scholarly journals Gamifying airport experience using augmented reality

Author(s):  
Yalda Pashai-Fakhri

Continuous advancements in aerospace technology have led to incredible growth in the airline industry in the past three decades [1]. However, such rapid growth coupled with tighter security restrictions and stricter global travel requirements has led to a burgeoning logistical issue of handling in-transit passengers at airports. Due to security wait times, delays, cancellations and layovers, passengers are spending more time waiting and transiting at airports. This time is often considered to be “lost time” by passengers, as there is no positive or meaningful experience associated with it. This proposal utilizes augmented reality (AR) to gamify the airport environment in an attempt to reclaim this “lost time” for passengers. With the use of a personal mobile device, travelers can initiate a timed journey through the airport that guides them to points of interest where they can complete challenges to earn credits. These credits can then be used towards discount purchases at retailers and restaurants in the airport, resulting in a more positive airport experience for travelers and an increase in revenue for businesses.

2021 ◽  
Author(s):  
Yalda Pashai-Fakhri

Continuous advancements in aerospace technology have led to incredible growth in the airline industry in the past three decades [1]. However, such rapid growth coupled with tighter security restrictions and stricter global travel requirements has led to a burgeoning logistical issue of handling in-transit passengers at airports. Due to security wait times, delays, cancellations and layovers, passengers are spending more time waiting and transiting at airports. This time is often considered to be “lost time” by passengers, as there is no positive or meaningful experience associated with it. This proposal utilizes augmented reality (AR) to gamify the airport environment in an attempt to reclaim this “lost time” for passengers. With the use of a personal mobile device, travelers can initiate a timed journey through the airport that guides them to points of interest where they can complete challenges to earn credits. These credits can then be used towards discount purchases at retailers and restaurants in the airport, resulting in a more positive airport experience for travelers and an increase in revenue for businesses.


2020 ◽  
Vol 8 (2) ◽  
pp. 91-102
Author(s):  
Dragos Gheorghiu ◽  
Livia Stefan

The current IT and digital technologies such as Mobile Augmented Reality (MAR) enable the overlap of digital and real world information in relation with a topic, in an engaging and efficient manner, and therefore can be used to store intangible heritage and to study it in the context as well. The current paper refers to such an augmentation of cultural information, performed at the Kallatis site, whose ruins, at present mostly covered by the modern town, do not offer sufficient information on the complexity of the Greek civilization. The implementation of a MAR application consisted in defining several points of interest of the important local archaeologic discoveries, which can trigger, for the visitors using our application, an augmentation of the historical site with images and videos. With the current research work, the authors propose and demonstrate that a mobile MAR application can constitute a modern method for providing visitors with an immersive and holistic experience for understanding the local material and intangible heritage.


2021 ◽  
Vol 11 (8) ◽  
pp. 3711
Author(s):  
Selma Rizvić ◽  
Dušanka Bošković ◽  
Vensada Okanović ◽  
Ivona Ivković Kihić ◽  
Irfan Prazina ◽  
...  

Bosnia and Herzegovina (BH) has a very picturesque past. Founded in 11th century, it has always been a crossroads of faiths and civilizations. Extended Reality (XR) technologies can finally take us to time travel into this history, enable us to experience past events and meet historical characters. In this paper, we overview the latest applications we developed that use Virtual Reality (VR) video, Virtual and Augmented Reality (AR) for interactive digital storytelling about BH history. “Nine dissidents” is the first BH VR documentary, tackling a still tricky subject of dissidents in the Socialist Yugoslavia, artists and writers falsely accused, persecuted and still forbidden. “Virtual Museum of Old Crafts” aims to present and preserve crafts intangible heritage through Virtual Reality. “Battle on Neretva VR” is recreating a famous WWII battle offering the users to experience it and meet comrade Tito, the commander of the Yugoslav Liberation Army. “Sarajevo 5D” shows the cultural monuments from Sarajevo that do not exist anymore in physical form using Augmented Reality. Through user experience studies, we measure the user immersion and edutainment of these applications and show the potential of XR for the presentation and preservation of cultural heritage.


2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Bernhard Jenny ◽  
Kadek Ananta Satriadi ◽  
Yalong Yang ◽  
Christopher R. Austin ◽  
Simond Lee ◽  
...  

<p><strong>Abstract.</strong> Augmented reality (AR) and virtual reality (VR) technology are increasingly used for the analysis and visualisation of geospatial data. It has become simple to create an immersive three-dimensional AR or VR map with a combination of game engines (e.g., Unity), software development kits for streaming and rendering geospatial data (e.g., Mapbox), and affordable hardware (e.g., HTC Vive). However, it is not clear how to best interact with geospatial visualisations in AR and VR. For example, there are no established standards to efficiently zoom and pan, select map features, or place markers on AR and VR maps. In this paper, we explore interaction with AR and VR maps using gestures and handheld controllers.</p><p>As for gesture-controlled interaction, we present the results of recent research projects exploring how body gestures can control basic AR and VR map operations. We use motion-tracking controllers (e.g., Leap Motion) to capture and interpret gestures. We conducted a set of user studies to identify, explore and compare various gestures for controlling map-related operations. This includes, for example, mid-air hand gestures for zooming and panning (Satriadi et al. 2019), selecting points of interest, adjusting the orientation of maps, or placing markers on maps. Additionally, we present novel VR interfaces and interaction methods for controlling the content of maps with gestures.</p><p>As for handheld controllers, we discuss interaction with exocentric globes, egocentric globes (where the user stands inside a large virtual globe), flat maps, and curved maps in VR. We demonstrate controller-based interaction for adjusting the centre of world maps displayed on these four types of projection surfaces (Yang et al. 2018), and illustrate the utility of interactively movable VR maps by the example of three-dimensional origin-destination flow maps (Yang et al. 2019).</p>


