Mobile Phone Based Augmented Reality

Author(s):  
Anders Henrysson ◽  
Mark Ollila ◽  
Mark Billinghurst

Mobile phones are evolving into the ideal platform for Augmented Reality (AR). In this chapter we describe how augmented reality applications can be developed for mobile phones and the interaction metaphors that are ideally suited for this platform. Several sample applications are described which explore different interaction techniques. User study results show that moving the phone to interact with virtual content is an intuitive way to select and position virtual objects. A collaborative AR game is also presented with an evaluation study. Users preferred playing with the collaborative AR interface than with a non-AR interface and also found physical phone motion to be a very natural input method. This results discussed in this chapter should assist researchers in developing their own mobile phone based AR applications.

2009 ◽  
pp. 984-997
Author(s):  
Anders Henrysson ◽  
Mark Ollila ◽  
Mark Billinghurst

Mobile phones are evolving into the ideal platform for augmented reality (AR). In this chapter, we describe how augmented reality applications can be developed for mobile phones and the interaction metaphors that are ideally suited for this platform. Several sample applications are described which explore different interaction techniques. User study results show that moving the phone to interact with virtual content is an intuitive way to select and position virtual objects. A collaborative AR game is also presented with an evaluation study. Users preferred playing with the collaborative AR interface than with a non-AR interface and also found physical phone motion to be a very natural input method. This results discussed in this chapter should assist researchers in developing their own mobile phone based AR applications.


2014 ◽  
Vol 926-930 ◽  
pp. 1882-1885
Author(s):  
Lin Tao Li

Augmented reality can create a learning environment to learners, combining the actual condition of let them around to see the real environment at the same time, also can see a computer, virtual information generated by mobile phones as the implementation of the augmented reality application platform, due to the mobility, portability, and human-computer interaction and so on, has strong advantage, and therefore more mobile learning application prospect, this paper discusses the structure of augmented reality based on mobile phone key technology and main function features, on the basis of to augmented reality based on mobile phone and its application in mobile learning has a deeper understanding.


Author(s):  
M. Carmen Juan ◽  
David Furió ◽  
Leila Alem ◽  
Peta Ashworth ◽  
Miguelon Giménez

This chapter presents the Augmented Reality (AR) library developed for mobile phones. The authors explain the used tools, how they have ported ARToolKit for running on the mobile phone Nokia N95 with 8 GB, and the functionalities they have added. The authors present the mobile phone game they have developed for learning how to recycle using this AR library, ARGreenet. Forty-five children with a mean(SD) age of 11.02(2.33) years played the ARGreenet as well as a ‘Team’ version of the ARGreenet. The children answered questionnaires both before and after using each game. Several aspects were examined including the level of engagement, fun and ease of use. Analysis of the results showed significant differences between the ARGreenet and the Team ARGreenet with higher means for the Team ARGreenet. A majority of children (59.1%) expressed a preference for the Team ARGreenet.


2013 ◽  
Vol 5 (2) ◽  
pp. 1-20 ◽  
Author(s):  
Matthias Baldauf ◽  
Peter Fröhlich ◽  
Jasmin Buchta ◽  
Theresa Stürmer

Today’s smartphones provide the technical means to serve as interfaces for public displays in various ways. Even though recent research has identified several new approaches for mobile-display interaction, inter-technique comparisons of respective methods are scarce. The authors conducted an experimental user study on four currently relevant mobile-display interaction techniques (‘Touchpad’, ‘Pointer’, ‘Mini Video’, and ‘Smart Lens’) and learned that their suitability strongly depends on the task and use case at hand. The study results indicate that mobile-display interactions based on a traditional touchpad metaphor are time-consuming but highly accurate in standard target acquisition tasks. The direct interaction techniques Mini Video and Smart Lens had comparably good completion times, and especially Mini Video appeared to be best suited for complex visual manipulation tasks like drawing. Smartphone-based pointing turned out to be generally inferior to the other alternatives. Examples for the application of these differentiated results to real-world use cases are provided.


Author(s):  
Anang Pramono ◽  
Martin Dwiky Setiawan

The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


Author(s):  
Takahiro Ishizu ◽  
Makoto Sakamoto ◽  
Takaaki Toyota ◽  
Masamichi Hori ◽  
Satoshi Ikeda ◽  
...  

