scholarly journals Rapid Prototyping of Interactive Storytelling and Mobile Augmented Reality Applications for Learning and Entertainment – The case of “k-Knights”

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.

2012 ◽  
Vol 4 (2) ◽  
pp. 88-101 ◽  
Author(s):  
Simone Mora ◽  
Alessandro Boron ◽  
Monica Divitini

This paper discusses the usage of Mobile Augmented Reality (MAR) to support reflection on past events, using reflection on crowd management as scenario. Computer based support to reflection generally relies on the visualization of information connected to the experience one is reflecting upon. Different metaphors have been adopted to support easy access to relevant information within the reflection process, e.g., timelines and word clouds. In this context, MAR represents an interesting alternative because it can be used to promote reflection in the specific location of the event by augmenting it with relevant information. In this way, the authors can expect the reflection process to be grounded in a context that helps to make sense of the information and reflect on alternative paths of action. The paper presents the scenario of usage, together with the design, development, and evaluation of the prototype, CroMAR. Based on this experience, the authors identify challenges connected to the usage of Mobile Augmented Reality in terms of support for reflection, interaction, and design methodology.


2019 ◽  
Vol 8 (2S8) ◽  
pp. 1420-1425

The research focuses on visitors’ experience via Mobile Augmented Reality (MAR) approach exhibition. Since the museum considered as a complex public institution, it required intellectual involvement from various disciplines in determining design decision at multilayer of design stages. It triggers the research to theorize the complex design development by considering “visitors’ experience” as the backbone of the research. This notion is closely related to the fundamental of the museum context where the research attempts to unfold the factors that constitute them and how its related to each other. The aim is to formalize the factors that constitute the MAR approach exhibition toward visitors’ experience. There are two objectives; to investigate the visitors’ expectation, physical exhibition setting and MAR application that assists various visitors’ activities; to validate the factors that constitute to the MAR approach exhibition toward visitors’ experiences. The research applies mix-mode method which consists of a literature review, interviews and questionnaire to validate the finding. The reflection, the research highlights the “visitors’ experience” as the primary consideration in bridging the gap between curators and designers. Thus, it promises an alternative approach for the museum in harmonizing the visitors’ experience in the exhibition spaces


2021 ◽  
Vol 10 (5) ◽  
pp. 2892-2898
Author(s):  
Siti Hasnah Tanalol ◽  
Dinna N. Mohd Nizam ◽  
Zaidatol Haslinda Abdullah Sani ◽  
Aslina Baharum ◽  
Asni Tahir ◽  
...  

This paper discussed the development of multi-maker augmented reality for learning Jawi in order to complement the formal study in school. We conducted an experiment with N=10 participants from Pusat Minda Lestari, UMS age 5 and 6 years old, to study the effectiveness of learning Jawi using the developed mobile augmented reality application. We prepared a test environment comprising an electroencephalography (EEG) system and mobile augmented reality (AR) application for analysis and testing. Results found that the learn ability of the students was improved after they used the mobile application to learn basic Jawi. The methodology used was ADDIE model, which included the analysis, design, development, implementation, and evaluate phases. This project is an innovation in learning Jawi and hopefully can increase the children’s interest in learning Jawi.


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.


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