scholarly journals Flexible development of location-based mobile augmented reality applications with AREA

2020 ◽  
Vol 11 (12) ◽  
pp. 5809-5824
Author(s):  
Marc Schickler ◽  
Manfred Reichert ◽  
Philip Geiger ◽  
Jens Winkler ◽  
Thomas Funk ◽  
...  

AbstractMobile applications have garnered a lot of attention in the last years. The computational capabilities of mobile devices are the mainstay to develop completely new application types. The provision of augmented reality experiences on mobile devices paves one alley in this field. For example, in the automotive domain, augmented reality applications are used to experience, inter alia, the interior of a car by moving a mobile device around. The device’s camera then detects interior parts and shows additional information to the customer within the camera view. Another application type that is increasingly utilized is related to the combination of serious games with mobile augmented reality functions. Although the latter combination is promising for many scenarios, technically, it is a complex endeavor. In the AREA (Augmented Reality Engine Application) project, a kernel was implemented that enables location-based mobile augmented reality applications. Importantly, this kernel provides a flexible architecture that fosters the development of individual location-based mobile augmented reality applications. The work at hand shows the flexibility of AREA based on a developed serious game. Furthermore, the algorithm framework and major features of it are presented. As the conclusion of this paper, it is shown that mobile augmented reality applications require high development efforts. Therefore, flexible frameworks like AREA are crucial to develop respective applications in a reasonable time.

2016 ◽  
Vol 6 (2) ◽  
pp. 30 ◽  
Author(s):  
Dimitris Markouzis ◽  
Georgios Fessakis

Mobile Augmented Reality (MAR) Technology in combination with Interactive Storytelling (IS) enables the design of new kinds of technology enhanced learning and entertainment applications. The existing pedagogical research as well as the available Interactive Storytelling MAR (ISMAR) Serious Games are rather limited. This is mainly because of the difficulties of MAR applications development and the complexity of IS authoring. The paper works on the direction to improve this situation exploring the combination of a) rapid prototype development methodology based on MAR authoring tools and b) the definition of IS genres which could serve as templates and guide the ISMAR design. In the paper, key concepts are presented, existing successful examples of MAR Serious Games are analyzed in order to extract their narration genre features, available tools for MAR rapid authoring are introduced, and afterwards the design, development and first evaluation of a prototype ISMAR Serious Game is presented. The paper contributes to the bridging of learning design, IS, and AR technology research communities and facilitates feature interdisciplinary research.


2018 ◽  
Vol 19 (6) ◽  
pp. 698-703
Author(s):  
Andrzej Rypulak ◽  
Sebastian Kuźmicz

The article describes the course of works aimed at creating a mobile application using Mobile Augmented Reality technology supporting the training process of personnel servicing aircraft in the field of pre-flight aircraft inspections. The requirements for the application, selection of programming tools and mobile imaging devices are presented. At the end of the article the results of tests of applications on various mobile devices and their conclusions are presented.


2019 ◽  
Vol 155 ◽  
pp. 193-200
Author(s):  
Marc Schickler ◽  
Manfred Reichert ◽  
Philip Geiger ◽  
Micha Weilbach ◽  
Rüdiger Pryss

Author(s):  
Giuseppe Conti ◽  
Raffaele De Amicis ◽  
Gabrio Girardi ◽  
Michele Andreolli

The widespread adoption of IT technologies by cultural heritage (CH) has transformed how cultural heritage is presented both to experts and the broad public. In the last few years a large number of multimedia applications, including virtual and augmented reality simulations, have been proposed by researchers and industry alike. However some of these technologies struggle to achieve mass diffusion, most probably due to limitations of their interfaces. Conversely, the recent widespread success of both serious games and mobile applications are laying the foundations for true extensive access to digital information on cultural heritage, creating new possibilities. This chapter illustrates this technological trend, highlighting their potential effects on the public and discussing a number of emerging scenarios of interest for the cultural heritage domain.


2018 ◽  
Vol 19 (3) ◽  
pp. 279-296
Author(s):  
Tomasz Bekus

On the basis of the analysis of the source literature, the article tackled the subject of Augmented Reality as a modern marketing tool. To begin with, the presumptions were diagnosed which constitute the proof of the increasing significance of this technology. Then it Was defined what Augmented Reality is, as well as its functionality Was presented. In the further part of the text, the selected examples of the practical application of AR, as well as their usage in marketing activity, were provided. Moreover, a case study Was presented in which the application of Mobile Augmented Reality Systems (MARS) Was discussed in a broader way on the example of mobile applications. The article concludes with a vision of the further development of Augmented Reality in the marketing aspect


2021 ◽  
Author(s):  
Alex Ufkes

Augmented Reality (AR) combines a live camera view of a real world environment with computer-generated virtual content. Alignment of these viewpoints is done by recognizing artificial fiducial markers, or, more recently, natural features already present in the environment. This is known as Marker-based and Markerless AR respectively. We present a markerless AR system that is not limited to artificial markers, but is capable of rendering augmentations over user-selected textured surfaces, or ‘maps’. The system stores and differentiates between multiple maps, all created online. Once recognized, maps are tracked using a hybrid algorithm based on feature matching and inlier tracking. With the increasing ubiquity and capability of mobile devices, we believe it is possible to perform robust, markerless AR on current generation tablets and smartphones. The proposed system is shown to operate in real-time on mobile devices, and generate robust augmentations under a wide range of map compositions and viewing conditions.


2017 ◽  
Vol 15 (1) ◽  
Author(s):  
Aida Kesuma Azmin ◽  
Mohd Hisyamuddin Kassim ◽  
Fadzidah Abdullah ◽  
Alliyah Nur Zafirah Sanusi

This paper focuses on Mobile Augmented Reality (MAR) for architectural heritage restoration as an alternative technique to visually restore the ruined rear house of Rumah Datuk Setia, Kuala Kangsar, Perak. The research consists of the development of Virtual Heritage (VH) based on the architectural heritage information of the ruined rear house, such as spatial organization, construction, ornamentation, materials; as well as “Augmented Reality” (AR) for architecturalheritage restoration via mobile devices, such as smartphone and tablet. The objective is to develop Mobile Augmented Reality Restoration (MARR) of Rumah Datuk Setia, as a showcase of architectural conservation technique, for future restoration. The study reveals the process by integrating layers of architectural heritage information – VH, MAR and other enabling technologiesas primary mediums for architectural heritage restoration. The research manifestation introduces a new technique of architectural heritage building restoration through MARR. It highlights necessary elements needed to be considered, and challenges, in developing the MARR, which can be applied for future architectural restorations.


2021 ◽  
Vol 40 (2) ◽  
pp. 1-22
Author(s):  
Michał Skubis

Abstract Augmented reality (AR) is becoming an increasingly popular technology, used in many fields. Particular prospects for its development are inherent in the dissemination of AR-based applications on widely used mobile devices. To guide the emerging research in this field, the level of knowledge of AR technology among potential consumers needs to be identified. The aim of this study was to determine the level of awareness of AR in mobile applications among their potential users, attempting to determine whether it is possible to define the profile of a user characterized by a greater level of knowledge of AR. Statistical analysis of the results of original research carried out with the CAWI in the spring of 2020 showed that the knowledge of augmented reality technology among potential consumers is at a relatively low level. Moreover, this study found no characteristics correlated with this knowledge, in terms of either demographics, or interest in and knowledge of modern technologies in general.


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