scholarly journals An Architecture for Collaborative Terrain Sketching with Mobile Devices

Sensors ◽  
2021 ◽  
Vol 21 (23) ◽  
pp. 7881
Author(s):  
Sonia Mendoza ◽  
Andrés Cortés-Dávalos ◽  
Luis Martín Sánchez-Adame ◽  
Dominique Decouchant

3D terrains used in digital animations and videogames are typically created by several collaborators with a single-user application, which constrains them to update the shared terrain from their PCs, using a turn-taking strategy. Moreover, collaborators have to visualize the terrain through 2D views, confusing novice users when conceiving its shape in 3D. In this article, we describe an architecture for collaborative applications, which allow co-located users to sketch a terrain using their mobile devices concurrently. Two interaction modes are supplied: the standard one and an augmented reality-based mode, which helps collaborators understand the 3D terrain shape. Using the painting with brushesparadigm, users can modify the terrain while visualizing its shape evolution through the camera of their devices. Work coordination is promoted by enriching the 3D space with each collaborator’s avatar, which provides awareness information about identity, location, and current action. We implemented a collaborative application from this architecture that was tested by groups of users, who assessed its hedonic and pragmatic qualities in both interaction modes and compared them with the qualities of a similar Web terrain editor. The results showed that the augmented reality mode of our prototype was considered more attractive and usable by the participants.

Author(s):  
VanDung Nguyen ◽  
Tran Trong Khanh ◽  
Tri D. T. Nguyen ◽  
Choong Seon Hong ◽  
Eui-Nam Huh

AbstractIn the Internet of Things (IoT) era, the capacity-limited Internet and uncontrollable service delays for various new applications, such as video streaming analysis and augmented reality, are challenges. Cloud computing systems, also known as a solution that offloads energy-consuming computation of IoT applications to a cloud server, cannot meet the delay-sensitive and context-aware service requirements. To address this issue, an edge computing system provides timely and context-aware services by bringing the computations and storage closer to the user. The dynamic flow of requests that can be efficiently processed is a significant challenge for edge and cloud computing systems. To improve the performance of IoT systems, the mobile edge orchestrator (MEO), which is an application placement controller, was designed by integrating end mobile devices with edge and cloud computing systems. In this paper, we propose a flexible computation offloading method in a fuzzy-based MEO for IoT applications in order to improve the efficiency in computational resource management. Considering the network, computation resources, and task requirements, a fuzzy-based MEO allows edge workload orchestration actions to decide whether to offload a mobile user to local edge, neighboring edge, or cloud servers. Additionally, increasing packet sizes will affect the failed-task ratio when the number of mobile devices increases. To reduce failed tasks because of transmission collisions and to improve service times for time-critical tasks, we define a new input crisp value, and a new output decision for a fuzzy-based MEO. Using the EdgeCloudSim simulator, we evaluate our proposal with four benchmark algorithms in augmented reality, healthcare, compute-intensive, and infotainment applications. Simulation results show that our proposal provides better results in terms of WLAN delay, service times, the number of failed tasks, and VM utilization.


Author(s):  
T. Polhmann ◽  
D. Parras-Burgos ◽  
F. Cavas-Martínez ◽  
F. J. F. Cañavate ◽  
J. Nieto ◽  
...  

2014 ◽  
pp. 412-435
Author(s):  
José Bidarra ◽  
Meagan Rothschild ◽  
Kurt Squire ◽  
Mauro Figueiredo

Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for effective learning. This article discusses the selection and potential use of electronic games, simulations and augmented reality in mobile learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of digital technology and games in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games, simulations and augmented reality, with focus on the practical aspects of the processes used in mobile learning. It is apparent that these devices for learning are valued by students and teachers alike, and that they may be used as personalized devices for amplifying learning, specifically through amplifying access to information, social networks, and ability to participate in the world. Furthermore, whereas traditional learning is based on knowledge memorization and the completion of carefully graded assignments, today, games, simulations and virtual environments turn out to be safe platforms for trial and error experimentation, i.e. learning by doing or playing. In this context, the AIDLET model was set out and verified against a taxonomy representing the main categories and genres of games, and the article concludes with implications for how teachers, instructional designers and technologists might best capitalize on the affordances of mobile devices when designing for blended learning and e-learning courses.


Author(s):  
Ana Grasielle Dionísio Corrêa

One of the methods of teaching that has brought significant contributions to the field of education is augmented reality. This technology transformed learning into a more motivating, enjoyable, fun, and interesting activity. This chapter contributes an augmented reality application for mobile devices that complements and supports the learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations, and other interactive elements leap from book pages making learning more fun and exciting. Preliminary tests were made with teachers and students and showed good acceptance of the application to support the teaching of geometry.


2018 ◽  
pp. 777-793
Author(s):  
Srinivasa K. G. ◽  
Satvik Jagannath ◽  
Aakash Nidhi

Mobile devices are changing the way people live. Users have everything on their fingertips and to support them, there are scores of application which add to the usability and comfort. “Know your world better” is an Augmented Reality application developed for Android. This application helps the user to find friends and locate places in close proximity. In this paper we talk about an application that describes a method of augmenting Point of Interests (POI's) on a mobile device. User has to move his phone pointing in a direction of his choice and POI's if any are shown in real time. The user's interest with respect to the environment is inferred from speech or by selecting from the choices; this data is used for information retrieval from the cloud. The result of context-sensitive information retrieval is augmented onto the view of the mobile and provides speech output.


2015 ◽  
pp. 1084-1101
Author(s):  
Ana Grasielle Dionísio Corrêa

One of the methods of teaching that has brought significant contributions to the field of education is augmented reality. This technology transformed learning into a more motivating, enjoyable, fun, and interesting activity. This chapter contributes an augmented reality application for mobile devices that complements and supports the learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations, and other interactive elements leap from book pages making learning more fun and exciting. Preliminary tests were made with teachers and students and showed good acceptance of the application to support the teaching of geometry.


2016 ◽  
pp. 493-514
Author(s):  
Hakan Altinpulluk ◽  
Gulsun Eby

This study aims to set forth a framework for how the design and scenarios should be handled, and how mHealth ecosystem and Universal Design principles should be used in the designing of an “interactive augmented reality 3-D pop-up book” that can be viewed on mobile devices. This book, which will pursue the goal of increasing university college professors' awareness about students with bipolar disorder, will be the first mHealth study handled in this scope in the literature. In the background section of the study, the authors first elaborate on the rapid advancement of mobile devices, their proliferation and their reflections on mHealth projects in the healthcare sector. Then the authors include mHealth-related applications that raise awareness, the authors analyze the importance of social awareness about mental health, and finally, the authors get to the core of bipolar disorder and present the current situation. Within the scope of this study, the authors construct a theoretical framework that will assume the guiding role in the completion of an interactive 3-D pop-up book.


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