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Anne-Cecilie Haugstvedt

dblp:124/0706 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Usability and user experience research · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.112012
Mobile augmented reality for cultural heritage: A technology acceptance study · ISMAR 2012
Usability and user experience research
technology acceptance
0.012012
Mobile augmented reality for cultural heritage: A technology acceptance study · ISMAR 2012
Usability and user experience research › technology acceptance
technology acceptance model
0.012012
Mobile augmented reality for cultural heritage: A technology acceptance study · ISMAR 2012

Methods — techniques the papers use, named apart from their topics

technology acceptance model · 0.3survey · 0.3design science research · 0.3
YearPublicationVenuePosition
2012 Mobile augmented reality for cultural heritage: A technology acceptance study
abstract
We have developed a mobile augmented reality application with historical photographs and information about a historical street. We follow a design science research methodology and use an extended version of the technology acceptance model (TAM) to study the acceptance of this application. A prototype has been developed in accordance with general principles for usability design, and two surveys have been conducted. A web survey with 200 participants that watched a short video demonstration of the application to validate the adapted acceptance model, and a street survey, where 42 participants got the opportunity to try the application in a live setting before answering a similar questionnaire and provide more concrete feedback. The results show that both perceived usefulness and perceived enjoyment has a direct impact on the intention to use mobile augmented reality applications with historical pictures and information. Further a number of practical recommendations for the development and deployment of such systems are provided.
Anne-Cecilie Haugstvedt, John Krogstie
ISMAR1