scholarly journals SITUAR: A platform for in-situ augmented reality content creation

Author(s):  
Fernando Vera ◽  
J. Alfredo Sánchez

We present a work in progress related to an Augmented Reality (AR) platform, which is intended to be used by the end user to create their own stories through multimedia content. Based upon a review of existing tools to create AR scenarios in the context of smart cities, we have developed SituAR, a platform in which the user is able to create AR content using multimedia, storytelling and gamification elements. Our goal is to facilitate the creation of AR scenarios and to empower users to become authors. We also include social media elements used for users to share, rank, and comment the content created in order to add new information and to facilitate interaction. This paper discusses SituAR and its potential. In addition, we present preliminary prototypes. Finally, this project is aimed to produce an engaging platform for promoting cultural heritage through interactive stories added to POIs by end users.

Author(s):  
Tomas Brusell

When modern technology permeates every corner of life, there are ignited more and more hopes among the disabled to be compensated for the loss of mobility and participation in normal life, and with Information and Communication Technologies (ICT), Exoskeleton Technologies and truly hands free technologies (HMI), it's possible for the disabled to be included in the social and pedagogic spheres, especially via computers and smartphones with social media apps and digital instruments for Augmented Reality (AR) .In this paper a nouvel HMI technology is presented with relevance for the inclusion of disabled in every day life with specific focus on the future development of "smart cities" and "smart homes".


Author(s):  
Zahid Hussain ◽  
Khalid Hafeez

Using a new information system is a journey that end-users follow, sometimes by choice and at other times by obligation. This journey changes their attitudes and behavior as they explore the system and discover its workings. In this chapter we map such a journey using Morgan’s (1986, 1997) metaphors by tracking a change in end–user attitudes and behavior. We use a longitudinal case study approach to follow this journey, report the direction and any shifts in end-users’ conceptual position. Our results show that within a space of eighteen months the organization’s overall metaphorical stance shifted from the organism to the machine metaphor. This reflects the end-user’s initial optimism for the change to enable ease of working to that of efficiency dictated by the senior management towards the end. This shift was due to organizational conditional factors, such as the ISD methodology.


Smart Cities ◽  
2020 ◽  
Vol 3 (4) ◽  
pp. 1173-1186
Author(s):  
William Hurst ◽  
Bedir Tekinerdogan ◽  
Ben Kotze

Carbon emission is a prominent issue, and smart urban solutions have the technological capabilities to implement change. The technologies for creating smart energy systems already exist, some of which are currently under wide deployment globally. By investing in energy efficiency solutions (such as the smart meter), research shows that the end-user is able to not only save money, but also reduce their household’s carbon footprint. Therefore, in this paper, the focus is on the end-user, and adopting a quantitative analysis of the perception of 1365 homes concerning the smart gas meter installation. The focus is on linking end-user attributes (age, education, social class and employment status) with their opinion on reducing energy, saving money, changing home behaviour and lowering carbon emissions. The results show that there is a statistical significance between certain attributes of end-users and their consideration of smart meters for making beneficial changes. In particular, the investigation demonstrates that the employment status, age and social class of the homeowner have statistical significance on the end-users’ variance; particularly when interested in reducing their bill and changing their behaviour around the home.


