scholarly journals Mobile location-based augmented reality applications for urban tourism storytelling

Author(s):  
Rui Nobrega ◽  
Joao Jacob ◽  
Antonio Coelho ◽  
Jessika Weber ◽  
Joao Ribeiro ◽  
...  
Author(s):  
Zornitza Yovcheva ◽  
Dimitrios Buhalis ◽  
Christos Gatzidis ◽  
Corné P.J.M. van Elzakker

Today, exposure to new and unfamiliar environments is a necessary part of daily life. Effective communication of location-based information through location-based services has become a key concern for cartographers, geographers, human-computer interaction and professional designers alike. Recently, much attention was directed towards Augmented Reality (AR) interfaces. Current research, however, focuses primarily on computer vision and tracking, or investigates the needs of urban residents, already familiar with their environment. Adopting a user-centred design approach, this paper reports findings from an empirical mobile study investigating how tourists acquire knowledge about an unfamiliar urban environment through AR browsers. Qualitative and quantitative data was used in the development of a framework that shifts the perspective towards a more thorough understanding of the overall design space for such interfaces. The authors analysis provides a frame of reference for the design and evaluation of mobile AR interfaces. The authors demonstrate the application of the framework with respect to optimization of current design of AR.


Author(s):  
Simon Burkard ◽  
Frank Fuchs-Kittowski ◽  
Sebastian Himberger ◽  
Fabian Fischer ◽  
Stefan Pfennigschmidt

2020 ◽  
pp. 146144482096587
Author(s):  
Ingrid Richardson ◽  
Larissa Hjorth ◽  
Jordi Piera-Jimenez

In mid-2016, the streets of cities around the world were populated by digital wayfarers taking part in the augmented reality (AR) game, Pokémon GO. The game popularized the digital overlay technique of AR, in which real-time pedestrian movement is integrated with mobile location-based functionality and network information. In the years that followed, playing Pokémon GO gradually became a mundane activity, fitting into the everyday routines of millions of people across the globe. It is at this juncture – when the gameplay became a habitual and unremarkable practice – that the research discussed here began. Through ethnographic fieldwork conducted in Badalona in Spain in 2018–2019, this article explores how sedimented and mundane media – those that are already embedded in daily life routines and typical scenarios of use – can become possible conduits for informal care, wellbeing and social change through playful inclusion and connection.


2019 ◽  
pp. 129-147 ◽  
Author(s):  
Heinrich Söbke ◽  
Jannicke Baalsrud Hauge ◽  
Ioana A. Stefan

Author(s):  
Rui Nóbrega ◽  
João Jacob ◽  
António Coelho ◽  
João Ribeiro ◽  
Jessika Weber ◽  
...  

Creating an augmented reality (AR) urban tourism application presents several interactivity challenges on how to convey an engaging multimedia experience on-site. This article describes a methodology for fast prototyping of multimedia mobile applications dedicated to urban tourism storytelling with special focus on AR techniques. Following the lessons learned in previous applications the systematic creation of location-based augmented reality (LBAR) applications is explored in this article. The goal is to create serious games for tourism that follow a main narrative but where the story can automatically adapt itself to the current location of the player, assimilate possible detours and allow posterior out-of-location playback. Adaptable stories can use dynamic information from map sources such as points of interest (POI), elevation or virtual buildings. The article discusses and presents solutions for media acquisition, interactive storytelling, game-design interface and multi-disciplinary coordination for mobile app development.


Author(s):  
H. Dastageeri ◽  
M. Storz ◽  
A. Koukofikis ◽  
S. Knauth ◽  
V. Coors

Providing mobile location-based information for pedestrians faces many challenges. On one hand the accuracy of localisation indoors and outdoors is restricted due to technical limitations of GPS and Beacons. Then again only a small display is available to display information as well as to develop a user interface. Plus, the software solution has to consider the hardware characteristics of mobile devices during the implementation process for aiming a performance with minimum latency. This paper describes our approach by including a combination of image tracking and GPS or Beacons to ensure orientation and precision of localisation. To communicate the information on Points of Interest (POIs), we decided to choose Augmented Reality (AR). For this concept of operations, we used besides the display also the acceleration and positions sensors as a user interface. <br><br> This paper especially goes into detail on the optimization of the image tracking algorithms, the development of the video-based AR player for the Android platform and the evaluation of videos as an AR element in consideration of providing a good user experience. For setting up content for the POIs or even generate a tour we used and extended the Open Geospatial Consortium (OGC) standard Augmented Reality Markup Language (ARML).


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