Mobile and Collaborative Augmented Reality: A Scenario Based Design Approach (original) (raw)
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Mobile Collaborative Augmented Reality: The Augmented Stroll
Lecture Notes in Computer Science, 2001
The paper focuses on Augmented Reality systems in which interaction with the real world is augmented by the computer, the task being performed in the real world. We first define what mobile AR systems, collaborative AR systems and finally mobile and collaborative AR systems are. We then present the augmented stroll and its software design as one example of a mobile and collaborative AR system. The augmented stroll is applied to Archaeology in the MAGIC (Mobile Augmented Group Interaction in Context) project.
AUGMENTED REALITY FOR ARCHAEOLOGICAL ENVIRONMENTS ON MOBILE DEVICES: A NOVEL OPEN FRAMEWORK
2014
The wide availability of networked mobile devices provides a reliable platform for the development of the so-called communication engine for museums and cultural tourism. This research presents and discusses a novel open framework, which can be employed to augment the visitor's experience and present targeted information in a personalised audio visual interactive manner on users' personal mobile devices. The proposed approach employs state of the art augmented-reality technologies enabling users to sample the information through the use of their personal mobile devices. Instead of using tagging systems such as visible quick response (QR) markers, users are directed to 1) stand on specific appropriately marked information points, 2) scan the area with their appropriately configured mobile device, and 3) access specific geographical or artefact-based ontologies that may include digitally restored buildings in 3D, audiovisual information on specific artefacts and/or other information of interest with directions to access other information points. The proposed framework may be employed at varying levels of complexity, enabling the development of archaeological edutainment scenarios and games. The use of the proposed technology has multiple advantages, such as: 1) highly-specialised hardware is not required, 2) devices can function in both open and closed spaces, 3) the quality of presentation adapts according to the device used, and 4) further information may be accessed as full interaction is supported. In this paper we review the literature and present technologies and related research that may be employed for the presentation of archaeological information. We also describe the proposed open framework, followed by a presentation of a sample application,-Additional uses are proposed in our conclusions.
2001
This paper presents the ARCHEOGUIDE project (Augmented Reality-based Cultural Heritage On-site GUIDE). ARCHEOGUIDE is an IST project, funded by the EU, aiming at providing a personalized electronic guide and tour assistant to cultural site visitors. The system provides on-site help and Augmented Reality reconstructions of ancient ruins, based on user's position and orientation in the cultural site, and realtime image rendering. It incorporates a multimedia database of cultural material for on-line access to cultural data, virtual visits, and restoration information. It uses multi-modal user interfaces and personalizes the flow of information to its user's profile in order to cater for both professional and recreational users, and for applications ranging from archaeological research, to education, multimedia publishing, and cultural tourism. This paper presents the ARCHEOGUIDE system and the experiences gained from the evaluation of an initial prototype by representative user groups at the archeological site of Olympia, Greece.
Augmented reality based user interfaces to assist fieldwork on excavation sites
CAA 2008 Conference, 2008
This paper presents the models of both the hardware and software of a digital fi eldwork assistant tool for archaeologists at excavation sites. The hardware prototype consists of an ultra-mobile PC, embedded with a camera, mounted with positioning and orientation sensors. We implemented GIS (Geographic Information System) interfaces to navigate the archaeologist on the excavation site in real-time and Augmented Reality (AR) based user interfaces to create and visualize rough 3D models of found artefacts. Since AR is the study of augmenting the real world with computer generated 3D graphics in realtime, our approach allows the archaeologist work on real artefacts with virtual annotations and save work directly on-site.
Augmented Reality Edutainment Systems for Open-Space Archaeological Environments
Experimental Multimedia Systems for Interactivity and Strategic Innovation
In this chapter we discuss the development of edutainment systems supported by augmented reality applications, in order to enable augmented reality technologies for archaeology within the so-called communication engine for museums and cultural tourism. The task in hand is interdisciplinary and its successful implementation relies heavily on information technology as a detailed analysis of contentuser needs and sound interaction design capable to support edutainment scenario is needed. This work identifies the role of each building component, describes their interrelationship within the wider context and adopts a suitably designed framework in order to develop multiple guided-tour types. Real-life case study scenario on a specific case, that of the Old Fortress in the UNESCO-listed Old Town of Corfu, Greece, are used to demonstrate the adaptive nature of content and how the system and developers handle different uses. The proposed approach offers new narration tools for content experts while it may be used to support personalised visitor experiences.
I 19 Engineering an Augmented Reality Tour Guide
2005
This paper describes a mobile augmented reality system intended for in situ reconstructions of archaeological sites, The evolution of the system from proof of concept to something approaching a satisfactory ergonomic design is described, as are the various approaches to achieving real-time rendering performance from the accompanying software. Finally, some comments are made concerning the accuracy of such systems.
An Architecture for Mobile Outdoors Augmented Reality for Cultural Heritage
ISPRS International Journal of Geo-Information
In this paper, we present the software architecture of a complete mobile tourist guide for cultural heritage sites located in the old town of Chania, Crete, Greece. This includes gamified components that motivate the user to traverse the suggested interest points, as well as technically challenging outdoors augmented reality (AR) visualization features. The main focus of the AR feature is to superimpose 3D models of historical buildings in their past state onto the real world, while users walk around the Venetian part of Chania’s city, exploring historical information in the form of text and images. We examined and tested registration and tracking mechanisms based on commercial AR frameworks in the challenging outdoor, sunny environment of a Mediterranean town, addressing relevant technical challenges. Upon visiting one of three significant monuments, a 3D model displaying the monument in its past state is visualized onto the mobile phone’s screen at the exact location of the real-w...
Proposal of an Information System for an Adaptive Mixed Reality System for Archaeological Sites
Procedia Technology, 2014
The use of Augmented Reality (AR) techniques to visualize virtual archaeological sites is neither a new or recent issue. In those approaches the virtual models are only visualized using the existent in situ illumination, which does not allow a visitor to have a similar visual experience to that which he would have at the time the structures were built. In Augmented Virtuality (AV) approaches the virtual world prevails, which is augmented with information from the real world, which allows a better control over the parameters of the Mixed Reality (MR) environment created. In some cases, there is the need to use both approaches (AR or AV), depending on some context conditions. This paper proposes an architecture and an information system for an adaptive MR system which main goal is to visualize in situ virtual reconstructions of archaeological sites that are seamlessly merged with the real scene. In this context, a new adaptive methodology will be defined to manage the level of mixing between the real and the virtual scene, identifying in each instant the most proper approach to use (AR or AV), as well as defining the way how transitions between approaches are made.
Journal on Computing and Cultural Heritage
We present in this article an augmented reality system called VISIT designed to deliver content about artworks to visitors. This system aims to simplify the use of augmented reality by allowing (non-computer) users to define content and place it in 3D around an artwork. VISIT is composed of two main generic elements with respect to historical or artistic content: a Web interface allows to represent in a cloud all the necessary information (sites, areas, artworks, media) to define the augmented reality content that visitors will see. Its use is simple and accessible to non-computer specialists and does not require additional software development or special hardware. A mobile augmented reality application under Android will use this content and deliver it to the visitor on his/her smartphone. The application automatically detects the presence of the artworks and then places the 3D content as specified in the Web interface. The visitors can choose the elements that interest them. The u...