17 research outputs found

    On the Interplay between Data Overlay and Real-World Context using See-through Displays

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    The recent availability of affordable see-through wearable displays has fostered the development of several new interfaces and applications. Some of them take the augmented reality path, by seeking the blending of physical objects with overlaid 3D models or textual information. Some, on the other hand, are much simpler and follow a rather basic paradigm where the spatial integration between real world and data overlay is dropped. This is the case, for instance, with most applications based on Google Glass hardware, where textual data and images partially share the field of view of the user, but are not pinpointed to physical features. This is a rather important difference, since it marks the shift from a cooperative see-through mode, that characterizes proper augmented reality, to a competitive overlay, where the user attention is actually contended between real objects and displayed data. To this end, the user focus must continuously shift from one context to the other, possibly leading to both reduced productivity and usage strain. With this paper we are addressing exactly this issue. Specifically, we are assessing the role of different properties of the overlay, including the level of occlusion, the depth of the data layer, the position of the view frustum and the impact of stereo vision. Such study has been implemented by mean of a real-world evaluation which has been performed using a general purpose see-through device in a practical application scenario.The recent availability of affordable see-through wearable displays has fostered the development of several new interfaces and applications. Some of them take the augmented reality path, by seeking the blending of physical objects with overlaid 3D models or textual information. Some, on the other hand, are much simpler and follow a rather basic paradigm where the spatial integration between real world and data overlay is dropped. This is the case, for instance, with most applications based on Google Glass hardware, where textual data and images partially share the field of view of the user, but are not pinpointed to physical features. This is a rather important difference, since it marks the shift from a cooperative see-through mode, that characterizes proper augmented reality, to a competitive overlay, where the user attention is actually contended between real objects and displayed data. To this end, the user focus must continuously shift from one context to the other, possibly leading to both reduced productivity and usage strain. With this paper we are addressing exactly this issue. Specifically, we are assessing the role of different properties of the overlay, including the level of occlusion, the depth of the data layer, the position of the view frustum and the impact of stereo vision. Such study has been implemented by mean of a real-world evaluation which has been performed using a general purpose see-through device in a practical application scenario

    How can Tourist Attractions profit from Augmented Reality?

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    The benefits, value and potential of Augmented Reality (AR) are widely researched. However, the value of AR is most commonly discussed in relation to enhancing the tourist experience, rather than generating revenue or economic returns. Although AR promises to add value to the visitor experience and generate associated benefits, the financial implications and revenue model for AR implementation remain uncertain and therefore too much of a financial risk for most tourist organisations, typically Small to Medium Sized Enterprises (SMEs) characterised by limited funding. Thus, using the case of UNESCO recognised Geevor Tin Mine Museum, in Cornwall, UK, this study identifies ways in which tourism organisations can profit from AR implementation. Fifty semi-structured interviews with Geevor stakeholders, analysed using content analysis reveal a number of ways AR can be introduced to increase revenue generation and profits, therefore filling a gap in research and minimising the risk for managers and practitioners considering AR implementation

    A Theoretical Model of Augmented Reality Acceptance in Urban Cultural Heritage Tourism

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    Latest mobile technologies have revolutionised the way people experience their environment. Recent research explored the opportunities of using augmented reality (AR) in order to enhance the user experience however, there is only limited research on users’ acceptance of AR in the tourism context. The technology acceptance model is the predominant theory for researching technology acceptance. Previous researchers used the approach of proposing external dimensions based on secondary literature; however missed the opportunity to integrate context specific dimensions. This paper therefore aims to propose an AR acceptance model in the context of urban heritage tourism. Five focus groups, with young British female tourists visiting Dublin and experiencing a mobile AR application, were conducted. The data were analysed using thematic analysis and revealed seven dimensions that should be incorporated into AR acceptance research including information quality, system quality, costs of use, recommendations, personal innovativeness and risk as well as facilitating conditions

    An Innovative Conference Management Mobile Application (CoMMA)

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    Managing a conference can be a frustrating process for both organizers and attendees. However, technological advances have made possible the development of mobile applications that can effectively support both parties; mobile applications are easily accessible through a smartphone and the user can effortlessly upload or retrieve any pertinent information. In this paper we present CoMMA, an innovative mobile application for conference management, which aims to support organisers and attendees. The paper discusses the functionality of the application by presenting common issues that may rise during a given event and the support CoMMA can provide toward tackling them. Next, it presents the front and back-end functionality, along with details on its first realtime implementation. The authors conclude by discussing possible contributions with regards to raising attendees’ satisfaction and presenting future steps toward enriching the application’s set of features and further improving its functionality

    Mobile Application Supporting Conference Attendees and Organizers

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    The proliferation of technological advances have made possible the development of mobile applications that can effectively support organizers and attendees; mobile applications are easily accessible through a smartphone and the user can effortlessly upload or retrieve any pertinent information. This paper presents CoMMA, a web-based mobile application for managing conferences. It discusses the application’s functionality by presenting common issues that may rise during a given event and the support CoMMA can provide toward tackling them. In addition, the paper discusses the technologies and the developmental techniques that we used. Next, it presents the development phase, the front- and back-end functionality and details on its first real-time implementation. It concludes by discussing possible improvements in order to enrich the application’s set of features, its functionality and architecture as well as some of its limitations

    Enhancing the Tourism Experience through Mobile Augmented Reality: Challenges and Prospects’

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    This paper discusses the use of Augmented Reality (AR) applications for the needs of tourism. It describes the technology’s evolution from pilot applications into commercial mobile applications. We address the technical aspects of mobile AR application development, emphasizing the technologies that render the delivery of augmented reality content possible and experientially superior. We examine the state of the art, providing an analysis concerning the development and the objectives of each application. Acknowledging the various technological limitations hindering AR’s substantial enduser adoption, the paper proposes a model for developing AR mobile applications for the field of tourism, aiming to release AR’s full potential within the field

    Enhancing the Tourism Experience through Mobile Augmented Reality: Challenges and Prospects

    No full text
    The paper discusses the use of Augmented Reality (AR) applications for the needs of tourism. It describes the technology’s evolution from pilot applications into commercial mobile applications. We address the technical aspects of mobile AR applications development, emphasizing on the technologies that render the delivery of augmented reality content possible and experientially superior. We examine the state of the art, providing an analysis concerning the development and the objectives of each application. Acknowledging the various technological limitations hindering AR’s substantial end-user adoption, the paper proposes a model for developing AR mobile applications for the field of tourism, aiming to release AR’s full potential within the field
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