TY - GEN
T1 - The COMPASS framework for digital entertainment
T2 - 13th International Conference on Advances in Computer Entertainment Technology (ACE 2016)
AU - Santos, Marc Ericson C.
AU - Rompapas, Damien Constantine
AU - Nishiki, Yoshinari
AU - Taketomi, Takafumi
AU - Yamamoto, Goshiro
AU - Sandor, Christian
AU - Kato, Hirokazu
PY - 2016/11
Y1 - 2016/11
N2 - 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.
AB - 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.
KW - Augmented reality
KW - Children-computer interaction
KW - Evaluation framework
KW - User experience
UR - http://www.scopus.com/inward/record.url?scp=85014698869&partnerID=8YFLogxK
UR - https://www.scopus.com/record/pubmetrics.uri?eid=2-s2.0-85014698869&origin=recordpage
U2 - 10.1145/3001773.3001799
DO - 10.1145/3001773.3001799
M3 - RGC 32 - Refereed conference paper (with host publication)
SN - 9781450347730
T3 - ACM International Conference Proceeding Series
BT - Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology
PB - Association for Computing Machinery
Y2 - 9 November 2016 through 12 November 2016
ER -