2021 ◽  
Author(s):  
Dawsyn Borland

This project presents the idea that historic house museums (HHMs) can use Augmented Reality (AR) and physical interactive space to bring stories and characters of the past back to life. Designed to foster self-directed discovery and informal learning of the space and story, this project uses a historically factual AR character to reanimate the sense of human presence within the space. Rather than disrupting the traditional narratives of HHMs, this mixed media storytelling experience extends historical stories by making them more personal and relatable. Using tangible stories, multisensory interactions, and an AR experience to extend the historical narrative, this form of museological work creates more opportunities for empathic character-driven storytelling. Lastly, I identify that this proof of concept could be used in multiple applications, as both a storytelling medium and a communication tool.


Author(s):  
Miguel Nuno Pereira ◽  
Miguel Pazos Otón ◽  
José M. Cotos ◽  
Paula Cristina Remoaldo

This chapter focuses on an Interactive Guide of the Portuguese Way of St. James (Camino de Santiago) created by using an Augmented Reality application. This application was developed specifically for the section of the Portuguese Route to Santiago that crosses the municipality of Barcelos (Northwest of Portugal). The Guide has the geo-information needed for the Pilgrim, in the passage by the municipality of Barcelos to Santiago, and can be accessed through a smartphone. The pilgrim will have at his or her disposal a set of interactive geo-information about Barcelos. At the level of interactivity with the user, each of these points of interest in the Guide will be signaled by a portrait done by a painter from Barcelos (monuments) and universal graphic icons (other geo-information).


Author(s):  
Mi Jeong Kim ◽  
Xiangyu Wang ◽  
Xingquan Zhu ◽  
Shih-Chung Kang

A growing body of research has shown that Augmented Reality (AR) has the potential to contribute to interaction and visualization for architecture and design. While this emerging technology has only been developed for the past decade, numerous journals and conferences in architecture and design have published articles related to AR. This chapter reviews 44 articles on AR especially related to the architecture and design area that were published from 2005 to 2011. Further, this chapter discusses the representative AR research works in terms of four aspects: AR concept, AR implementation, AR evaluation, and AR industry adoption. The chapter draws conclusions about major findings, research issues, and future research directions through the review results. This chapter will be a basis for future research of AR in architecture and design areas.


2018 ◽  
pp. 261-264
Author(s):  
Ingmar Weber

Changes in the global digital landscape over the past decade or so have transformed many aspects of society, including how people communicate, socialize, and organize. These transformations have also reconfigured how companies conduct their businesses and altered how states think about security and interact with their citizens. Glancing into the future, there is good reason to believe that nascent technologies such as augmented reality will continue to change how people connect, blurring the lines between our online and offline worlds. Recent breakthroughs in the field of artificial intelligence will also have a profound impact on many aspects of our lives, ranging from the mundane—chat bots as convenient, always available customer support—to the disruptive—replacing medical doctors with automated diagnosis tools....


Author(s):  
Glenn Harvel ◽  
Wendy Hardman

Nuclear Engineering Education has seen a recent surge in activity in the past 10 years in Canada due in part to a Nuclear Renaissance. The Nuclear Industry workforce is also aging significantly and requires a significant turnover of staff due to the expected retirements in the next few years. The end result is that more students need to be prepared for work in all aspects of the Nuclear Industry. The traditional training model used for nuclear engineering education has been an option in an existing undergraduate program such as Chemical Engineering, Engineering Physics, or Mechanical Engineering with advanced training in graduate school. The education model was mostly lecture style with a small number of experimental laboratories due to the small number of research reactors that could be used for experimentation. While the traditional education model has worked well in the past, there are significantly more advanced technologies available today that can be used to enhance learning in the classroom. Most of the advancement in nuclear education learning has been through the use of computers and simulation related tasks. These have included use of industry codes, or simpler tools for analysis of the complex models used in the Nuclear Industry. While effective, these tools address the analytical portion of the program and do not address many of the other skills needed for nuclear engineers. In this work, a set of tools are examined that can be used to augment or replace the traditional lecture method. These tools are Mediasite, Adobe Connect, Elluminate, and Camtasia. All four tools have recording capabilities that allow the students to experience the exchange of information in different ways. The students now have more options in how they obtain and share information. Students can receive information in class, review it later at home or while in transit, or view/participate it live at a remote location. These different options allow for more flexibility in delivery of material. The purpose of this paper is to compare recent experiences with each of these tools in providing Nuclear Engineering Education and to determine the various constraints and impacts on delivery.


2019 ◽  
Vol 45 (4) ◽  
pp. 712-737
Author(s):  
Tony Liao

This article focuses on the role of past standards stories and how they are deployed strategically in ways that shape the process of standards creation. It draws upon an ethnographic study over multiple years of standards meetings, discussions, and online activity. Building on existing work that examines how standards are shaped by stories, this study follows the development of Augmented Reality Markup Language and maps how the story of Hypertext Markup Language (HTML) became the key story that actors utilized and debated to push for participation, agreement, and material development of the standard. The authors present several different ways the recurring HTML story was effective at various points in the process as a diagnostic tool, promissory future, empirical evidence, and confidence building measure. Understanding these strategic deployments serves as an empirical example of how recurring stories of the past can shape standards development. These mappings illustrate how standards can be built on past standards sociologically as well as technologically and also broadens our theoretical tools for understanding the importance of stories in the sociology of standards.


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