Академический Документы
Профессиональный Документы
Культура Документы
Sharon Brosnan
University of Limerick
0651869@studentmail.ul.ie
Wendy Mackay. “Augmented reality: linking real and virtual worlds: a new paradigm for interacting with computers.” ACM
(1998).
This paper investigates how digital objects can be augmented to the real world. It describes how augmentation should
occur and goes on to assess three projects, which augment paper. The author discusses the advantage of AR to their skills
and how AR can enhance their interaction with objects in the real world.
The author concludes that instead of replacing real objects with digital ones, a system should be created so that people
can interact with the real world and benefit from the digital AR platform. The author discusses the challenge of finding
an appropriate platform to combine the real world and digital information.
This is relates to my research, it asks when AR is appropriate. Although the technology is outdated, the author highlights
how important it is to seamlessly integrate the real world and AR when designing the system and also to create a system
that enhances the users interaction with the real world not create a new world.
W. Schwinger, Ch. Grün, B. Pröll, W. Retschitzegger, and A. Schauerhuber "Context-awareness in Mobile Tourism Guides."
Handbook of Research on Mobile Multimedia, Second Edition Information Science Reference (2009).
This paper evaluates the context of use and adaption of several context-based tour devices and discusses the possibilities
for ubiquitous computing (time and location awareness with possibility for a personalised service platform), in the tourist
industry. This could be used for tailored tourism information on points of interest.
After in-depth research the author concludes that the devices studied cover many functions that a context-aware tour
should have, but none of them support all the criteria that should be supported. The author finds that most devices had
poor CPU power and that this is a big limitation. The author also shows that memory in some devices could be reserved
by having push based access. They found that social factors are important in tourism. Functionality should be high and
text messaging could be a good feature for the devices.
I believe that smartphones could overcome the power issue a put forward by the author. The ideas on context-aware
technology in tourism are very interesting. It also finds that what some context-aware systems are lacking in area like
social and certain standards. I will be getting some of my design criteria from this paper.
Annika Hinze and George Buchanan. “Context-awareness in mobile tourist information systems: challenges for user
interaction” (2005).
This paper discusses the challenges in context handling in mobile tourist information systems, and investigates a system
that gives the user information on points of interest based in the users context. It discusses the concepts and usage of
context-awareness systems, and the management of the information. It promotes the development of a personal profile,
which knows the users travel history and current information, which could give recommendations to the user based on
the profile and user feedback. It also promotes navigation support in the system.
This paper is quite relevant to my project. It promotes forming a model of the user and how they will interact with the
system. For handheld devices it promotes contextual hierarchy browsing for the small screens, I plan on looking in to
this hierarchy further. It also brings up privacy issues that I had not thought about before reading it.
Gregory D, Abowd, Christopher G. Atkeson, Jason Hong, Sue Long, Rob Kooper and Mike Pinkerron. "Cyberguide: A
mobile context aware tour guide." Wireless Networks 3: (1997) 421-433.
This paper discusses Cyberguide, a project where they built a series of prototypes of a mobile context aware tour that
knew the users current location and history of past locations. The long-term goal of the project was to develop a device
that would know where the tourist is, what they are looking at and predict and answer questions about the environment
around them.
This paper is from 1997, the technology used is out-dated and many of the 'possible future' prospects have been
developed since. The paper has many relevant points to Augmented Reality navigation systems, like communication,
map support and information support. This paper is not only good for ideas around context-aware systems, but it also
goes through the design process with a few prototypes of their system which is coming in very handy with my
prototyping.
Jonathan Broadbent and Patrizia Marti. “Location aware mobile interactive guides: usability issues”, Proceedings of the
Fourth International Conference on Hypermedia and Interactivity in Museums (1997) pp. 162-172.
This paper discusses HIPS (Hyper Interaction within Physical Space), which is the development of a handheld electronic
tour guide for cities and museums and to promote the exploration of the physical environment. The paper describes the
development and design of a prototype; user testing was done in Museum of Santa Maria.
The author integrates handheld computing, wireless communications, positioning technologies and a system guide to
generate audio messages for information on items of interest, and alternate routes. Information is generated based on
maps, spatial direction. The system incorporates user requests, history of browsing and location.
