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dc.contributor.authorOliveira, Sérgioen_US
dc.contributor.authorJosé, Ruien_US
dc.contributor.editorCreissac Campos, José and Gonçalves, Danielen_US
dc.date.accessioned2021-06-18T07:32:46Z
dc.date.available2021-06-18T07:32:46Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-155-7
dc.identifier.urihttps://doi.org/10.2312/pt.20081264
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/pt20081264
dc.description.abstractOne key characteristic of ubiquitous computing is the disappearing boundary between physical and virtual elements, a mindset shift from interaction with the computer to the interaction with the environment. 2D visual codes are an important enabling technology for this increasing integration between physical and virtual spaces. However, despite the availability of a broad range of technologies for 2D visual codes, their common usage is still far from being a reality. In this work, we explore some of the factors that may influence the adoption of such interaction techniques. The study was based on the development of a prototype in which a set of applications was made available through interaction with visual codes. The prototype was deployed for three months in a public setting where users could try this technology for themselves. The results from the study suggest that visual codes are seen as a simple interaction model, but still some brief initial introduction may be needed. The study has also highlighted some functional limitations and strong technical constraints that proved to be very demanding when considered in the context of a real scenario and using people's own devices. Although the curiosity factor plays very favourable to the visual codes, its generalized adoption will be difficult or, at least, will not happen as spontaneously as a simple demo may initially suggest.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectVisual codes
dc.subjectTRIPcodes
dc.subjectphysical/virtual merging
dc.subjectmobile applications
dc.subjectubiquitous computing
dc.title2D Visual codes: Why are they not everywhere?en_US
dc.description.seriesinformationInteracção 2008 – Actas da 3a. Conferência Nacional em Interacção Pessoa-Máquina
dc.description.sectionheadersRealidade Virtual / Aumentada
dc.identifier.doi10.2312/pt.20081264
dc.identifier.pages149-154


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