5,392 research outputs found
Negotiating Reality
Our understanding of research through design is demonstrated by a close examination of the methods used in the project lifeClipper2. This design research project investigates the applicability of immersive outdoor Augmented Reality (AR). lifeClipper2 offers an audiovisual walking experience in a virtually extended public space and focuses on audiovisual perception as well as on the development of the appropriate technology. The project involves contributions of partners from different fields of research. Thus, lifeClipper2 is able to test the potential of AR for visualizing architecture and archaeological information and to challenge our understanding of perception and interaction. Using examples from our research, the paper reflects on how scenario design contributes to the production of design knowledge and explores the possibilities and variations of AR. Finally, the paper drafts our approach to design research. The three tenets of our work are: the use of scenarios as a tool of interdisciplinary research, the experimental exploration of media and the intention to make design knowledge explicit.
Keywords:
augmented reality; locative media; hybrid environment; immersion; perception; experience design; research through design; scenario design</p
Framework for creating augmented reality (AR) experiences
Mestrado em Engenharia Informática na Escola Superior de Tecnologia e Gestão do Instituto Politécnico de Viana do CasteloThis work proposes the architecture of a system whose main goal focuses on implementing a complete framework for creating augmented reality (AR) experiences, allowing creators to digitize reality to create their storylines. Moreover, it is an internal process with the objective of merging/grouping multimedia content, enabling clear and intuitive navigation within infinite augmented realities (based on the captured real world). This way, the user can create points of interest within their parallel realities, allowing them to navigate and traverse their new augmented worlds through an AR experience.Neste trabalho propõe-se a arquitetura de um sistema em que o seu objetivo
central se foca na criação de uma framework completa para criação de
experiências de Realidade Aumentada (RA), permitindo a digitalização da
realidade para que criadores consigam criar as suas histórias ou enredos.
Posteriormente existirá um processo interno com o propósito de fundir/agrupar
conteúdo multimédia, possibilitando assim uma navegação clara e intuitiva
dentro de infinitas realidades aumentadas (baseadas no mundo real
capturado). Desta forma, o utilizador consegue criar pontos de interesse dentro
das suas realidades paralelas, podendo navegar e percorrer os seus novos
mundos aumentados através de uma experiência RA
Towards Outdoor Collaborative Mixed Reality: Lessons Learnt from a Prototype System
Most research on collaborative mixed reality (CMR) has focused on indoor spaces. In this paper, we present our ongoing work aimed at investigating the potential of CMR in outdoor spaces. These spaces present unique challenges due to their larger and more complex nature, particularly in terms of reconstruction, tracking, and interaction. Our prototype system utilises a photorealistic model to facilitate collaboration between remote virtual reality (VR) users and a local augmented reality (AR) user. We discuss our design considerations, lessons learnt, and areas for future work
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Augmented reality and mobile learning: the state of the art
In this paper, we examine the state of the art in augmented reality (AR) for mobile learning. Previous work in the field of mobile learning has included AR as a component of a wider toolkit for mobile learning but, to date, little has been done that discusses the phenomenon in detail or that examines its potential for learning, in a balanced fashion that identifies both positive and negative aspects of AR. We seek to provide a working definition of AR and examine how it is embedded within situated learning in outdoor settings. We also attempt to classify AR according to several key aspects (device/technology; mode of interaction; type of media involved; personal or shared experiences; if the experience is portable or static; and the learning activities/outcomes). We discuss the technical and pedagogical challenges presented by AR before looking at ways in which AR can be used for learning. Lastly, the paper looks ahead to what AR technologies may be on the horizon in the near future
A user experience analysis for a mobile Mixed Reality application for cultural heritage
Mixed Reality has emerged as a valuable tool for the promotion of cultural heritage. In this context, in particular, the metaphor of virtual portals allows the virtual visit of monuments that are inaccessible or no longer exist in their original form, integrating them into the real environment. This paper presents the development of a Mixed Reality mobile application that proposes a virtual reconstruction of the church of Sant’Elia in Ruggiano, in the southern province of Lecce (Italy). By placing the virtual portal in the same place where the entrance of the church was located, the user can cross this threshold to enter inside and make a virtual journey into the past. The user experience was evaluated by administering a questionnaire to 60 users who tried the application. From the data collected, four user experience factors were identified (interest, focus of attention, presence and usability), which were compared between young and old, male and female users, and between users who had already visited the church in person and all other users. In general, the scores reveal a total independence of the other three factors from usability and a very high level of interest
Ray-on, an On-Site Photometric Augmented Reality Device
This paper describes the work done to improve the visitor’s experience while visiting the historical site of Cluny abbey, in Burgundy (France). The church of this abbey, founded in 910 and which was the biggest church of Christendom until the 15th century, has been almost completly destroyed after the French Revolution and so is hard to figure out for the visitors. The usage of virtual reality is one of the way to improve the understanding of the architecture of the site
Collaborative and Multi-Modal Mixed Reality for Enhancing Cultural Learning in Virtual Heritage
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A comparison of immersive realities and interaction methods: cultural learning in virtual heritage
In recent years, Augmented Reality (AR), Virtual Reality (VR), Augmented Virtuality
(AV), and Mixed Reality (MxR) have become popular immersive reality technologies
for cultural knowledge dissemination in Virtual Heritage (VH). These technologies have
been utilized for enriching museums with a personalized visiting experience and digital
content tailored to the historical and cultural context of the museums and heritage
sites. Various interaction methods, such as sensor-based, device-based, tangible,
collaborative, multimodal, and hybrid interaction methods, have also been employed by
these immersive reality technologies to enable interaction with the virtual environments.
However, the utilization of these technologies and interaction methods isn’t often
supported by a guideline that can assist Cultural Heritage Professionals (CHP) to
predetermine their relevance to attain the intended objectives of the VH applications.
In this regard, our paper attempts to compare the existing immersive reality technologies
and interaction methods against their potential to enhance cultural learning in VH
applications. To objectify the comparison, three factors have been borrowed from
existing scholarly arguments in the Cultural Heritage (CH) domain. These factors are the
technology’s or the interaction method’s potential and/or demonstrated capability to: (1)
establish a contextual relationship between users, virtual content, and cultural context, (2)
allow collaboration between users, and (3) enable engagement with the cultural context
in the virtual environments and the virtual environment itself. Following the comparison,
we have also proposed a specific integration of collaborative and multimodal interaction
methods into a Mixed Reality (MxR) scenario that can be applied to VH applications that
aim at enhancing cultural learning in situ
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