The COMPASS framework for digital entertainment: Discussing augmented reality activities for scouts

Marc Ericson C. Santos, Damien Constantine Rompapas, Yoshinari Nishiki, Takafumi Taketomi, Goshiro Yamamoto, Christian Sandor, Hirokazu Kato

Research output: Chapters, Conference Papers, Creative and Literary WorksRGC 32 - Refereed conference paper (with host publication)peer-review

1 Citation (Scopus)

Abstract

Entertainment is challenging to observe, especially with children, due to limited analytical tools. In response, we present a modified framework for entertainment computing, COMPASS - COmbined Mental, PhysicAl, Social and Spatial factors, which we use to analyze augmented reality activities for cub scouts.
Original languageEnglish
Title of host publicationProceedings of the 13th International Conference on Advances in Computer Entertainment Technology
PublisherAssociation for Computing Machinery
ISBN (Print)9781450347730
DOIs
Publication statusPublished - Nov 2016
Externally publishedYes
Event13th International Conference on Advances in Computer Entertainment Technology (ACE 2016) - Osaka, Japan
Duration: 9 Nov 201612 Nov 2016

Publication series

NameACM International Conference Proceeding Series

Conference

Conference13th International Conference on Advances in Computer Entertainment Technology (ACE 2016)
Abbreviated titleACE 2016
Country/TerritoryJapan
CityOsaka
Period9/11/1612/11/16

Research Keywords

  • Augmented reality
  • Children-computer interaction
  • Evaluation framework
  • User experience

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