The system is designed iteratively, discussing the practices that the designers used. The design is centred on user; this
type of design ensures that the system is suited to the users needs. The context aware tour allows the author to give rich
information in an information space, rather then being bound to the physical world. It discusses the benefits of
information being shown to the user in a way suitable to the user and the context of use.
From this paper, I gained a better understanding of the iterative design process. It confirmed the benefits of the testing of
prototypes to eliminate error, and confusion in the system, as well as identifying sources of satisfaction. It illustrated the
benefits of a central database and a networking aspect for the system.
Marco de Sa and Luís Carrico. Low-fi prototyping for mobile devices, ACM (2006).
The author analyses several papers on design and ubiquitous computing to find good design approaches for the mobile
device. The paper focuses on the early stages of designing mobile devices, the evaluation of the context of use and low-
fidelity prototyping. The aim of the paper is to suggest design methodologies for the mobile device, as it is can lead to
new challenges. They discuss how standard user interface design can be implemented to small screens, and gives many
tips on how to build a useful low-fi prototype, that allows the user to get a better understanding of how the system would
work in the real world, hence giving the designer much more constructive feedback to assess their design with.
This paper is very useful to the designing of the interface for my navigation system. There are great suggestions on how
to evaluate and low-fi prototype a mobile system. I will be using recommendations from this paper, such as building a
prototype that is similar in size and weight to the finished product, not just a paper prototype, and sketches for the
prototype testing should be the same size and have the same font as the real device. This allows for interaction similar to
the real world use of the device.
Deegan, J., Hayes, M., Liam Bannon and Luigina Ciolfi. “Enhancing The Visitor Experience At Visitor Attractions Through
the Adoption of Information and Communications Technology”, Failte Ireland Thematic Grant Summary/report and
Implementation Guidelines (2008).
The paper shows how mobile technology can enhance visitor satisfaction. It discusses the progress, studies and the
prototype device developed for Bunratty Folkpark. The prototype is built to encourage to visitors to visit other parts of
the centre, give them information on the restaurants or shops (location/menus), and give them more information about
the Folkpark.
The visitor uses a mobile device that they have (their mobile phone) and information is sent directly to their device via
Bluetooth. The software is designed so that it is fully interactive, easily expandable, and staff of the centre can add new
content at any time. The paper describes how the information is transmitted via Bluetooth and the practical issues related
to the implementation of the technology.
There are a lot of recommendations in this paper that will come in useful in my research. I will be using it as a basis for
my work. Usability, experience and engagement are highlighted in the paper, and there are very useful statistics.
Tobias Hollerer, and Steven Feiner. "Mobile Augmented Reality." Telegeoinformatics: Location-Based Computing and
Services (2004).
This paper gives a brief history of augmented reality and the benefits of it. It gives reviews of several AR technologies
and the data required for it, such as wearable computing and gives potential futures for mobile augmented reality systems
(MARS). The paper goes on to investigate potential areas where MARS could be implemented, and the challenges and
the technological requirements that would allow this to happen.
It identifies the different areas that AR technology could be implemented; the area that I am most interested in is the
tourist industry. Here, the paper determines that AR could be used to find destinations and display background
information on these places or objects, as well as show the user related objects/places.
It determines that there are several challenges that come with applying AR to technology. It goes on to show a developed
MARS platform, and gives some recommendations for the field in the future.
This paper addresses several issues, such as wearable MARS. This seems outdated. Mobile phones have the necessary
computing power to contain AR technology. There are several good points raised on the benefits of AR technology, but
also drawbacks. It defines what properties a good MARS user interface needs, and lays out some points that the UI
designer will have to overcome.
Sadagopan Srinivasan, Zhen Fang, Ravi Iyer, Steven Zhang, Mike Espig, Don Newell, Daniel Cermak, Yi Wu, Igor
Kozintsev, Horst Haussecker. “Performance Characterization and Optimization of Mobile Augmented Reality on
Handheld Platforms” (2009).
This paper analyses the computing and memory requirements of an augmented reality based software on an Intel®
Atom™™ platform. The paper recognizes that AR is gaining ground in the mobile usage market, and analyses the
mobile augmented reality (MAR) workload on a low power general-purpose device. After an in-depth examination of the
handheld devise, several optimisations are suggested for MAR performance, which in this case enhanced performance by
3X.
