71 research outputs found
AR Tennis
Modern mobile phones combine a display and processing power
with a camera, and so are ideal platforms for augmented reality
(AR), the overlay of computer graphics on the real world.
Henrysson [2] has ported the popular ARToolKit [1] computer
vision library to the Symbian operating system which allows
developers to build AR applications that run on a mobile phone
Multimodal augmented reality tangible gaming
This paper presents tangible augmented reality gaming environment that can be used to enhance entertainment using a multimodal tracking interface. Players can interact using different combinations between a pinch glove, a Wiimote, a six-degrees-of-freedom tracker, through tangible ways as well as through I/O controls. Two tabletop augmented reality games have been designed and implemented including a racing game and a pile game. The goal of the augmented reality racing game is to start the car and move around the track without colliding with either the wall or the objects that exist in the gaming arena. Initial evaluation results showed that multimodal-based interaction games can be beneficial in gaming. Based on these results, an augmented reality pile game was implemented with goal of completing a circuit of pipes (from a starting point to an end point on a grid). Initial evaluation showed that tangible interaction is preferred to keyboard interaction and that tangible games are much more enjoyable
The usability attributes and evaluation measurements of mobile media AR (augmented reality)
This research aims to develop a tool for creating user-based design interfaces in mobile augmented reality (MAR) education. To develop a design interface evaluation tool, previous literature was examined for key design elements in the educational usage of MAR. The evaluation criteria identified were presence, affordance, and usability. The research used a focus group interview with 7 AR experts to develop a basic usability evaluation checklist, which was submitted to factor analysis for reliability by 122 experts in practice and academia. Based on this checklist, a MAR usability design interface test was conducted with seven fourth-grade elementary students. Then, it conducted follow-up structured interviews and questionnaires. This resulted in 29 questions being developed for the MAR interface design checklist.ope
Power and rights in the community: paralegals as leaders in women's legal empowerment in Tanzania
What can an analysis of power in local communities contribute to debates on womenâs legal empowerment and the role of paralegals in Africa? Drawing upon theories of power and rights, and research on legal empowerment in African plural legal systems, this article explores the challenges for paralegals in facilitating womenâs access to justice in Tanzania, which gave statutory recognition to paralegals in the Legal Aid Act 2017. Land conflicts represent the single-biggest source of local legal disputes in Tanzania and are often embedded in gendered land tenure relations. This article argues that paralegals can be effective actors in womenâs legal empowerment where they are able to work as leaders, negotiating power relations and resisting the forms of violence that women encounter as obstacles to justice. Paralegalsâ authority will be realised when their role is situated within community leadership structures, confirming their authority while preserving their independence
AR Tennis
Modern mobile phones combine a display and processing power
with a camera, and so are ideal platforms for augmented reality
(AR), the overlay of computer graphics on the real world.
Henrysson [2] has ported the popular ARToolKit [1] computer
vision library to the Symbian operating system which allows
developers to build AR applications that run on a mobile phone
Virtual Object Manipulation Using a Mobile Phone
Augmented Reality (AR) on mobile phones has reached a level of maturity where it can be used as a tool for 3D object manipulation. In this paper we look at user interface issues where an AR enabled mobile phone acts as an interaction device. We discuss how traditional 3D manipulation techniques apply to this new platform. The high tangibility of the device and its button interface makes it interesting to compare manipulation techniques. We describe AR manipulation techniques we have implemented on a mobile phone and present a small pilot study evaluating these methods
Mobile Phone Based AR Scene Assembly
In this paper we describe a mobile phone based
Augmented Reality application for 3D scene assembly.
Augmented Reality on mobile phones extends the
interaction capabilities on such handheld devices. It adds
a 6 DOF isomorphic interaction technique for
manipulating 3D content. We give details of an
application that we believe to be the first where 3D
content can be manipulated using both the movement of
a camera tracked mobile phone and a traditional button
interface as input for transformations. By centering the
scene in a tangible marker space in front of the phone we
provide a mean for bimanual interaction. We describe
the implementation, the interaction techniques we have
developed and initial user response to trying the
application
Face to Face Collaborative AR on Mobile Phones
Mobile phones are an ideal platform for augmented reality.
In this paper we describe how they can also be used to
support face to face collaborative AR gaming. We have
created a custom port of the ARToolKit library to the
Symbian mobile phone operating system and then
developed a sample collaborative AR game based on this.
We describe the game in detail and user feedback from
people who have played the game. We also provide general
design guidelines that could be useful for others who are
developing mobile phone collaborative AR applications
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