Towards Immersive Mixed Reality Street Play: Understanding Co-located Bodily Play with See-through Head-Mounted Displays in Public Spaces

dc.contributor.authorHu, Botao Amber
dc.contributor.authorLin, Rem RunGu
dc.contributor.authorTao, Yilan Elan
dc.contributor.authorLaato, Samuli
dc.contributor.authorLi, Yue
dc.contributor.organizationfi=tietojärjestelmätiede|en=Information Systems Science|
dc.contributor.organizationfi=tietotekniikan laitos|en=Department of Computing|
dc.contributor.organization-code1.2.246.10.2458963.20.70128852004
dc.contributor.organization-code1.2.246.10.2458963.20.85312822902
dc.converis.publication-id505572314
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/505572314
dc.date.accessioned2026-01-21T14:46:01Z
dc.date.available2026-01-21T14:46:01Z
dc.description.abstractAs see-through Mixed Reality Head-Mounted Displays (MRHMDs) proliferate, their usage is gradually shifting from controlled, private settings to spontaneous, public contexts. While location-based augmented reality mobile games such as Pokémon GO have been successful, the embodied interaction afforded by MRHMDs moves play beyond phone-based screen-tapping toward co-located, bodily, movement-based play. In anticipation of widespread MRHMD adoption, major technology companies have teased concept videos envisioning urban streets as vast mixed reality playgrounds-imagine Harry Potter-style wizard duels in city streets-which we term Immersive Mixed Reality Street Play (IMRSP). However, few real-world studies examine such scenarios. Through empirical, in-the-wild studies of our research-through-design game probe, Multiplayer Omnipresent Fighting Arena (MOFA), deployed across diverse public venues, we offer initial insights into the social implications, challenges, opportunities, and design recommendations of IMRSP. The MOFA framework, which includes three gameplay modes-''The Training'', ''The Duel'', and ''The Dragon''-is open-sourced at https://github.com/realitydeslab/mofa.
dc.identifier.eissn2573-0142
dc.identifier.olddbid213675
dc.identifier.oldhandle10024/196693
dc.identifier.urihttps://www.utupub.fi/handle/11111/55730
dc.identifier.urlhttps://doi.org/10.1145/3757679
dc.identifier.urnURN:NBN:fi-fe202601215817
dc.language.isoen
dc.okm.affiliatedauthorLaato, Samuli
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline213 Electronic, automation and communications engineering, electronicsen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline213 Sähkö-, automaatio- ja tietoliikennetekniikka, elektroniikkafi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherAssociation for Computing Machinery
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.articlenumberCSCW498
dc.relation.doi10.1145/3757679
dc.relation.ispartofjournalProceedings of the ACM on Human-Computer Interaction
dc.relation.issue7
dc.relation.volume9
dc.source.identifierhttps://www.utupub.fi/handle/10024/196693
dc.titleTowards Immersive Mixed Reality Street Play: Understanding Co-located Bodily Play with See-through Head-Mounted Displays in Public Spaces
dc.year.issued2025

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