scholarly journals OPPORTUNITIES AND CHALLENGES FOR AUGMENTED REALITY SITUATED GEOGRAPHICAL VISUALIZATION

Author(s):  
M. J. Lobo ◽  
S. Christophe

Abstract. Augmented reality (AR) enables to display situated geographical visualizations, i.e visualizations that use virtual elements that are displayed in a geographical location. The place where the data is displayed complements the visualization. Many applications that take advantage of AR and situated visualizations exist, but they differ in the visualizations they present, their relationship to the geographic locations and goals. To better understand why and how AR based situated geovisualization is used, we review 45 papers coming from Human Computer Interaction, Visualization and Geographical Information Science venues that present such applications. Inspired by existing classifications, we characterize these papers according to the data they visualize and the geographical distance between the visualization and the data the visualization represents. This analysis reveals existing opportunities for situated geovisualization applications using AR.

Author(s):  
Carl Smith

The contribution of this research is to argue that truly creative patterns for interaction within cultural heritage contexts must create situations and concepts that could not have been realised without the intervention of those interaction patterns. New forms of human-computer interaction and therefore new tools for navigation must be designed that unite the strengths, features, and possibilities of both the physical and the virtual space. The human-computer interaction techniques and mixed reality methodologies formulated during this research are intended to enhance spatial cognition while implicitly improving pattern recognition. This research reports on the current state of location-based technology including Mobile Augmented Reality (MAR) and GPS. The focus is on its application for use within cultural heritage as an educational and outreach tool. The key questions and areas to be investigated include: What are the requirements for effective digital intervention within the cultural heritage sector? What are the affordances of mixed and augmented reality? What mobile technology is currently being utilised to explore cultural heritage? What are the key projects? Finally, through a series of case studies designed and implemented by the author, some broad design guidelines are outlined. The chapter concludes with an overview of the main issues to consider when (re)engineering cultural heritage contexts.


Author(s):  
Zeenat S. AlKassim ◽  
Nader Mohamed

In this chapter, the authors discuss a unique technology known as the Sixth Sense Technology, highlighting the future opportunities of such technology in integrating the digital world with the real world. Challenges in implementing such technologies are also discussed along with a review of the different possible implementation approaches. This review is performed by exploring the different inventions in areas similar to the Sixth Sense Technology, namely augmented reality (AR), computer vision, image processing, gesture recognition, and artificial intelligence and then categorizing and comparing between them. Lastly, recommendations are discussed for improving such a unique technology that has the potential to create a new trend in human-computer interaction (HCI) in the coming years.


2019 ◽  
Vol 1 (12) ◽  
Author(s):  
Kai-Shuan Shen

AbstractThis study presents the issues why gamers prefer mobility-augmented reality games to other types of game and what specific characteristics cause them to invest a large amount of their time on tireless game-play. Furthermore, the appeal of mobility-augmented reality games was studied to solve the above mentioned issues. Then, how human–computer interaction based on mobility-augmented reality games was promoted to create a new marketing mode was explored. Then, Pokémon GO, as the worldwide major mobility-augmented reality game, was selected as the research target in this study. The researcher interviewed 9 experts, collected 235 Knasei words from 33 articles, and surveyed 335 gamers through a questionnaire to collect the data about users’ preferences. A preference-based study was believed to disclose the motivated reasons for the appeal of mobility-augmented reality games. The researcher analyzed the gathered Kansei concepts and questionnaires using the two-stage procedures, including evaluation grid method (EGM) and Quantification Theory Type I. During the first stage the hierarchy of the relationship among the types of appeal factors, the reasons for users’ preferences, and the explicit design characteristics of Pokémon GO present the semantic structure of appeal and were determined using EGM through the accumulation of the review of articles and the interviews of experts. During the second stage the strongest two original evaluation items of Pokémon GO are determined as “social interaction” and “scenario interaction” based on the statistical analysis of Quantification Theory Type I, and their corresponding “upper-level” and “lower-level” considerations are proved to have influence on them. Finally, the paper found that the popularity of Pokémon GO can be ascribed to the design of the innovative models of game interaction, which targets the psychological preferences of gamers. This means that the interaction model between a customer and an enterprise can be developed outside the box and a new type of marketing can be formed. The study proved that the innovative models of interaction successfully drove gamers’ motivations to play Pokémon GO. Designers and researchers of mobility-augmented reality games can absorb important information through this study. This study enriches the field of mobile communication, online marketing, and human–computer interaction in cyberspace.


2017 ◽  
Vol 107 ◽  
pp. 170-175 ◽  
Author(s):  
Zhimin He ◽  
Tao Chang ◽  
Siyu Lu ◽  
Hong Ai ◽  
Dong Wang ◽  
...  

2017 ◽  
Vol 1 (2) ◽  
pp. 18-41
Author(s):  
Zeenat AlKassim ◽  
Nader Mohamed

This paper discusses recent and unique inventions in Human Computer Interaction (HCI). To that end, firstly the authors discuss the Sixth Sense Technology. This technology allows users to interact with virtual objects in the real world in a unique manner. It has a number of applications which are further discussed. Then the opportunities and challenges are discussed. Most importantly, a list of inventions in fields of Augmented Reality (AR) and Virtual Reality (VR) in the recent years are discussed, grouped and compared. These include the smart eye glasses, VR headsets, smart watches, and more. Future implications of all those technologies are brought into light considering the new advancements in software and hardware designs. Recommendations are highlighted for future inventions.


2020 ◽  
Vol 2020 ◽  
pp. 1-12
Author(s):  
Zhidong Shen ◽  
Siyuan Lu ◽  
Huijuan Huang ◽  
Meng Yuan ◽  
Guoming Tang ◽  
...  

Location-based services (LBS) have gained huge popularity because of the easy availability of modern mobile devices and the fast development of geographical information science (GIS). However, the lack of protection for private user positions might give rise to privacy concerns. This kind of problem is especially serious in mobile application environment because many mobile applications tend to use LBS. In this paper, we propose a new privacy preserving approach using customized robust cloaked region (RCR), depending on a peer-to-peer structure and the premise that users do not trust each other when sharing their geographical locations. Two algorithms are used to generate the RCR with high user density. The area of the RCR is controlled by the user’s demanded degree of protection. To enhance the resistance to regional background knowledge attack, we incorporate a location semantic value into each unit of the user map. According to extensive simulations, our method can effectively obfuscate a user’s geographical location into a highly indistinguishable region because of the disturbance of nearby users and different equally possible locations.


2021 ◽  
Vol 33 (3) ◽  
pp. 321-332
Author(s):  
Qingshu Yuan ◽  
Ruonan Wang ◽  
Zhigeng Pan ◽  
Shuchang Xu ◽  
Jiali Gao ◽  
...  

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