2019 ◽  
Vol 3 (1) ◽  
Author(s):  
Dhita Widya Putri

ABSTRAK            Traditional Games Returns (TGR) adalah sebuah komunitas non-profit yang memiliki misi untuk mengembalikan kejayaan dan mengenalkan permainan tradisional Indonesia. Hal ini merupakan salah satu aset dan warisan budaya yang dapat membantu melestarikan jati diri bangsa.       Seiring dengan berkembangnya teknologi, permainan tradisional saat ini sudah jarang dimainkan. Atas keprihatinan ini, Komunitas TGR berkampanye lewat media sosial Instagram, dengan tujuan untuk merangkul targetnya yang rata-rata masuk dalam generasi digital. Penelitian ini akan mengungkap bagaimana TGR sebagai komunitas memanfaatkan media sosial dilihat dari perspektif informasi, komunitas dan aksi menurut Lovejoy dan Saxton (2012) dengan pendekatan kualitatif. Hasil penelitian menunjukkan bahwa TGR memanfaatkan figur publik agar pesan yang disampaikan efektif dan bersifat kredibel, menciptakan konten-konten yang bersifat interaktif seperti mengandung nilai nostalgia, dan melibatkan partisipasi warganet dengan membuat kompetisi serta memanfaatkan fitur dari instagram, salah satunya adalah tagar atau hashtag. Saran untuk penelitian selanjutnya agar dapat dikaji lebih dalam mengenai strategi kreatif dalam pembuatan konten, karena dalam hal ini konten lah yang sebenarnya menjadi kunci utama dalam menarik calon pengikut maupun pengikut untuk terus berpartisipasi, juga menjadikan organisasi non-profit tetap terus bertahan. Kata Kunci: Pemanfaatan Media Sosial, Instagram, Komunitas, Kampanye Digital ABSTRACT            Traditional Games Returns (TGR) is a non-profit community that the mission is to restore and introduce Indonesian traditional games. This counted as the asset and cultural heritage to preserve national identity. Along with the development of technology, traditional games are now rarely played. Thus, TGR Community campaigned through Instagram to grab its target which is digital generation. This study will reveal how TGR as a community utilizes social media according to the perspective of information, community and action (Lovejoy and Saxton, 2012) as well as qualitative approach. The result showed that TGR used public figures for message effectiveness and credibility. Then TGR created interactive and creative content such as nostalgic values, and involved participation from netizens by making competitions and utilizing hashtag feature. Suggestions for further research is dig more deeper about creative strategies in content creation, this is actually main factor in attracting potential and main followers to participate, that makes non-profit organization survive. Keywords: Media Social Utilization, Instagram, Community, Digital Campaign


2018 ◽  
Vol 2 (1) ◽  
Author(s):  
Ivelin Nenov

The interpretation of the cultural heritage is presented in the context of the possibilities of ICT for the promotion of tangible and intangible cultural heritage. Examples for the use of Augmented reality (AR) for the presentation of European cultural heritage are explored. There were presented opportunities for interpretation of the cultural heritage through visual research with information and communication technologies (ICT) in real “in situ” and museum environment by examples from Bulgaria for the use of the “Method of interaction of the arts in interpreting and presenting the cultural heritage through Information and Communication Technologies “and in particular with the use of augmented reality, introduced with the dissertation work “Protecting Bulgaria’s cultural heritage in the context of the synthesis of architecture and Fine Arts” (Nenov 2016). The possibilities of the method are discribed in the projects for “Revitalization of Ancient and Medieval fortress Hotalich Sevlievo” and a project for virtual presentation of the archaeological sites of the cultural heritage with category “national significance” – “Ancient and Medieval Fortress in the Horizon neighbourhood” and “Temple of Kibela Balchik” – an interactive and children’s museum in open and indoor, created by a team with head arch. Ivelin Nenov. These sites have created an environment for interpretation and presentation of the cultural heritage through visual interactions in a real “in situ” and museum environment. The specific methodology used by the team to investigate the examined objects could serve as a basis for a new approach for documention, exhibition, preservаtion and socializiation of ruinous cultural heritage. The Information and Communication Technologies (ICT) that have been used are presented as an extremely flexible tool for the promotion of tangible and intangible cultural values among a wide range of target groups of local and foreign socio-cultural communities.


Author(s):  
Anabela Marto ◽  
A Augusto Sousa

Due to technological advances, augmented reality has seen fast growth in the last decades and numerous implementations of this technology have been in favour for a consequent growth of popularity. For this article, an augmented reality system is implemented for smartphone and tested in a cultural heritage environment to evaluate the system performance in the context. In the first stage, several prototypes were developed, and performance tests were executed in a controlled environment to select a solution to implement and evaluate in-situ. The solution found is a marker-based system, held with Vuforia SDK. When the marker is lost for being outside of the field of view, the system will be based on natural features to accomplish user tracking. Visitors from a cultural heritage space – the Roman Ruins of Conimbriga – tested the app and evaluated it. They considered that the presented system should be implemented in the referred cultural space, as well as in other archaeological spaces.


Sign in / Sign up

Export Citation Format

Share Document