This paper shows that AR technology is possible for handheld devices. Although some research must be done to enhance
AR software processing on some mobile devices, this powerful technology has the potential to work well on mobile
devices.
Rebecca E. Grinter, Paul M. Aoki, Amy Hurst, Margaret H. Szymanski, James D. Thornton, and Allison Woodruff.
“Revisiting the visit: understanding how technology can shape the museum visit” ACM (2002).
This paper discusses museum visitors shared experience and their interactions with each other through a context aware
audio guidebook. Open speakers are an issue in most museums, and earphones can isolate visitors from their companion,
with this in mind the collaborative guidebook was developed to allow social interactions. The paper reflects on the
different communal uses that the visitors find for the system.
From reading this paper I decided not to build a navigation aid with an audio tour. The author made the isolation that
audio tours can present very clear. Although the collaborative aspect is interesting, I believe that this can be gained with
an augmented reality system.
J Nielsen. "Ten usability heuristics." 2005 Useit. Accessed on: 25/11/09
<http://www.useit.com/papers/heuristic/heuristic_list.html>.
The author describes usability guidelines for designing a user interface. The heuristics are the good characteristics of a
user interface. The author promotes the importance of user control, links between the real world and the system.
Consistency is highlighted as very important, as well as minimalism and efficiency of use. With these guidelines, the
author hopes to emphasise how a good UI should work.
These usability heuristics are good for designing software. I find it useful to have a list of flexible instructions to design
by. It is simple, and all of the heuristics make sense when designing an interface that a user finds easy to navigate
through.
Suprateek Sarker and John D. Wells. "Understanding mobile handheld device use and adoption." Communications of the
ACM Vol 46(12) (2003): 40.
This paper discusses the results of an on going investigation into the key factors that affect people’s use and adoption of
mobile devices. The paper assesses the adoption of such devices through social analyses. It reveals that demographics,
degree of confidence in technology, and context of use can all affect the embracing of a mobile phone. Coverage for a
users mobile phone network is shown to be an inhibitor when adopting a phone, as well as a delayed response from the
device.
This paper allows me to get more information on why people use their mobile phone. It indicates that speed of a device
and it’s software is a factor in mobile adoption. Their research shows that users find difficulty in switching from their
current technological frames to new ones, including different features on the device and different keystrokes to
accomplish a task. This indicates that users operating their own mobile device with my AR system may feel more
comfortable than if I developed a new device for them.
Corrie van der Lelie "The value of storyboards in the product design process." Personal and Ubiquitous Computing Vol:10(2)
(2006): 159-162.
This paper emphasises the importance of storyboards throughout the design process. The author discusses idea
generation and the essential need to convey these ideas visually. The author explains how significant storyboards can be
to visualise ideas and the levels of detail that the storyboard can evoke.
This paper is very useful for my project. Storyboards are pertinent to planning and design. There is great detail available
through this on how to make the most of storyboards and using them while designing.
Peter Samis "Visual Velcro Hooking the Visitor." 2007. American Association of Museums. Accessed on: 03/10/2009
<http://www.aam-us.org/pubs/mn/visualvelcro.cfm>.
This author discusses the digital social learning environments that museums have undertaken to enhance the visitors’
experience. The author recognises the need to appeal to the visitors of a museum. He uses specific examples of
technologies in museums to illustrate his points. He discusses various methods and results that have been found.
Some visitors want information before their visit, but most visitors want information when they are standing in front of a
piece of art work. The author believes that the more a visitor knows about a subject, the more they can learn about it.
Through research from museums, he reveals how visitors of differing age groups use the technologies. He also discusses
how these group like to experience the museum. Older visitors prefer audio tours as they provide a full immersive
experience, while the mobile phone user prefers to shape their personal experiences of the museum with no commitment
to learn about everything.
The author claims that the visitor needs a series of information resources along the route of their tour, not a ‘single
choice point’ when they enter the museum. A mix of both analog and digital resources may be the best way to improve
the visitors experience.
This paper gives very relevant information on implementing digital technology to a museum setting. The general
discussion provides a useful overview of implementing digital technology to a museum setting and could be used in my
research to support a conclusion.