Consolidating the Research Agenda of Augmented Reality Television with Insights from Potential End-Users

Author(s):  
Irina Popovici ◽  
Radu-Daniel Vatavu
Author(s):  
Belén Agulló

Subtitling has become one of the most important audiovisual translation modes and cannot be understood outside the context of the technology that makes it possible. New audiovisual media are appearing, such as 360º videos, and the necessity of subtitling this type of content to make it accessible is emerging. In this article, an updated review of current subtitling technology is presented to contextualise the study. Then, a review of main immersive environments (3D, augmented reality and virtual reality) and their implications for subtitling has also been introduced. The focus of the study is on virtual reality and, therefore, the main challenges of subtitling 360º content are presented. To respond to the needs of subtitling this type of content, a first version of a subtitle editor has been developed and presented to twenty-seven professional subtitlers who have tested the tool and reported the correspondent feedback on usability and preferences. This study has proven the importance of carrying out usability tests with end users when developing specific software, as well as the challenges faced by subtitlers in new audiovisual media such as 360º content.


2018 ◽  
Author(s):  
Samir Chaves ◽  
Fernando Trinta

The development of Location Based Mobile Games (LBMG) is a complex task. To overcome this problem, authoring tools have been proposed aimint at reducing the time and eff ort required to create these applications. One of these tools is LAGARTo, a web authoring application to help non-programmers users to create multiplayer LBMGs with augmented reality features. The first version of LAGARTo presented a usability level below end-users expectations. Therefore, this research proposes a new usability project for the LAGARTo editor to address its current problems. This document presents the results already obtained from a work in progress, with promising results of improvement in the usability of LAGARTo.


Author(s):  
Alexiei Dingli ◽  
Dylan Seychell

In this work, the authors present methods that add value to the current Web by connecting administrators of a space such as a city with its visitors. The mobile device has nowadays become an important tool in the hands of visitors of cities and the authors present it as a gateway for the administrators to their visitors. The authors present a method that processes various environmental factors during a visit and uses these factors as a context for presenting the recommendations. In this work, the authors also propose a method that can measure queues in a city, and by knowing the overall picture of the situation, it provides individual recommendations of separate mobile devices accordingly. This chapter shows, therefore, the three main steps in the process of recommendation systems: collecting information, processing the recommendations, and presenting them in an attractive way. In this case the authors focus on presenting recommendations through augmented reality in order to provide an attractive tool for end users, which would, at the end of the day, connect them further to the city over the Internet.


2020 ◽  
Vol 10 (15) ◽  
pp. 5363 ◽  
Author(s):  
Jin Gang Lee ◽  
JoonOh Seo ◽  
Ali Abbas ◽  
Minji Choi

To effectively use augmented reality (AR) technology for end-user involved design collaboration, it is necessary to ensure the effectiveness of the AR system from the end-user’s perspective. However, most efforts have mainly focused on technological development, and as such, limited attention has been paid to the end-user’s application of the AR system. Therefore, this study investigates how the AR system affects architectural design review based on the user’s perspectives. Three different display systems presenting a 3D model including a 2D screen, VR, and AR were tested, and a total of 76 participants evaluated visual presentation quality, perceived acceptability, and user experience according to their usage of the visualization platform types during the design review activities. Compared to other systems, the results indicated that the AR system could be more effective in reviewing the visual elements of a building. Furthermore, AR showed the highest ratings for acceptance level and user experience. The innovation provided by AR created a positive user experience, despite its remaining challenges to be resolved in terms of functionality. Since it is expected that the use of AR can be promoted by overcoming certain technological limitations, this study contributes to guiding AR system applications for end-users involved in the design review process.


Author(s):  
Raynel Mendoza-Garrido ◽  
Amaury Cabarcas-Álvarez ◽  
Juan José Puello-Beltran ◽  
Ramon Fabregat-Gesa ◽  
Silvia Margarita Baldiris-Navarro

Heritage Education is a process that traditionally takes place within the classroom, where the teacher transmits some knowledge to the student; however, new ways have been implemented to develop Heritage Education processes supported by different technologies where Augmented Reality is included. This paper describes the process of implementing the “Framework for Heritage Education supported by Augmented Reality”, which proposes guidelines for the development of technology solutions based on Augmented Reality in the context of Heritage Education, through the deployment of an application called “Social Heritage ”developed under the guidelines of this Framework. The paper describes the implementation process of the Framework in the city of Cartagena - Colombia and the validation process with the end users. For the evaluation of the experience, the motivation test was used for the instructional design that measures the categories: Attention, Relevance, Confidence and Satisfaction. This test was applied to a group of students and a group of tourists. The validation results show that the use of augmented reality motivated both students and tourists in the development of heritage education processes. This allowed us to conclude that augmented reality technology is pertinent when promoting learning processes in the context of heritage.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ruofei Chen ◽  
Patsy Perry ◽  
Rosy Boardman ◽  
Helen McCormick

PurposeThis paper synthesises peer-reviewed published journal articles on augmented reality in retail settings to ascertain the current foci of academic research in this nascent area and develop a conceptual framework to form the basis for a future research agenda.Design/methodology/approachThematic analysis was conducted on a sample of 76 papers published between 1997 and 2020 identified through a systematic search of high quality peer-reviewed papers.FindingsThree major research avenues and theoretical bases emerged: AR adoption-based factors with technology acceptance models, AR user experience design and features that influence consumer behaviour, and AR shopping experience and value theory. The resultant S-O-R-based conceptual framework highlights the functional and experiential elements needed for an effective consumer AR experience, which could be implemented by retailers seeking to engage consumers with an augmented shopping experience and make AR applications financially viable.Originality/valueThis is the first systematic literature review on AR in retail settings to include multiple disciplinary perspectives (HCI and marketing/management) and research methodologies.


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