Universal Web-Based Tracking for Augmented Reality Applications

Author(s):  
Yannic Bonenberger ◽  
Jason Rambach ◽  
Alain Pagani ◽  
Didier Stricker
Keyword(s):  
Author(s):  
Ernest Redondo ◽  
Isidro Navarro ◽  
Albert Sánchez ◽  
David Fonseca

This chapter discusses the impact of using social media resources and new emerging technologies in teaching and learning processes. The authors of this chapter focus on Spanish architecture-education framework by analyzing three case studies carried out by students finishing architecture and building degrees. Students’ interaction with this resources is assessed, as well as their derived academic results, and the degree of satisfaction from students and teachers using these resources and technologies. To conduct the study, the authors worked with Web based freeware applications, such as Dropbox, blogging systems, Moodle, YouTube, Wikipedia, and Google Maps. Mobile devices, such as smartphones and tablets PCs, were used to test QR-Codes (Quick Response Codes) and Augmented Reality technology based applications as Junaio and Ar-Media Plugin.


Author(s):  
Yunqiang Pei ◽  
Yadong Wu ◽  
Song Wang ◽  
Fupan Wang ◽  
Hongyu Jiang ◽  
...  

2019 ◽  
Vol 36 (10) ◽  
pp. 19-24 ◽  
Author(s):  
Dan Lou

Purpose The purpose of this paper is to identify a light and scalable augmented reality (AR) solution to enhance library collections. Design/methodology/approach The author first did research to identify the major obstacle in creating a scalable AR solution. Next, she explored possible workaround methods and successfully developed two prototypes that make the current Web-based AR work with ISBN barcode. Findings Libraries have adopted AR technology in recent years mainly by developing mobile applications for specific education or navigation programs. Yet a straight-forward AR solution to enhance a library's collection has not been seen. One of the obstacles lies in finding a scalable and painless solution to associate special AR objects with physical books. At title level, books already have their unique identifier – the ISBN number. Unfortunately, marker-based AR technology only accept two-dimensional (2-D) objects, not the one-dimensional (1-D) EAN barcode (or ISBN barcode) used by books, as markers for technical reasons. In this paper, the author shares her development of two prototypes to make the Web-based AR work with the ISBN barcode. With the prototypes, a user can simply scan the ISBN barcode on a book to retrieve related AR content. Research limitations/implications This paper mainly researched and experimented with Web-based AR technologies in the attempt to identify a solution that is as platform-neutral as possible, and as user-friendly as possible. Practical implications The light and platform-neutral AR prototypes discussed in this paper have the benefits of minimum cost on both the development side and the experience side. A library does not need to put any additional marker on any book to implement the AR. A user does not need to install any additional applications in his/her smartphone to experience the AR. The prototypes show a promising future where physical collections inside libraries can become more interactive and attractive by blurring the line of reality and virtuality. Social implications The paper can help initiate the discussion on applying Web-based AR technologies to library collections.


2021 ◽  
Vol 1997 (1) ◽  
pp. 012038
Author(s):  
Noradila Nordin ◽  
Marni Azira Markom ◽  
Farhana Aqilah Suhaimi ◽  
Syaimaa’ Ishak

2021 ◽  
Vol 3 ◽  
Author(s):  
Michael Oduor ◽  
Timo Perälä

Owing to increasing cases of sedentary lifestyles and their negative impact on health, practical solutions are needed to address the physical and mental wellbeing of citizens and to enhance their standard of living. Among the problems are premature mortality rates caused by physical inactivity, which leads to chronic diseases. Innovative solutions are needed to address many of the problems that we face as a society. Location-based games have been identified as effective solutions for increasing physical activity, enhancing social interaction, and exploration in urban environments. In this pilot study, we explore how to encourage active mobility (walking and cycling) through urban play by integrating technology into the built environment. We examined the usability of a web-based augmented reality application in providing interactive experience to users as they explored the urban environment looking for tasks. Overall, participants’ perceptions of the usability of the application were positive; they enjoyed how the application revealed the tasks at each location and all the checkpoints at the different locations had at least a couple of visitors. We present limitations and future research directions.


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