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2020
Augmented Reality is a display and interaction method of future computing. It augments digital information in real environments in text, audio, image, or video formats. Augmented reality can be more effective if supported by knowledge about human needs. Basic human needs are finite in number, and with the right methods, they are detectable or predictable. This research develops an ontology that describes the structure and relations between the elements of augmented reality, context information, and human needs, with the ultimate goal of developing a robust conceptual model. Ontology development is a knowledge-driven approach used to represent data and reasoning. This paper focuses on linking the aforementioned concepts to enable correct data representation and reasoning. The research approach, process used, and the evaluation of the ontology is presented as well.
Augmented reality (AR) has received attention in the cultural heritage domain as an interactive medium for the requesting and consumption of information regarding heritage sites. This article proposes a mobile AR system based on Semantic Web technology to provide contextual information on heritage sites. Whereas most location based AR systems are designed to present simple information on a Point of Interest (POI), the proposed system offers information related to various elements of cultural heritage, both tangible and intangible, linked to the POI. This is accomplished through a cultural heritage ontology that aggregates heterogeneous data and semantically connects them to each other. First, we extracted cultural heritage data from five web databases and modelled contextual information for the target heritage site (Injeongjeon Hall and its vicinity in Changdeokgung Palace in South Korea) by applying the selected ontology in three stages. Second, we implemented a mobile AR application and conducted a user study to assess the learning and engagement impacts of the proposed system. We found that the application offers an agreeable user experience in affective, cognitive and operative aspects. Third, our analysis results revealed that specific usage patterns were significant with regard to learning outcomes. Finally, we explored how the study's key findings can offer practical design guidance for system designers to enhance mobile augmented reality information systems for heritage sites, and to show system designers how to support particular usage patterns to better accommodate specific user experiences.
Proceedings of the Latin American Conference on Human Computer Interaction - CLIHC '15, 2007
Adaptive Augmented Reality (A 2 R) is an emerging technology that can support users in their daily life with useful information for their activities which is really adapted to the user's characteristics, to the environment where the activity is taking place, and to the current context. However, one of the problems identified is the lack of a formal definition of the models required and the logical architecture for the development of A 2 R systems. As a first step to this goal, our aim is to propose a detailed definition of the content of the User Model required for this type of systems. We explored state of the art ontologies for user modelling, and propose a set of significant user characteristics to be modelled. Also, we present an initial architectural model for this type of systems.
International Journal of Recent Contributions from Engineering, Science & IT (iJES)
With a view to creating a mixed reality that combines coexisting real and virtual objects and to providing users with real-time access to information in an interactive manner, augmented reality enriches users’ physical environment by incorporating digital and real objects and rendering them in the physical environment in the proper time and spatial framework. Due to its nature, augmented reality can be combined with and exploit other innovative technologies in order to improve its efficiency and potentials. Some such technologies are semantic web, knowledge graphs and deep learning. The study main purpose and contribution is to showcase the benefits of developing semantically enriched augmented reality applications and to present a system architecture for developing such applications as well as to showcase and assess an augmented reality application developed following the proposed architecture. The specific application aims at facilitating end-users’ day-to-day activities, enhancin...
Augmented Reality applications are more and more widely used nowadays. With help of it the real physical environment could be extended by computer generated virtual elements. These virtual elements can be for example important context-aware information. With Semantic Web it is possible among others to handle data which come from heterogeneous sources. As a result we have the opportunity to combine Semantic Web and Augmented Reality utilizing the benefits of combination of these technologies. The obtained system may be suitable for daily use with wide range of applications in field of tourism, entertainment, navigation, ambient assisted living, etc. The purpose of my research is to develop a prototype of general framework which satisfies the above criteria.
2021
Augmented reality aims to enhance the real world with computer-generated information. AR technology is both attractive and promising. Current AR experiences depend on external elements to launch, such as markers, images, and location. For an AR experience to be more personalized, this research proposes a scheme to trigger AR experiences based on human needs. This approach should enable capturing human needs, analyzing them to select the most suited experiences that fulfill or aids in fulfilling needs. The contribution of this paper includes (1) a study of current AR technologies and triggers, (2) an analysis of human needs into measurable elements (3) a description of a needs-based AR application process.
2015
Augmented Reality is a technology that involves the<br> overlay of virtual content, which is context or environment sensitive,<br> on images of the physical world in real time. This paper presents the<br> development of a catalog system that facilitates and allows the<br> creation, publishing, management and exploitation of augmented<br> multimedia contents and Augmented Reality applications, creating an<br> own space for anyone that wants to provide information to real<br> objects in order to edit and share it then online with others. These<br> spaces would be built for different domains without the initial need of<br> expert users. Its operation focuses on the context of Web 2.0 or<br> Social Web, with its various applications, developing contents to<br> enrich the real context in which human beings act permitting the<br> evolution of catalog's contents in an emerging way.
