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Mads Haahr

 

Publications by Mads Haahr (bibliography)

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2010
 
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Carrigy, Tara, Naliuka, Katsiaryna, Paterson, Natasa and Haahr, Mads (2010): Design and evaluation of player experience of a location-based mobile game. In: Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010. pp. 92-101. Available online

This paper reports on the design and evaluation of player experience of a Location-Based Mobile Game set in Dublin, Ireland in which players act as paranormal investigators hunting for ghosts and gathering evidence of paranormal activity. The paper focuses on players' experience of engagement and immersion, which was evaluated through a qualitative user study undertaken over a three-day period with the participation of 19 subjects. We first discuss the concept of immersion in gaming and then review related work before presenting the design and implementation of our prototype and the results of our user study. The results show that the experience succeeds in creating a high level of immersion at several stages in the game and that this immersion can be influenced by several factors including usability, control, modes of interaction, aesthetics, flow and, perhaps most significantly, choice of location.

© All rights reserved Carrigy et al. and/or their publisher

 
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Paterson, Natasa, Naliuka, Katsiaryna, Jensen, Soren Kristian, Carrigy, Tara, Haahr, Mads and Conway, Fionnuala (2010): Design, implementation and evaluation of audio for a location aware augmented reality game. In: Proceedings of the 3rd International Conference Fun and Games 2010. pp. 149-156. Available online

In this paper, the development and implementation of a rich sound design, reminiscent of console gaming for a location aware game, Viking Ghost Hunt (VGH) is presented. The role of audio was assessed with particular attention to the effect on immersion and emotional engagement. Because immersion also involves the interaction and the creation of presence (the feeling of being in a particular place) these aspects of the sound design were also investigated. Evaluation of the game was undertaken over a three-day period with the participation of 19 subjects. The results gained imply that audio plays an important role in immersing a player within the game space and in emotionally engaging with the virtual world. However, challenges in regards to GPS inaccuracy and unpredictability remain, as well as device processor constraints, in order to create an accurate audio sound field and for the real-time rendering of audio files.

© All rights reserved Paterson et al. and/or ACM Press

2006
 
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Singh, Atul and Haahr, Mads (2006): Creating an adaptive network of hubs using Schelling's model. In Communications of the ACM, 49 (3) pp. 69-73. Available online

 
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