Abstract
Intense stress, discomfort or sedentary behaviour are factors that have a negative impact on people’s well-being and efficiency. A number of prototypes have been developed to help people address these issues. In parallel, gamification techniques have been successfully used in applications that aim to improve people’s health by encouraging them to change their behaviour. In this chapter, we focus on the use of Ambient systems and/or Augmented Reality systems and discuss the potential of playful and gamified systems to improve people’s well-being. We first describe several prototypes that aim to improve people’s well-being. Then, we discuss the potential of gamification and projection-based AR systems in the context of well-being, and introduce the notion of playful projection-based ambient systems. We conclude by describing a scenario and discussing technical considerations for its implementation.
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Notes
- 1.
- 2.
https://www.posture-minder.com/. Last accessed December 9th 2018.
- 3.
https://usb.brando.com/visomate-usb-vision-and-posture-reminder_p00234c035d015.html. Last accessed December 09th 2018.
- 4.
https://www.jabra.fr/supportpages/jabra-noise-guide. Last accessed on October 26th 2018.
- 5.
https://cubesensors.com/. Last accessed December 9th 2018.
- 6.
https://www.microsoft.com/fr-fr/hololens. Last accessed on October 26th 2018.
- 7.
https://www.magicleap.com/. Last accessed on October 26th 2018.
- 8.
https://www.dynamicprojection.com/mirror-head-en/. Last accessed on October 26th 2018.
- 9.
See “Cupid flies in Brussels Airport. Skullmapping strikes again.” https://vimeo.com/294352021?from=outro-embed for a real-life example of animated AR projections at Brussels airport. Made by http://skullmapping.com/ and posted by Dynamic Projection Institute https://vimeo.com/dynamicprojection.
- 10.
- 11.
See “Animator versus Animation” by Alan Backer https://www.youtube.com/watch?v=npTC6b5-yvM for example.
- 12.
As stated in Blehm et al. (2005), “looking away at a distant object at least twice an hour during computer usage is sufficient for prevention of visual fatigue”.
- 13.
https://www.dynamicprojection.com/mirror-head-en/. Last accessed on October 26th 2018.
- 14.
- 15.
- 16.
https://www.dnp-screens.com/media/1763/free_guide.pdf. Last accessed January 3rd 2019.
- 17.
- 18.
- 19.
- 20.
Based on diagonal of 1 m for a 16/10 screen.
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Acknowledgements
The authors acknowledge the European Commission for funding the InnoRenew CoE project (Grant Agreement 739574) under the Horizon2020 Widespread-Teaming program and the Republic of Slovenia (Investment funding of the Republic of Slovenia and the European Union of the European regional Development Fund). The research was also supported by Slovenian research agency ARRS (P1–0383 and J1–9186).
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Ducasse, J., Kljun, M., Čopič Pucihar, K. (2019). Playful Ambient Augmented Reality Systems to Improve People’s Well-Being. In: Geroimenko, V. (eds) Augmented Reality Games II. Springer, Cham. https://doi.org/10.1007/978-3-030-15620-6_6
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