Lecture Notes in Computer Science, 2016
Serious games with 3D interfaces are Virtual Reality (VR) systems that are becoming common for the training of military and emergency teams. A platform for the development of serious games should allow the addition of semantics to the virtual environment and the modularization of the artificial intelligence controlling the behaviors of non-playing characters in order to support a productive end-user development environment. In this paper, we report the ontology design activity performed in the context of the PRESTO project aiming to realize a conceptual model able to abstract the developers from the graphical and geometrical properties of the entities in the virtual reality, as well as the behavioral models associated to the non-playing characters.
Glimpse, 2001
Introduction-2. Literature review-2.1. Augmented reality: definitions and characteristics-2.2 Utilitarian versus hedonistic values in AR literature-2.3. Consumers' perception and technology readiness-2.4. Consumer engaging in AR during the purchase journey-3. Methodology-4. Discussion of results-5. Conclusion, implications and further researches-References
2018
It is demonstrated that one of the conditions for successful scientific and pedagogical work is exchanging of methodical materials, including with using of augmented reality. We propose to classify approaches of placing methodical materials on closed, open and open-moderated types. One of the important benefits of a closed type is the high quality of the methodical material, but it’s limited by amount of material and the lack of exchange opportunities that are problems, and there are no open-moderated resources in the Ukrainian language. The aim of this article is to analyze approaches of systematization of methodical material with using of augmented reality and recommend using of STEMUA for systematization of them. It is shown that STEMUA allows teachers to develop methodical material and place it on this platform. The platform automatically organizes methodical material in the database. Consequently, the platform is satisfying the methodical needs of Ukrainian teachers for materia...
The SmartReality project is a new Austrian national project dedicated to exploring how people can access smarter information about the things around them through a combination of Augmented Reality, Web services and semantic technologies. This paper introduces the project and our initial thoughts concerning the current and necessary state of AR standards, interfaces and platforms.
Lecture Notes in Computer Science, 2012
This paper describes how semantic and Linked Data technology are incorporated into an Augmented Reality (AR) platform in the SmartReality project 1 and form the basis for enhanced AR mobile applications in which information and content in the user's surroundings can be presented in a more meaningful and useful manner. We describe how things of interest are described semantically and linked into the Linked Open Data cloud. Relevant metadata about things is collected and processed in order to identify and retrieve related content and services. Finally, the user sees this information intuitively in their Smart Reality view of the reality around them. We highlight how the use of semantics and Linked Data enables an AR experience which is more relevant for a user and with respect to what they have around them, and which can be automated and adapted at lower cost to content and application providers.
Applied Sciences
Augmented Reality aims to enhance the real world with computer-generated information. AR technology is both attractive and promising. Current AR experiences depend on external elements to launch, such as markers, images, and location. For an AR experience to be more personalized, this research proposes a scheme to trigger AR experiences based on human needs. This approach should enable human needs to be captured, and analyze them to select the most suited experiences that fulfill or aids in fulfilling needs. The contribution of this paper includes (1) a study of current AR technologies and triggers, (2) an analysis of human needs into measurable elements, and (3) a description of a needs-based AR application process with a demonstration of the process guidelines. The research presents a proof of concept prototype of a restaurant that satisfies the subsistence need for hunger. The results show the effectiveness of the guidelines in detecting human needs and recommending AR experience...
2017
In this paper, a semantic model for distributed Augmented Reality services is presented. The services are built with the use of a novel Semantic Augmented Reality Ontology (SARO). SARO is based on semantic web standards (RDF, RDFS and OWL 2) and constitutes one of the main elements of the Contextual Augmented Reality Environments (CARE) approach. The model is used to build ubiquitous dynamic Augmented Reality presentations based on semantically described AR services in a contextual manner. In the paper, a visual design tool - the CARE Modeler - is also presented. The tool conforms to the SARO ontology and helps developers to model contextual Augmented Reality experiences. Finally, example presentations based on an AR service designed with the use of the tool are presented.
Due to the proliferation of smartphones, Augmented Reality applications have become more widespread nowadays. Augmented Reality browsers have especially enjoyed wide popularity within these applications. The physical environment could be extended by location-aware additional information using these browsers. At present, typically a specific data source is used by the current Augmented Reality browsers, even if there is an enormous amount of available data sources. The Semantic Web could help to bridge this problem. The goal of this work is to combine Augmented Reality and Semantic Web technologies in order to enhance the existing mobile Augmented Reality browsers using Semantic Web technologies. For this purpose, we utilize the advantages of the Semantic Web technologies such as data integration, unified data model as well as publicly available semantic data sources, among other things.
