Expected user experience of mobile augmented reality services: a user study in the context of shopping centres
By Thomas Olsson, Else Lagerstam, Tuula Kärkkäinen, Kaisa Väänänen. Personal and Ubiquitous Computing, 2011
397 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/fa78c409b7966e977ca9c6d4179ffd8392078997
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Citations in the corpus
- How augmented reality apps are accepted by consumers : a comparative analysis using scales and opinions (2017, methodology): “So far research has focused on the evaluation of technical demonstrators, user perception and cognition, user task performance, or the development of user-oriented guidelines for design (Olsson et al., 2013, p.389).”
- Mobile Augmented Reality Survey: From Where We Are to Where We Go (2017, background): “[48] realize a user case study ofMAR services”
- A Systematic Review of 10 Years of Augmented Reality Usability Studies: 2005 to 2014 (2018, background): “The highest ACC (19) in this application area was received by an article published by Olsson et al. (2013) about the expectations of user experience of mobile augmented reality (MAR) services in a shopping context.”
- The determinants of recommendations to use augmented reality technologies: the case of a Korean theme park. (2015, background): “…innovativeness 3 I. Introduction The development of mainstream computers and laptops into mobile gadgets and the transformation of surfaces and physical unconnected items into “displays” and interaction interfaces have been pushed by intense research over the last 20 years (Olsson et al., 2013).”
- DeepDecision: A Mobile Deep Learning Framework for Edge Video Analytics (2018, background): “For example, real-time object recognition tools could help users in shopping malls [1], facilitate rendering of animations in AR apps (e.”
- Enhancing the online decision-making process by using augmented reality: A two country comparison of youth markets (2017, methodology): “…on ease of use, usefulness and attitude (Davis, 1989) for including more specific dimensions related to interactive technologies such as quality of information, aesthetic quality, response time, and interactivity relying on the user experience concept (Olsson & Salo, 2011; Olsson et al., 2013).”