Author(s):  
M. Griffiths

It is often claimed by marketeers that online gambling (i.e., the combining of gambling and the Internet into one convenient package) makes commercial sense. Gambling looks like it might make another step towards convenience with the advent of mobile phone gambling. This is gambling on the move, whenever, wherever, with the wireless world of mobile gambling. Since it is somewhat unnatural to always be near a computer, it could be argued that wireless mobile phones are the ideal medium for gambling. Whenever gamblers have a few minutes to spare (at the airport, commuting to work, waiting in a queue, etc.), they can occupy themselves by gambling (Griffiths, 2005a).


2014 ◽  
Vol 22 (2) ◽  
pp. 155-166 ◽  
Author(s):  
Weizhi Meng ◽  
Duncan S. Wong ◽  
Lam-For Kwok

Purpose – This paper aims to design a compact scheme of behavioural biometric-based user authentication, develop an adaptive mechanism that selects an appropriate classifier in an adaptive way and conduct a study to explore the effect of this mechanism. Design/methodology/approach – As a study, the proposed adaptive mechanism was implemented using a cost-based metric, which enables mobile phones to adopt a less costly classifier in an adaptive way to build the user normal-behaviour model and detect behavioural anomalies. Findings – The user study with 50 participants indicates that our proposed mechanism can positively affect the authentication performance by maintaining the authentication accuracy at a relatively high and stable level. Research limitations/implications – The authentication accuracy can be further improved by incorporating other appropriate classifiers (e.g. neural networks) and considering other touch-gesture-related features (e.g. the speed of a touch). Practical implications – This work explores the effect of adaptive mechanism on behavioural biometric-based user authentication. The results should be of interest for software developers and security specialists in deciding whether to implement such a mechanism for enhancing authentication performance on mobile phones. Originality/value – The user study with 50 participants indicates that this mechanism can positively affect the authentication performance by maintaining the authentication accuracy at a relatively high and stable level. To the best of our knowledge, our work is an early work discussing the implementation of an adaptive mechanism on a mobile phone.


Author(s):  
Min Lin ◽  
Andrew Sears ◽  
Steven Herbst ◽  
Yanfang Liu

This chapter presents a case study of the redesign of the mobile phone keypad graphics that support the Motorola iTap™ stroke-based Chinese input solution. Six studies were conducted to address problem identification, proof of concept evaluation, usability testing in both US and China, and design simplification to support business objectives. Study results confirmed that a new abstract-with-examples design helped users to develop more accurate knowledge regarding stroke-to-key mappings and lead to significant improvements in both text-entry speed and accuracy. The data also showed that, when using the new keypad graphics, the stroke-based input method could outperform the popular Pinyin technique after about 1 hour of casual usage, making the stroke method a competitive alternative for Chinese entry on mobile phones.


2017 ◽  
Vol 9 (2) ◽  
Author(s):  
Ahmad Hiera Maldanop ◽  
Yossi Nurhidayati ◽  
Ali Ibrahim

AbstractCampus is a place of learning with many buildings and rooms. Due to the number of rooms available, it is not uncommon for students and lecturers to enter the wrong room where learning and teaching are provided so that often interfere with the activities of the users of the room at that time. This application is used as a means of information to find out who and whenever study space on campus fasilkom unsri used. This application applies Augmented Reality technology that combines virtual objects into the real world so that the information can only be viewed through the intermediary of mobile phone camera or computer. With this application is expected to facilitate users in knowing information about the classroom that will be used so as not to interfere with the activities of other users of the room.Keywords – Augmented Reality, Marker, Information, AndroidAbstrak - Kampus merupakan tempat belajar yang terdiri dari banyak gedung dan ruangan. Karena banyaknya ruangan yang tersedia, maka tidak jarang para mahasiswa dan dosen salah dalam memasuki ruangan tempat belajar dan mengajar disediakan sehingga seringkali mengganggu kegiatan pengguna ruangan pada saat itu. Aplikasi ini digunakan sebagai sarana informasi untuk mengetahui siapa dan kapan saja ruang belajar di kampus fasilkom unsri dipakai. Aplikasi ini menerapkan teknologi Augmented Reality yang menggabungkan objek virtual ke dunia nyata sehingga informasinya hanya dapat dilihat melalui perantara kamera handphone ataupun komputer. Dengan adanya aplikasi ini diharapkan dapat mempermudah penggunanya dalam mengetahui informasi mengenai ruang kelas yang akan digunakannya sehingga tidak mengganggu kegiatan pengguna ruangan lain.Kata Kunci – Augmented Reality, Marker, Informasi, Android


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