An Augmented Reality Library for Mobile Phones and its Application for Recycling

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.

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):  
Mohammed Adam Abbas Hamad ◽  
Muneer Eltahir ◽  
Adam Elradi Mohamed Ali ◽  
Adam Muhana Hamdan ◽  
Amgad Ahmed Hamad Elsafi

The access to agricultural information in Sudan continues to be challenging to farmers due to use of inadequate sources and traditional extension approaches. The rapid growth of smart-mobile phones usage in developing countries resulted in several advantages compared to other alternatives in term of costs, geographic coverage and ease of use. This research was conducted in North Kordofan Sate to explore the role of smart-mobile phone in accessing agricultural information. Primary data were obtained by structured questionnaires and focus group discussion through participatory rural appraisal and observation while secondary data were collected from scientific journals, books and authenticated web sources. A number of 230 respondents (10% from total farmers) were interviewed and five focus group discussions were done. Statistical Packages for Social Science (SPSS) version 22 was used to analyze the data with aid of descriptive statistics and Chi-squire Test. The result indicated that most of the respondents fall in age group between 21-40 years, and they depend on farm activity. There was 90% of farmers processed mobile phone since more than three years ago, 90.8%continuedto use smart mobile phone to access agricultural information and showed positive contribution towards income generation. The results also revealed that there was positive perception towards using mobile phones which showed more efficient in use than radio and TVs. The results showed great advantages of using smart mobile phone where 75.2 % of respondents preferred to get agricultural information, logistics and other needs through successful communication in the mid of agricultural season. Results of Chi-squire test showed significant differences between the parameters tested. The study recommended that farmers should be connected with mobile phones to admit ease communication with agricultural extension offices and quick access to their needs and logistics.


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. 4673-4676
Author(s):  
Lin Tao Li ◽  
Shan Hong Zhu

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, etc, 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.


Oryx ◽  
2011 ◽  
Vol 46 (1) ◽  
pp. 137-144 ◽  
Author(s):  
Maximilian D. Graham ◽  
William M. Adams ◽  
Gabriel N. Kahiro

AbstractHuman–elephant conflict is a significant problem in Africa, undermining biodiversity conservation and development efforts. Early warning of crop raiding and a coordinated response from landholders and wildlife authorities are important for effective management of this conflict. Mobile phones have spread rapidly in rural Africa and could potentially be used to improve communication and increase the effectiveness of responses to crop raids by elephants. We analyse changes in patterns of communication around human–elephant conflict incidents before and after the arrival of mobile phone technology in Laikipia County in north-central Kenya, and the performance of mobile phone communication in a trial at three sites. We show that mobile phones can improve communication and reduce human–elephant conflict where there is good mobile coverage and widespread adoption. Conservation projects have much to gain from engaging with mobile phone technology.


2014 ◽  
Vol 35 (3) ◽  
pp. 158-165 ◽  
Author(s):  
Christian Montag ◽  
Konrad Błaszkiewicz ◽  
Bernd Lachmann ◽  
Ionut Andone ◽  
Rayna Sariyska ◽  
...  

In the present study we link self-report-data on personality to behavior recorded on the mobile phone. This new approach from Psychoinformatics collects data from humans in everyday life. It demonstrates the fruitful collaboration between psychology and computer science, combining Big Data with psychological variables. Given the large number of variables, which can be tracked on a smartphone, the present study focuses on the traditional features of mobile phones – namely incoming and outgoing calls and SMS. We observed N = 49 participants with respect to the telephone/SMS usage via our custom developed mobile phone app for 5 weeks. Extraversion was positively associated with nearly all related telephone call variables. In particular, Extraverts directly reach out to their social network via voice calls.


Author(s):  
Huyen Thi Nguyen ◽  
Ngoc Minh Nguyen

The purpose of this study is to examine the effect of prestige sensitivity on mobile phone customer’s price acceptance in Vietnam and the mediating role of product knowledge and price mavenism on this relationship. We used the convenience sampling method for data collection via questionnaires with a sample of 605 consumers who purchased mobile phones. The collected data was analysed by applying a structural equation modelling method. The result indicates that prestige sensitivity has both direct and indirect effects on price acceptance via product knowledge and price mavenism. The findings suggest that prestige sensitivity can be used as a market segmentation criterion for mobile phones when making price decisions and providing customers with adequate information could improve price acceptance.


Author(s):  
Laura Stark

This chapter surveys and analyzes recent literature on mobile communication to examine its relationship to gender and development, more specifically how women in developing countries use and are impacted by mobile phones. Focusing on issues of power, agency, and social status, the chapter reviews how mobile telephony has been found to be implicated in patriarchal bargaining in different societies, how privacy and control are enabled through it, what benefits have been shown to accrue to women using mobile phones, and what barriers, limitations, and disadvantages of mobile use exist for women and why. The conclusion urges more gender-disaggregated analysis of mobile phone impact and use and offers policy and design recommendations based on the overview and discussion.


2021 ◽  
Vol 11 (13) ◽  
pp. 6047
Author(s):  
Soheil Rezaee ◽  
Abolghasem Sadeghi-Niaraki ◽  
Maryam Shakeri ◽  
Soo-Mi Choi

A lack of required data resources is one of the challenges of accepting the Augmented Reality (AR) to provide the right services to the users, whereas the amount of spatial information produced by people is increasing daily. This research aims to design a personalized AR that is based on a tourist system that retrieves the big data according to the users’ demographic contexts in order to enrich the AR data source in tourism. This research is conducted in two main steps. First, the type of the tourist attraction where the users interest is predicted according to the user demographic contexts, which include age, gender, and education level, by using a machine learning method. Second, the correct data for the user are extracted from the big data by considering time, distance, popularity, and the neighborhood of the tourist places, by using the VIKOR and SWAR decision making methods. By about 6%, the results show better performance of the decision tree by predicting the type of tourist attraction, when compared to the SVM method. In addition, the results of the user study of the system show the overall satisfaction of the participants in terms of the ease-of-use, which is about 55%, and in terms of the systems usefulness, about 56%.


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