Developing Mobile Mixed Reality Application Based on User Needs
and Expectations
Amandeep Dhir
@
, Thomas Olsson
#
, Said Elnaffar
!
@
Department of Computer Science and Engineering, School of Science, Aalto University, Finland
#
Unit of Human-Centered Technology, Tampere University of Technology, Tampere-33720, Finland
!
Faculty of Information Technology, UAE University, Al Ain, United Arab Emirates
{amandeep.dhir@aalto.fi}
@
{thomas.olsson@tut.fi}
#
{elnaffar@uaeu.ac.ae}
!
Abstract— Mixed reality refers to the unification and
interaction of the digital and physical environments giving
an immersive view of the environment to its users. The aim
of our study is to investigate the needs and expectations of
the potential users of a futuristic and a novel technology
called Mobile Mixed Reality (MMR). Based on the users’
impressions and expectations, we developed MMR
prototypes representing various scenarios and contexts of
use. We observed that the most important factors that
play a role when it comes to acceptability are usefulness,
personalization, reliability, and relevance. We developed
different prototypes that were tested in order to evaluate
the prototype acceptability. The understanding provided
by the study helped in designing early MMR prototypes.
The most intrusive elements that should be supported by
any MMR application were found to be usefulness (how
useful is the information to any individual),
personalization (personify the information with such
questions as what, how and when to receive any
information), reliability (accuracy and authenticity of the
presented information), and relevance (utility and value of
the information).
Keywords-component - Mobile mixed reality, mobile
devices, prototyping, user needs, user expectation, user
research
I. INTRODUCTION
The ubiquitous nature of mobile devices, particularly
smartphones and tablets, has transformed the basic three needs
of human lives: food, shelter and clothing. Initially, mobile
phones were introduced as a medium for communication, but
now they are extended to the full spectrum of social
networking, Web surfing, multimedia, global positioning,
entertainment, and so on. Gartner Inc has stated that
worldwide mobile device sale has reached 1.6 billion units
with an increase of 72% in 2010 [1]. This growth has made
mobile devices affordable and ubiquitous. This mass scale
adoption of mobile devices has created connected spaces
involving physical and digital environments that can support
the concept of Mobile Mix Reality (MMR). This concept can
be more easily explained by understanding the wide spectrum
of Mixed Reality (MR) [2][3] where, in different degrees, the
physical and digital environments interact and mix together.
Figure 1: Overview of Reality –Virtuality Continuum [3]
Therefore, the MR can be viewed as a continuum spectrum
whose one end is augmented reality and the other end is
augmented virtuality (see Figure 1) [4]. Augmented reality is a
technology that enhances the world around us by overlaying
important data, usually in real-time. A simple example would
be a fighter pilot looking through his visor’s heads-up display
at a view of the sky annotated with real-world information,
such as the target, altitude and horizon data. The augmented
virtuality, at the other end of the Mixed Reality, we find that
new controllers from the video game makers such as
Nintendo, Microsoft, and Sony enable players to interact with
games by tracking real movements in 3D space, providing a
more intuitive, natural and overall fun gaming experience.
In this paper, we focus on the augmented reality [5] aspect of
the MR but in the context of mobile computing, which is
referred to Mobile Mixed Reality (MMR). MMR can provide
rich, enjoyable and surprising experiences to its users.
Unfortunately, this area did not get its due attention from
researchers yet. The last decade, however, has witnessed an
increasing interest in MMR services with researchers and
service companies interested in investigating MMR. Due to
the enormous market potential of MMR, several service
2012 International Conference on Innovations in Information Technology (IIT)
978-1-4673-1101-4/12/$31.00 ©2012 IEEE 83