By analyzing the participants' comments, the following were identified.
While using Ovjet, the participants sensed their activities to be unnatural and their experiences to be inconsistent with those in the real world.
They had difficulties in understanding the functions of menus and operating the input devices, and complained about the complexity in the layout of the screen.
They argued that more enjoyable and useful information should be provided in the mobile AR application, otherwise users could easily lose their motivation for exploring the augmented
space.
Due to inconsistency, it was difficult to fit virtual contents exactly to the corresponding locations in the real world.
The case study suggests that mobile AR creates a context-immersive space.
Ovjet facilitates social interaction with users, places and objects through SNS; thus, it provides multi-user-based contents in the linked structure.
Smart phones enhance the accessibility of a system in AR; thus, mobile AR enables passive users
to become active participants in the social interaction.
By exploiting the context-awareness, it produces constructive relationships in the embodied
space with mobility and ubiquity.