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Comparison User Engagement of Gamified and Non-gamified Augmented Reality Assembly Training

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Advances in Agile and User-Centred Software Engineering (LASD 2019, MIDI 2019)

Abstract

Augmented Reality (AR) is expanding its application field through many areas, including marketing, education, and medicine. Furthermore, industrial training and instructional support, especially in the context of maintenance and assembly, are also among the key field of application. Also, evidence has shown that good user experience and engagement leads to better performance, an engaged employee delivered a better result than those who not. Gamification is one of the various methods to enhance user experience and engagement. In this work, we present a training approach to guide novice users through an assembly task of changing batter for a robot arm. The training is developed as an augmented reality training with and without a gamification design. Furthermore, we evaluated the designs with 22 objects to validate if user engagement and performance of one design is better than the other. The result indicates a better outcome on the gamified application, however, the difference is not statistically significant.

This paper is an extended version of work published in Federated Conference on Computer Science and Information Systems 2019 [5].

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Correspondence to Diep Nguyen .

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Nguyen, D., Meixner, G. (2020). Comparison User Engagement of Gamified and Non-gamified Augmented Reality Assembly Training. In: Przybyłek, A., Morales-Trujillo, M. (eds) Advances in Agile and User-Centred Software Engineering. LASD MIDI 2019 2019. Lecture Notes in Business Information Processing, vol 376. Springer, Cham. https://doi.org/10.1007/978-3-030-37534-8_8

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  • DOI: https://doi.org/10.1007/978-3-030-37534-8_8

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