{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,9,8]],"date-time":"2025-09-08T06:09:08Z","timestamp":1757311748856,"version":"3.41.0"},"reference-count":39,"publisher":"Association for Computing Machinery (ACM)","issue":"2","license":[{"start":{"date-parts":[[2019,5,31]],"date-time":"2019-05-31T00:00:00Z","timestamp":1559260800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["ACM Trans. Multimedia Comput. Commun. Appl."],"published-print":{"date-parts":[[2019,5,31]]},"abstract":"<jats:p>\n            Augmented Reality (AR) offers the possibility to enrich the real world with digital mediated content, increasing in this way the quality of many everyday experiences. While in some research areas such as cultural heritage, tourism, or medicine there is a strong technological investment, AR for game purposes struggles to become a widespread commercial application. In this article, a novel framework for AR kid games is proposed, already developed by the authors for other AR applications such as Cultural Heritage and Arts. In particular, the framework includes different layers such as the development of a series of AR kid puzzle games in an intermediate structure which can be used as a standard for different applications development, the development of a smart configuration tool, together with general guidelines and long-life usage tests and metrics. The proposed application is designed for augmenting the puzzle experience, but can be easily extended to other AR gaming applications. Once the user has assembled the real puzzle, AR functionality within the mobile application can be unlocked, bringing to life puzzle characters, creating a seamless game that merges AR interactions with the puzzle reality. The main goals and benefits of this framework can be seen in the development of a novel set of AR tests and metrics in the pre-release phase (in order to help the commercial launch and developers), and in the release phase by introducing the measures for long-life app optimization, usage tests and hint on final users together with a\n            <jats:italic>measure to design<\/jats:italic>\n            policy, providing a method for automatic testing of quality and popularity improvements. Moreover, smart configuration tools, as part of the general framework, enabling multi-app and eventually also multi-user development, have been proposed, facilitating the serialization of the applications. Results were obtained from a large-scale user test with about 4 million users on a set of eight gaming applications, providing the scientific community a workflow for implicit quantitative analysis in AR gaming. Different data analytics developed on the data collected by the framework prove that the proposed approach is affordable and reliable for long-life testing and optimization.\n          <\/jats:p>","DOI":"10.1145\/3311748","type":"journal-article","created":{"date-parts":[[2019,6,6]],"date-time":"2019-06-06T12:28:42Z","timestamp":1559824122000},"page":"1-18","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":15,"title":["Design, Large-Scale Usage Testing, and Important Metrics for Augmented Reality Gaming Applications"],"prefix":"10.1145","volume":"15","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-9160-834X","authenticated-orcid":false,"given":"Pierdicca","family":"Roberto","sequence":"first","affiliation":[{"name":"Universit\u00e1 Politecnica delle Marche (DICEA), Ancona, IT, Italy"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-8893-9244","authenticated-orcid":false,"given":"Frontoni","family":"Emanuele","sequence":"additional","affiliation":[{"name":"Universit\u00e1 Politecnica delle Marche (DII), Ancona, IT, Italy"}]},{"given":"Zingaretti","family":"Primo","sequence":"additional","affiliation":[{"name":"Universit\u00e1 Politecnica delle Marche (DII), Ancona, IT, Italy"}]},{"given":"Mancini","family":"Adriano","sequence":"additional","affiliation":[{"name":"Universit\u00e1 Politecnica delle Marche (DII), Ancona, IT, Italy"}]},{"given":"Loncarski","family":"Jelena","sequence":"additional","affiliation":[{"name":"Department of Engineering Sciences, Division for Electricity Research, Uppsala University, Uppsala, SE, Sweden"}]},{"given":"Paolanti","family":"Marina","sequence":"additional","affiliation":[{"name":"Universit\u00e1 Politecnica delle Marche (DII), Ancona, IT, Italy"}]}],"member":"320","published-online":{"date-parts":[[2019,6,5]]},"reference":[{"key":"e_1_2_1_1_1","doi-asserted-by":"publisher","DOI":"10.1145\/2808207"},{"key":"e_1_2_1_2_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.pmcj.2012.08.002"},{"key":"e_1_2_1_3_1","doi-asserted-by":"publisher","DOI":"10.1145\/3145534"},{"key":"e_1_2_1_4_1","volume-title":"Retrieved","author":"Billinghurst Mark","year":"2002","unstructured":"Mark Billinghurst . 2002 . Augmented reality in education. New Horizons for Learning 12 (2002) . Retrieved January 24, 2019 from http:\/\/www.it.civil.aau.dk\/it\/education\/reports\/ar_edu.pdf. Mark Billinghurst. 2002. Augmented reality in education. New Horizons for Learning 12 (2002). Retrieved January 24, 2019 from http:\/\/www.it.civil.aau.dk\/it\/education\/reports\/ar_edu.pdf."},{"key":"e_1_2_1_5_1","doi-asserted-by":"publisher","DOI":"10.1155\/2014\/597476"},{"key":"e_1_2_1_6_1","doi-asserted-by":"publisher","DOI":"10.21307\/ijssis-2017-693"},{"key":"e_1_2_1_7_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-40621-3_31"},{"key":"e_1_2_1_8_1","volume-title":"Lowe","author":"Gordon Iryna","year":"2006","unstructured":"Iryna Gordon and David G . Lowe . 2006 . What and where: 3D object recognition with accurate pose. In Toward Category-Level Object Recognition. Springer , 67--82. Iryna Gordon and David G. Lowe. 2006. What and where: 3D object recognition with accurate pose. In Toward Category-Level Object Recognition. Springer, 67--82."},{"key":"e_1_2_1_9_1","doi-asserted-by":"publisher","DOI":"10.1145\/2348816.2348826"},{"key":"e_1_2_1_10_1","doi-asserted-by":"publisher","DOI":"10.5555\/3113178.3113273"},{"key":"e_1_2_1_11_1","doi-asserted-by":"publisher","DOI":"10.1109\/ISUVR.2010.20"},{"key":"e_1_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.1109\/ISMAR.2012.6402563"},{"key":"e_1_2_1_13_1","doi-asserted-by":"publisher","DOI":"10.1145\/1179849.1179865"},{"key":"e_1_2_1_14_1","doi-asserted-by":"publisher","DOI":"10.1007\/s11042-011-0880-4"},{"key":"e_1_2_1_15_1","doi-asserted-by":"publisher","DOI":"10.5555\/1183174.1183176"},{"volume-title":"Augmented coliseum: An augmented game environment with small vehicles. In null","author":"Kojima Minoru","key":"e_1_2_1_16_1","unstructured":"Minoru Kojima , Maki Sugimoto , Akihiro Nakamura , Masahiro Tomita , Masahiko Inami , and N. I. I. Hideaki . 2006. Augmented coliseum: An augmented game environment with small vehicles. In null . IEEE , 3--8. Minoru Kojima, Maki Sugimoto, Akihiro Nakamura, Masahiro Tomita, Masahiko Inami, and N. I. I. Hideaki. 2006. Augmented coliseum: An augmented game environment with small vehicles. In null. IEEE, 3--8."},{"key":"e_1_2_1_17_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.pmcj.2014.08.009"},{"key":"e_1_2_1_18_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-20804-6_17"},{"key":"e_1_2_1_19_1","doi-asserted-by":"publisher","DOI":"10.1145\/2808208"},{"key":"e_1_2_1_20_1","doi-asserted-by":"publisher","DOI":"10.1080\/13504622.2014.911247"},{"key":"e_1_2_1_21_1","doi-asserted-by":"publisher","DOI":"10.1145\/1413634.1413718"},{"key":"e_1_2_1_22_1","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-40651-0_17"},{"key":"e_1_2_1_23_1","first-page":"86","article-title":"Motivations for augmented reality gaming","volume":"4","author":"Nilsen Trond","year":"2004","unstructured":"Trond Nilsen , Steven Linton , and Julian Looser . 2004 . Motivations for augmented reality gaming . Proceedings of FUSE 4 (2004), 86 -- 93 . Trond Nilsen, Steven Linton, and Julian Looser. 2004. Motivations for augmented reality gaming. 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