Wearable AR in Everyday Contexts: Insights from a Digital Ethnography of YouTube Videos

Fuente: arXiv
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Autores principales: Tran, Tram Thi Minh, Brown, Shane, Weidlich, Oliver, Yoo, Soojeong, Parker, Callum
Formato: Preprint
Publicado: 2025
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author Tran, Tram Thi Minh
Brown, Shane
Weidlich, Oliver
Yoo, Soojeong
Parker, Callum
author_facet Tran, Tram Thi Minh
Brown, Shane
Weidlich, Oliver
Yoo, Soojeong
Parker, Callum
contents With growing investment in consumer augmented reality (AR) headsets and glasses, wearable AR is moving from niche applications to everyday use. However, current research primarily examines AR in controlled settings, offering limited insights into its use in real-world daily life. To address this gap, we adopt a digital ethnographic approach, analysing 27 hours of 112 YouTube videos featuring early adopters. These videos capture usage ranging from continuous periods of hours to intermittent use over weeks and months. Our analysis shows that currently, wearable AR is primarily used for media consumption and gaming. While productivity is a desired use case, frequent use is constrained by current hardware limitations and the nascent application ecosystem. Users seek continuity in their digital experience, desiring functionalities similar to those on smartphones, tablets, or computers. We propose implications for everyday AR development that promote adoption while ensuring safe, ethical, and socially-aware integration into daily life.
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publishDate 2025
record_format arxiv
spellingShingle Wearable AR in Everyday Contexts: Insights from a Digital Ethnography of YouTube Videos
Tran, Tram Thi Minh
Brown, Shane
Weidlich, Oliver
Yoo, Soojeong
Parker, Callum
Human-Computer Interaction
With growing investment in consumer augmented reality (AR) headsets and glasses, wearable AR is moving from niche applications to everyday use. However, current research primarily examines AR in controlled settings, offering limited insights into its use in real-world daily life. To address this gap, we adopt a digital ethnographic approach, analysing 27 hours of 112 YouTube videos featuring early adopters. These videos capture usage ranging from continuous periods of hours to intermittent use over weeks and months. Our analysis shows that currently, wearable AR is primarily used for media consumption and gaming. While productivity is a desired use case, frequent use is constrained by current hardware limitations and the nascent application ecosystem. Users seek continuity in their digital experience, desiring functionalities similar to those on smartphones, tablets, or computers. We propose implications for everyday AR development that promote adoption while ensuring safe, ethical, and socially-aware integration into daily life.
title Wearable AR in Everyday Contexts: Insights from a Digital Ethnography of YouTube Videos
topic Human-Computer Interaction
url https://arxiv.org/abs/2502.06191