353
Views
0
CrossRef citations to date
0
Altmetric

References

  • Abowd, C., Iftode, L., & Mitchell, H. (2005). Guest editors' introduction: The smart phone—A first platform for pervasive computing. IEEE Pervasive Computing, 4(2), 18–19.
  • Arif, S. (2017, April 3). Pokemon Go daily users have dropped by 23 million. Retrieved from https://www.vg247.com/04/03/the-number-of-pokemon-go-players-still-logging-in-every-day-has-plummted-by-over-80/
  • Barry, A. M. (2005). Perception theory. In K. Smith, S. Moriarty, G. Barbatsis, & K. Kenney (eds.), Handbook of visual communication: Theory, methods, and media (pp. 45–62). Mahweh, NJ/London, UK: Lawrence Erlbaum.
  • Baum, G. (2016, December 5). 6 things to know about Augmented Reality. Electronic Design. Retrieved from http://electronicdesign.com/embedded/6-things-know-about-augmented-reality
  • Benyon, D. (2012). Presence in blended spaces. Interacting with Computers, 24, 219–226.
  • Buswell, G. T. (1935). How people look at pictures. Chicago, IL: University of Chicago Press.
  • Carrera, C. C., & Asensio, L. A. B. (2017). Landscape interpretation with Augmented Reality and maps to improve spatial orientation skill. Journal of Geography in Higher Education, 41(1), 119–133.
  • Cheng, K. H., & Tsai, C. C. (2013). Affordances of augmented reality in science learning: Suggestions for the future. Journal of Science Education and Technology, 22, 449–462.
  • Chincholle, D., Goldstein, M., Nyberg, M., & Eriksson, M. (2002, September). Lost or found: A usability evaluation of a mobile navigation and location-based service. Paper presented at the 4th International Symposium on Mobile Human-Computer Interaction (pp. 211–224), Pisa, Italy.
  • Cocciolo, A., & Rabina, R. (2013). Does place affect user engagement and understanding? Mobile learner perceptions on the streets of New York. Journal of Documentation, 68, 98–120.
  • Crothers, B. (2015, June 25). The Google Glass epic fail: What happened? Fox News. Retrieved from http://www.foxnews.com/tech/2015/06/google-glass-epic-fail-what-happened.html
  • Daffner, K. R., Scinto, L. F. M., Weintraup, S., Guinessey, J. E., & Mesulam, M. M. (1992). Diminished curiosity in patients with probable Alzheimer's disease as measured by exploratory eye movements, Neurology, 42, 2.
  • De Souza, E., Silva, A., & Hjorth, L. (2009). Playful urban spaces: A historical approach to mobile games. Simulation and Gaming, 40(5), 602–625.
  • Duchowski, A. (2007). Eye tracking methodology: Theory and practice. London, UK: Springer-Verlag.
  • Dunleavy, M., Dede, C., & Mitchell, R. (2009). Affordances and limitations of immersive participatory augmented reality simulations for teaching in learning. Journal of Science Education and Technology, 18, 7–22.
  • Dünser, A., Grasset, R., & Billinghurst, M. (2008, December). A survey of evaluation techniques used in augmented reality studies. Paper presented at the ACM SIGGRAPH ASIA 2008 courses, Singapore.
  • Etherington, D. (2009). Yelp update brings Augmented Reality as an Easter egg. Retrieved from https://mashable.wordpress.com/2009/08/28/yelp-update-brings-augmented-reality-as-an-easter-egg/
  • Fisher, D. F., Karsh, R., Breitenbach, F., & Barnette, B. D. (1983). Eye movements and picture recognition: Contribution or embellishment. In R. Groner et al. (eds.), Eye movements and psychological functions: International views (pp. 193–210). Hillsdale, NJ: Lawrence Erlbaum.
  • Gabbard, J. I., & Swan, J. F. (2008). Usability engineering for augmented reality: Employing user-based studies to inform design. IEEE Transactions on Visualization and Computer Graphics, 14, 513–525.
  • Georgiou, Y., & Kyza, E. A. (2017). The development and validation of the ARI questionnaire: An instrument for measuring immersion in location-based augmented reality settings. International Journal of Human-Computer Studies, 98, 24–37.
  • Gneo, M., Schmidt, M., Conforto, S., & D'Alessio, T. (2012). A free geometry model-independent neural eye-gaze tracking system. Journal of NeuroEngineering and Rehabilitation, 9(1), 82. doi:10.1186/1743-0003-9-82.
  • Greenwald, W. (2018, July 20). Augmented Reality (AR) vs. Virtual Reality (VR): What's the difference? Retrieved from https://www.pcmag.com/article/347242/ar-vs-vr-whats-the-difference
  • Harley, J. M., Poitras, E. G., Jarrell, A., Duffy, M. C., & Lajoie, S. P. (2016). Comparing virtual and location-based augmented reality mobile learning: Emotions and learning outcomes. Educational Technology, Research and Development, 64, 359–388.
  • Huang, G., Schmidt, M., & Gartner G. (2013). Spatial knowledge acquisition with mobile maps, Augmented Reality and voice in the context of GPS-based pedestrian navigation: Results from a field test. Cartography and Geographic Information Science, 39, 107–116.
  • Hwang, J., Jung, J., & Kim, G. J. (2006). Hand-held virtual reality: A feasibility study. In The ACM Symposium on Virtual Reality, Software and Technology (pp. 356–363). New York, NY: ACM.
  • Isaac, M. (2017, April 18). Mark Zuckerberg sees Augmented Reality ecosystem in Facebook. New York Times. Retrieved from https://nyti.ms./2oSbGJi
  • Jones, M. (2006). Mobile interaction design. Hoboken, NJ: Wiley & Sons.
  • Josephson, S., & Holmes, M. E. (2002). Visual attention to repeated Internet images: Testing the scanpath theory on the World Wide Web. In A. T. Duchowski & S. N. Spencer (eds.), Eye Tracking Research & Applications (ETRA) Symposium (pp. 43–51). New York, NY: ACM.
  • Juan, M. C., Méndez-López, M., Pérez-Hernández, E., & Albiol-Pérez, S. (2014). Augmented Reality for the assessment of children's spatial memory in real settings. PloS One, 9, e113751. doi: 10.1371/journal.pone.0113751. Retrieved from http://journals.plos.org/plosone/article?id=10.1371/journal,pone.0113751
  • Just, M. A., & Carpenter, P. A. (1980). A theory of reading: From eye fixations to comprehension. Psychological Review, 87(4), 329–354.
  • Kim, M. J. (2013). A framework for context immersion in mobile augmented reality. Automation in Construction, 33, 79–85.
  • Ko, S. M., Chang, W. S., & Ji, Y. G. (2013). Usability principles for augmented reality applications in a smartphone environment. International Journal of Human-Computer Interaction, 29, 501–515.
  • Krause, W. (1982). Eye fixations and three-term series problems, or: Is there evidence for task independent information units. In R. Groner & P. Fraisse (eds.), Cognition and eye movements (pp. 122–138). Amsterdam, The Netherlands/Berlin, Germany: North Holland/Deutscher Verlag der Wissesnschaften (joint edition).
  • Levy, S. (2017, July 18). Google Glass 2.0 is a starting second act. Wired. Retrieved from https://www.wired.com/story/google-glass-2-is-here/
  • Levy-Schoen, A. (1983). In R. Groner, C. Menz, D. F. Fisher, & R. A. Monty (eds.), Eye movement and psychological functions: International views (pp. 65–71). Hillsdale, NJ: Lawrence Erlbaum.
  • McCall, R., Wetzel, R., Loschner, J., & Braun, A.-K. (2011). Using presence to evaluate an augmented reality location aware game. Personal and Ubiquitous Computing, 15, 25–35.
  • Noton, D., & Stark L. (1971). Eye movements and visual perception. Scientific American, 2240(6), 35–43.
  • Pokemon Go. (2018). Retrieved from https://www.pokemon.com/us/pokemon-video-games/pokemon-go/
  • Pujol, L., Katifori, A., Vayanou, M., Roussou, M., Karvounis, M., Kyriakidi, M.,… Ioannidis, Y. (2013). From personalization to Adaptivity—Creating immersive visits through interactive digital storytelling at the Acropolis Museum. In J. A. Botía & D. Charitos (eds.), Workshop Proceedings of the 9th International Conference on Intelligent Environments (pp. 541–554). Amsterdam, The Netherlands: IOS Press.
  • Rayner, K. (1978). Eye movements in reading and information processing. Psychological Bulletin, 85(3), 618–660.
  • Reid, J., Hull, R., Clayton, B., Melamed, T., & Stenton, P. (2011). A research methodology for evaluating location aware experiences. Personal and Ubiquitous Computing, 15, 53–60.
  • Rennick-Eggleston, S. J., Roussou, M., Brundell, P., Chaffardon, C., Kourtis, V., Koleva, B., & Benford, S. (2013, December). Indoors and outdoors: Designing mobile experiences for Cite de l'Espace. Paper presented at NODEM (Network of Design and Digital Heritage) 2013 Conference: Beyond Control—The Collaborative Museum and its Challenges (pp. 89–97), Stockholm, Sweden.
  • Rohs, M., Schleicher, R., Schoning, J., Essl, G., Naumann, A., & Kruger, A. (2009). Impact of item density on the utility of visual context in magic lens interactions. Personal and Ubiquitous Computing, 13, 633–646.
  • Schramm, M. (2010). Voices that matter iPhone: How Ben Newhouse created Yelp Monocle, and the future of AR. Retrieved from https://www.engadget.com/2010/04/26/voices-that-matter-iphone-how-bennewhouse-created-yelp-monocle/
  • Statistica. (2018). Number of daily Pokemon Go users in the United States as of August 2016 (in millions). Retrieved from https://www.statistica.com/statistics/589213/pokemon-go-user-number-us/
  • Swan, J. E., & Gabbard, J. L. (2005, July). Survey of user-based experimentation in augmented reality. Paper presented at the 1st International Conference on Virtual Reality (pp. 1–9), Las Vegas, Nevada.
  • Sydell, L. (2017, May 20). In Google's vision of the future, computing is immersive. NPR: All Tech Considered. Retrieved from https://www.npr.org/sections/alltechconsidered/2017/05/20/529146185/in-googles-vision-of-the-future-computing-is-immersive
  • TCBOK. (n.d.). Usability Theory. Retrieved from https://www.tcbok.org/wiki/research/bibliography/bibliography-usability/usability-theory/
  • Tobii Pro. (n.d.). Eye tracking for research. Retrieved from https://www.tobiipro.com/
  • Turvey, M. T. (1977). Contrasting opinions to the Theory of Visual Information Processing. Psychological Review, 84(1), 67–88.
  • Vayanou, M., Karvounis, M., Kyriakidi, M., Katifori, A., Manola, N., Roussou, M., & Ioannidis, Y. (2012, August). Towards personalized storytelling for museum visits. Paper presented at the 6th International Workshop on Personalized Access, Profile Management, and Context Awareness in Databases (PersDB 2012), Istanbul, Turkey.
  • Wired Staff. (2017, April 18). Here's everything Facebook announced at F8, from VR to bots. Wired. Retrieved from https://www.wired.com/2017/04/everything-facebook-announced-at-f8/?mbid=email_onsiteshare
  • Witzner, H. D., & Qiang, J. (2010). In the eye of the beholder: A survey of models for eyes and gaze. IEEE Transactions on Pattern Analysis and Machine Intelligence, 32(3), 478–500. doi:10.1109/tpami.2009.30.
  • Yarbus, A. (1967). Eye movements and vision. New York, NY: Plenum.
  • Yelp. (2017). An introduction to Yelp metrics as of December 31, 2017. Retrieved from https://www.yelp.com/factsheet

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.