International Journal for Research in Applied Science & Engineering Technology (IJRASET), 2022
In our introduction is a state-of-the-art review in Augmented Reality (AR) Applications. Highly developed entertainment and critical games from both research and industry are introduced. The intangible, attention-grabbing, and flexible technology that provides a Simple Education Forum In this issue we present a summary of current AR applications outlining the challenges of designing a specific education-related domain. This research is part of an ongoing research project that aims to improve a better understanding of the design environment of AR applications that recognize the context of student smartphones. AR applications that can provide sensitive content to users while releasing them to explore context. To prevent misunderstanding, we refer to mobile AR as an AR type in which a mobile device (smartphone or tablet) is used to display and interact with visual content captured by a real-time camera server. of various educational levels. People with physical and mental disabilities are found all over the world; therefore, this paper introduces the Augmented Reality Application, conducted an indepth study of the popular taxpayer application we see based on in-depth reading / learning strategies and strategies published between 2014 and 2021 and concluded that current methods need to be differentiated in order to translate everything. data obtained correctly. Distinguishes progress in entertainment and critical sport in the education industry research. The unfortunate reality of taxpayers is seeing the sophisticated, attentive, and flexible technology that provides a simple educational platform, in this paper, we present the framework of the current AR smartphones program that helps vulnerable people to access information easily anywhere. This study is part of a larger study aiming at improving our understanding of the design environment for apps that identify student smartphone content. Mobile augmented reality is a sort of augmented reality object that uses a mobile device to display and interact with visual content in the real world that is covered by a real-time camera feed. The games and the unpopular reality of the taxpayers we encounter have been demonstrated to have a lot of learning power.
Handbook of Augmented Reality, 2011
This article has a dual aim: firstly to define augmented reality (AR) environments and secondly, based on our definition, a new taxonomy enabling these environments to be classified. After briefly reviewing existing classifications, we define AR by its purpose, ie. to enable someone to create sensorymotor and cognitive activities in a new space combining the real environment and a virtual environment. Below we present our functional taxonomy of AR environments. We divide these environments into two distinct groups. The first concerns the different functionalities enabling us to discover and understand our environment, an augmented perception of reality. The second corresponds to applications whose aim is to create an artificial environment. Finally, more than a functional difference, we demonstrate that it is possible to consider that both types of AR have a pragmatic purpose. The difference therefore seems to lie in the ability of both types of AR to free themselves or not of location in time and space.
2011
Abstract In this paper, we report on a prototype augmented reality (AR) platform for accessing abstract information in real-world pervasive computing environments. Using this platform, objects, people, and the environment serve as contextual channels to more information. The user's interest with respect to the environment is inferred from eye movement patterns, speech, and other implicit feedback signals, and these data are used for information filtering.
User Modeling and User-adapted Interaction, 2005
Ubiquitous computing is a challenging area that allows us to further our understanding and techniques of context-aware and adaptive systems. Among the challenges is the general problem of capturing the larger context in interaction from the perspective of user modeling and human–computer interaction (HCI). The imperative to address this issue is great considering the emergence of ubiquitous and mobile computing environments. This paper provides an account of our addressing the specific problem of supporting functionality as well as the experience design issues related to museum visits through user modeling in combination with an audio augmented reality and tangible user interface system. This paper details our deployment and evaluation of ec(h)o – an augmented audio reality system for museums. We explore the possibility of supporting a context-aware adaptive system by linking environment, interaction objects and users at an abstract semantic level instead of at the content level. From the user modeling perspective ec(h)o is a knowledge-based recommender system. In this paper we present our findings from user testing and how our approach works well with an audio and tangible user interface within a ubiquitous computing system. We conclude by showing where further research is needed.
2011
Pervasive environments offer to software applications the possibility to interact with the reality in order to perceive the information surrounding the users and to adapt the environment and their own behavior. This problem is modeled as a set of context aware services which learn and augment the reality perceived by the user through her/his device. Application are enabled to perceive the information surrounding the users, to adapt the discovery and delivery of contents and software in order to optimize the user's satisfaction. We present a framework that implements the model to supports experts in the domain of the Cultural Heritage to augment the archaeological site with a set of multimedia contents which are delivered by innovative services to the visitors in order to guide their tour and to enhance their perception of the reality.
Procedia - Social and Behavioral Sciences, 2011
Augmented Reality (AR) applications have become widespread with the continued miniaturization of technology. With the increasing use of smart phones, which often provide increased processing power, enhanced and open software platforms, Augmented Reality has become instrumental in the way we perceive our surroundings and the information that it carries. Augmented Reality has also become a welcome visualization tool for many fields, not restricted to Human-Computer Interaction. In this paper we present a novel approach for building interactive interfaces using Augmented Reality and we give an example how one can use our framework for creating games to collect common sense knowledge from users. We present a software framework for ubiquitous Augmented Reality enhancement for human-computer interaction called UIAR (User Interface through AR). Our framework improves on four areas in Augmented Reality development that we currently see lacking.
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