongwan Kim, Dongsik Jo, Ki-Hong Kim, Jae Ha Kim, and Jin Sung Choi. 2009. Freeze-Set-Go interaction method for handheld mobile augmented reality environments. In Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology - VRST '09. ACM Press, New York, New York, USA, 143.
[27]
S. Magnenat, D. T. Ngo, F. Zünd, M. Ryffel, G. Noris, G. Rothlin, A. Marra, M. Nitti, P. Fua, M. Gross, and R. W. Sumner. 2015. Live Texturing of Augmented Reality Characters from Colored Drawings. IEEE Transactions on Visualization and Computer Graphics 21, 11 (Nov 2015), 1201--1210.
[28]
Catherine C Marshall. 2005. Reading and interactivity in the digital library: Creating an experience that transcends paper. In Proceedings of CLIR/Kanazawa institute of technology roundtable, Vol. 5. Citeseer, 1--20.
[29]
Jorge Martín-Gutiérrez, José Luís Saorín, Manuel Contero, Mariano Alcañiz, David C. Pérez-López, and Mario Ortega. 2010. Design and validation of an augmented book for spatial abilities development in engineering students. Computers & Graphics 34, 1 (2010), 77 -- 91.
[30]
John V. Pavlik and Frank Bridges. 2013. The Emergence of Augmented Reality (AR) as a Storytelling Medium in Journalism. Journalism & Communication Monographs 15, 1 (2013), 4--59. arXiv: https://doi.org/10.1177/1522637912470819
[31]
Qian, Yedan. 2017. Wonder-LAND: A Tangible MixedReality Book System For Explorative Learning in Science. http://www.diva-portal.org/smash/get/diva2:1127490/FULLTEXT01.pdf. Online; accessed 19 September 2018.
[32]
J. Rekimoto. 1998. Matrix: a realtime object identification and registration method for augmented reality. In Proceedings. 3rd Asia Pacific Computer Human Interaction (Cat. No.98EX110). 63--68.
[33]
Camille Scherrer, Julien Pilet, Pascal Fua, and Vincent Lepetit. 2008. The Haunted Book. In Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality (ISMAR '08). IEEE Computer Society, Washington, DC, USA, 163--164.
[34]
Brett E Shelton and Nicholas R Hedley. 2002. Using augmented reality for teaching earth-sun relationships to undergraduate geography students. In Augmented Reality Toolkit, The First IEEE International Workshop, Vol. 8. IEEE.
[35]
Brett E Shelton and Nicholas R Hedley. 2004. Exploring a cognitive basis for learning spatial relationships with augmented reality. Technology, Instruction, Cognition and Learning 1, 4 (2004), 323.
[36]
A. K. Sin and H. B. Zaman. 2010. Live Solar System (LSS): Evaluation of an Augmented Reality book-based educational tool. In 2010 International Symposium on Information Technology, Vol. 1. 1-- 6.
[37]
Siddharth Singh, Adrian David Cheok, Guo Loong Ng, and Farzam Farbiz. 2004. 3D Augmented Reality Comic Book and Notes for Children Using Mobile Phones. In Proceedings of the 2004 Conference on Interaction Design and Children: Building a Community (IDC '04). ACM, New York, NY, USA, 149--150.
[38]
Thad Starner, Steve Mann, Bradley Rhodes, Jeffrey Levine, Jennifer Healey, Dana Kirsch, Rosalind W Picard, and Alex Pentland. 1997. Augmented reality through wearable computing. Presence: Teleoperators & Virtual Environments 6, 4 (1997), 386--398.
[39]
Nobuko Taketa, Kenichi Hayashi, Hirokazu Kato, and Shogo Noshida. 2007. Virtual Pop-Up Book Based on Augmented Reality. In Human Interface and the Management of Information. Interacting in Information Environments, Michael J. Smith and Gavriel Salvendy (Eds.). Springer Berlin Heidelberg, Berlin, Heidelberg, 475--484.
[40]
Klen Copič Pucihar, Paul Coulton, and Jason Alexander. 2013. Evaluating Dual-view Perceptual Issues in Handheld Augmented Reality: Device vs. User Perspective Rendering. In Proceedings of the 15th ACM on International Conference on Multimodal Interaction (ICMI '13). ACM, New York, NY, USA, 381--388.
[41]
Klen Copič Pucihar, Paul Coulton, and Jason Alexander. 2014. The Use of Surrounding Visual Context in Handheld AR: Device vs. User Perspective Rendering. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '14). ACM, New York, NY, USA, 197--206.
[42]
R. Want. 2011. Near Field Communication. IEEE Pervasive Computing 10 (07 2011), 4--7.
[43]
Cathy Weng, Abirami Rathinasabapathi, Apollo Weng, and Cindy Zagita. First Published March 15, 2018. Mixed Reality in Science Education as a Learning Support: A Revitalized Science Book. Journal of Educational Computing Research (First Published March 15, 2018), 0735633118757017. arXiv: https://doi.org/10.1177/0735633118757017
[44]
Karl D. D. Willis, Takaaki Shiratori, and Moshe Mahler. 2013. HideOut: Mobile Projector Interaction with Tangible Objects and Surfaces. In Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction (TEI '13). ACM, New York, NY, USA, 331--338.
[45]
Steve Chi-Yin Yuen, Gallayanee Yaoyuneyong, and Erik Johnson. 2011. Augmented reality: An overview and five directions for AR in education. Journal of Educational Technology Development and Exchange (JETDE) 4, 1 (2011), 11.
[46]
Feng Zhou, Henry Been-Lirn Duh, and Mark Billinghurst. 2008. Trends in Augmented Reality Tracking, Interaction and Display: A Review of Ten Years of ISMAR. In Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality (ISMAR '08). IEEE Computer Society, Washington, DC, USA, 193--202.
[47]
Fabio Zünd, Mattia Ryffel, Stéphane Magnenat, Alessia Marra, Maurizio Nitti, Mubbasir Kapadia, Gioacchino Noris, Kenny Mitchell, Markus Gross, and Robert W. Sumner. 2015. Augmented Creativity: Bridging the Real and Virtual Worlds to Enhance Creative Play. In SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications (SA '15). ACM, New York, NY, USA, Article 21, 7 pages.

Cited By

View all
  • (2024)Stories with Style: Narrative Virtual and Imaginary Spaces of Reading Fiction in Virtual RealityProceedings of the International Conference on Mobile and Ubiquitous Multimedia10.1145/3701571.3701601(36-50)Online publication date: 1-Dec-2024
  • (2024)Examining the effect of augmented reality experience duration on reading comprehension and cognitive loadEducation and Information Technologies10.1007/s10639-024-12864-zOnline publication date: 29-Jun-2024
  • (2024)Augmented Imagination: Creating Immersive and Playful Reading ExperiencesAugmented Reality Games II10.1007/978-3-031-54475-0_4(63-91)Online publication date: 8-May-2024
  • Show More Cited By

Index Terms

  1. Augmentation not Duplication: Considerations for the Design of Digitally-Augmented Comic Books

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
    May 2019
    9077 pages
    ISBN:9781450359702
    DOI:10.1145/3290605
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 02 May 2019

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. augmented reality
    2. comic books
    3. digital augmentation

    Qualifiers

    • Research-article

    Funding Sources

    • European Commission, InnoRenew CoE project
    • Slovenian research agency ARRS

    Conference

    CHI '19
    Sponsor:

    Acceptance Rates

    CHI '19 Paper Acceptance Rate 703 of 2,958 submissions, 24%;
    Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

    Upcoming Conference

    CHI 2025
    ACM CHI Conference on Human Factors in Computing Systems
    April 26 - May 1, 2025
    Yokohama , Japan

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)41
    • Downloads (Last 6 weeks)4
    Reflects downloads up to 13 Dec 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Stories with Style: Narrative Virtual and Imaginary Spaces of Reading Fiction in Virtual RealityProceedings of the International Conference on Mobile and Ubiquitous Multimedia10.1145/3701571.3701601(36-50)Online publication date: 1-Dec-2024
    • (2024)Examining the effect of augmented reality experience duration on reading comprehension and cognitive loadEducation and Information Technologies10.1007/s10639-024-12864-zOnline publication date: 29-Jun-2024
    • (2024)Augmented Imagination: Creating Immersive and Playful Reading ExperiencesAugmented Reality Games II10.1007/978-3-031-54475-0_4(63-91)Online publication date: 8-May-2024
    • (2023)Interactive Paper Displays: Enabling Digital Functionalities on Physical PaperExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3583932(1-5)Online publication date: 19-Apr-2023
    • (2023)Mixed Reality Interaction TechniquesSpringer Handbook of Augmented Reality10.1007/978-3-030-67822-7_5(109-129)Online publication date: 1-Jan-2023
    • (2022)The Hybrid Stylus: A Multi-Surface Active Stylus for Interacting with and Handwriting on Paper, Tabletop Display or BothSensors10.3390/s2218705822:18(7058)Online publication date: 18-Sep-2022
    • (2022)LightMeUp: Back-print Illumination Paper Display with Multi-stable VisualsProceedings of the ACM on Human-Computer Interaction10.1145/35703336:ISS(407-429)Online publication date: 14-Nov-2022
    • (2022)Dynamic Pinhole Paper: Interacting with Horizontal Displays through Perforated PaperProceedings of the ACM on Human-Computer Interaction10.1145/35677206:ISS(254-276)Online publication date: 14-Nov-2022
    • (2022)Augmented Books: Hybrid Electronics Bring Paper to LifeIEEE Pervasive Computing10.1109/MPRV.2022.318144021:4(88-95)Online publication date: 1-Oct-2022
    • (2022)Augmented Reality Books: A User Experience EvaluationDesign, User Experience, and Usability: UX Research, Design, and Assessment10.1007/978-3-031-05897-4_25(353-368)Online publication date: 16-Jun-2022
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media