Augmented reality as a form of communication, of interpretation, persuasion, or...?

Topic: Augmented Reality

I. Introduction
  1. Mobile devices and their current capabilities can be exploited to enhance communication, interpretation and hence new fashions to interact with mobile devices will be explored. [While I don't disagree, I do also want you to consider whether there are ways augmented reality would worsen or diminish something, in addition to enhancing.]
  2. Augmented reality in mobile devices is an emerging technology that create a new way of interaction between people and everything around them. [I again don't disagree, but you will have to demonstrate that these are indeed new ways to interact.]
  3. Augmented reality has been used in educational environments as well as mobile devices.

II. Previous Work
  1. Examples of previous work in augmented reality & mobile devices.
  2. Other examples of previous work in augmented reality.

III. New ideas/projects to propose
  1. Use of mobile devices in museums in order to enhance museums exhibits and to help visitors to understand topics.

IV. Conclusions
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I. Introduction
Mobile devices and their current capabilities such as built-in cameras, accelerometer, Wi-Fi, GPS and compass can be exploited to enhance communication, interpretation and hence new fashions to interact with mobile devices will be explored. These built-in features can be used to change the way how information shows up on the phone, bringing Augmented Reality (AR) to mobile devices.
Augmented reality in mobile devices is an emerging technology that create a new way of interaction between people and everything around them. Nowadays, mobile augmented reality aims to create applications that integrate real-time interactive information and graphics into a live video stream depending of the location or the things showed in the screen. For example, mobile users looking through the camera and pointing to a specific area can see additional information, like reviews, info about restaurants, and stores or explanations about the things they are seeing.
As Augmented reality applications aims to bring new information into a screen over the real time vision that the user has on a screen, AR has been exploited as a tool which has inspired marketing and education.


II. Previous Work
(I would recommend taking a look at the work of Adriana de Souza e Silva, she has a new book just published, and her older work is valuable, too)
The first works of augmented reality on mobile devices were about showing extra information or graphics over the real-time video that mobile devices were capturing, then with the introduction of GPS features on smart-phones, location-based features on AR applications were also implemented. There are many mobile AR applications that have been developed and launched in the last few years. This paper will briefly describe some of them.
Handheld AR Laboratory [4] developed an variety of projects related to augmented reality on handheld devices, such as: “World Wide Signpost”, an real-time creation of panoramic augmented reality annotations on mobile phones. “Panorama Tracking”, a real-time panorama mapping and simultaneous tracking of panoramas on mobile phones. “Zooming Interfaces”, a project that try to eliminate the constrains if the camera's fixed field of view and restricted to first-person views, it present two zooming interfaces that compensate for these constraints by enabling users to smoothly zoom between the Augmented Reality views. “Mobile Augmented Reality Quest (MARQ), an electronic tour guide for museums based on a self-contained, inexpensive PDA, that delivers a fully interactive 3D Augmented Reality (AR) to a group of visitors, the personal guide shows a 3D Augmented Reality image of the surrounding that combines real and virtual elements. Real exhibits in the museum are augmented by their virtual counterpart. The guide thus becomes a kind of "magic lens" capable of visualising the otherwise hidden virtual objects.
The first mobile augmented reality browser “Layar” [1] was launched by the company SPRXmobile in June 2009 (Amsterdam). Layar automatically actives the camera, and using the GPS feature of the phone knows the location of the phone and the compass determine in which direction the device is pointing. Then, depending of this information it shows on the display information at real time on the top of the video captured by the mobile phone camera; in this way it offers an augmented view of the world the user is observing. By using this application the user can see houses for sale, popular bars and shops, heath care providers and ATMs.

GeoVector launched “World Surfer” [2] in September 2009. It is a directionally driven location application that provides the user easy access to places of interest. It also retrieves information such as phone numbers, web links, YouTube movies, Flickr photos, etc. about the places the devices is pointing and given and destination it shows the distance, direction and location.
Learning and educational environment has also integrated innovative applications of augmented reality on mobile devices. