Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

AR Basketball: Consolidating Fingerstroke-Level Model For A Visuo-Haptic Augmented Reality Based Smartphone Application

Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

2020 IEEE Region 10 Symposium (TENSYMP), 5-7 June 2020, Dhaka, Bangladesh

AR Basketball: Consolidating Fingerstroke-Level


Model for a Visuo-Haptic Augmented Reality based
Smartphone Application
Ahmed Iqbal Pritom1 , Istiaque Ahmed2 , Mehrab Zaman Chowdhury3 and Md. Jahidul Islam4
1,2,3
Department of Computer Science and Engineering, Islamic University of Technology, Gazipur, Bangladesh
1,4
Department of Computer Science and Engineering, Green University of Bangladesh, Dhaka, Bangladesh
Email: 1 pritom@iut-dhaka.edu, 2 fishtiaque45@gmail.com, 3 mehrabzaman@iut-dhaka.edu, jahidul.jnucse@gmail.com

Abstract—In the era of extensive progression of smartphones, content providing”, “support procedural and semantic mem-
gaming applications have become an undisputed reality of ory” and “feedback about the infrastructures behavior” in
our routine micro-moments. And when it comes to a realistic our application “AR Basketball” [1]. To ensure better user
gaming experience, Augmented Reality has shown significant
advancement to uplift itself from just a fantastical concept to experience, it is mandatory to observe a user’s cognitive ability
one of the front-runners of todays gaming industry. In this on different interactive components and thus came the idea
work, we propose a Mobile Augmented Reality (MAR) based of GOMS. GOMS incorporates four human actions namely,
smartphone application, namely “AR Basketball” to justify the “goals ”, “operators”, “methods” and “selection rules” to form
flexible adjustments required to design an intrinsic reality-based a model of human performance on different task-based inter-
gaming UI. This research is one of the earliest investigations
to revisit operators of Finger-stroke Level Model (FLM) for action with a machine. It mainly predicts user performance in
MAR and attempts to map different finger-stroke activities with seemingly nondescript circumstance and eliminates superflu-
touch-sensitive AR-based smartphone applications. The complete ous user action to reduce single task completion time [2][3].
game was uploaded in Google play store for user feedback after FLM is one of the latest addition to the GOMS family which
being fused with several other common AR sporting applications calculates finger controlled task completion time on touch-
developed by one of the authors conducting this research work.
The empirical study shows that a redesigned FLM for MAR sensitive UI. FLM also regulates design criteria to minimize
ensures better task completion time compared to the same action- unsolicited user command in optimized interface achievement,
based gaming applications designed for other platforms. especially for highly interactive gaming applications.
This article is divided into five sections. Section II primarily
Index Terms—Mobile Augmented Reality (MAR), focuses on MAR based application design criteria with some
Fingerstroke-Level Model (FLM), Human Computer Interaction
(HCI).
contributing factors of MAR in different aspects of our every-
day life. In-depth analysis of FLM operators and some recent
applications that have integrated the model provides another
I. I NTRODUCTION
scope of discussion for this section. Section III illustrates the
Technological advancement in gaming industries for the system architecture of “AR Basketball”. To pinpoint the design
past two decades has truly transformed every possible science disparity between regular mobile applications and MAR based
fiction into a visual reality. To the completeness of immersive applications, we analyzed finger-stroke based task completion
gaming experience, Augmented Reality (AR) has been added data for two similar application-oriented games; one devel-
as one of the most recent features of gaming markets. Till oped in android version 7.0 and other integrating Mobile
March’18, there were more than two thousand augmented Augmented Reality (MAR). Section IV elaborates finger-
reality apps in Apple’s App Store. Unlike Virtual Reality (VR), stroke operators of FLM and experimental details of action
Augmented Reality has a staggering ability to enhance the based task completion time measurement. In addition, this
existing environment through which people see and interact section provides statistical evidence on how “AR Basketball”
with the world, with an overlay of distinctive features that improves in terms of solving time and accuracy compared
produces digital information to gamers with the live environ- to a general basketball game. We put an end to our work
ment. Combined analysis of Value Chain, SWOT and Porter’s with supplementary discussions and future research scope in
five force has suggested that being a cost-optimized gaming Section V.
solution along with reduced hardware integration complexity,
II. R ELATED W ORKS
AR is one of the favourites to dominate the gaming zone in
upcoming years. A. Introduction to FLM
Investigating design principles of topnotch Mobile Aug- Predictive models are usually used in the field of interface
mented Reality (MAR) gaming applications, we integrated designing to provide an analytical measurement of human
issues like “low physical effort”, “reduction of cognitive performance and to justify the feasibility of low-fidelity pro-
overhead”, “synchronicity”, “hidden reality”, “context based totypes to fit in user-centric systems. The concept of one of

978-1-7281-7366-5/20/$31.00 ©2020 IEEE

You might also like