Is Any Room Really OK? The Effect of Room Size and Furniture on Presence, Narrative Engagement, and Usability During a SpaceAdaptive Augmented Reality Game One of the main challenges in creating narrativedriven Augmented Reality (AR) content for Head Mounted Displays (HMDs) is to make them equally accessible and enjoyable in different types of indoor environments. However, little has been studied in regards to whether such content can indeed provide similar, if not the same, levels of experience across different spaces. To gain more understanding towards this issue, we examine the effect of room size and furniture on the player experience of Fragments, a spaceadaptive, indoor AR crimesolving game created for the Microsoft HoloLens. The study compares factors of player experience in four types of spatial conditions: (1) Large Room  Fully Furnished; (2) Large Room  Scarcely Furnished; (3) Small Room  Fully Furnished; and (4) Small Room  Scarcely Furnished. Our results show that while large spaces facilitate a higher sense of presence and narrative engagement, fullyfurnished rooms raise perceived workload. Based on our findings, we propose design suggestions that can support narrativedriven, spaceadaptive indoor HMDbased AR content in delivering optimal experiences for various types of rooms.

Effects of RealWorld Visual Fidelity on AR Interface Assessment: A Case Study Using AR Headup Display Graphics in Driving Recent AR research efforts have explored the use of virtual environments to test augmented reality (AR) user interfaces. However, it is yet to be seen what effects the visual fidelity of such virtual environments may have on AR interface assessment, and specifically to what degree assessment results observed in a virtual world would apply to the real world. Automotive AR headup (HUD) interfaces provide a meaningful application area to examine this problem, especially given that immersive, 3Dgraphicsbased driving simulators are established tools to examine invehicle interfaces safely before testing in real vehicles. In this work, we present an argument that adequately assessing AR interfaces requires a suite of different measures, and that such measures should be considered when debating the appropriateness of virtual environments for AR interface assessment. We present a case study that examines how an AR interface presented via HUD effects driver performance and behavior in different virtual and real environments. Twelve participants completed the study measuring driver task performance, eye gaze behavior and situational awareness during AR guided navigation in lowand highfidelity virtual simulation, and an onroad environment. Our results suggest that the visual fidelity of the environmental in which an AR interface is assessed, could impact some measures of effectiveness. Discussion is guided by a proposed initial assessment classification for AR user interfaces that may serve to guide future discussions on AR interface evaluation, as well as the suitability of virtual environments for AR assessment.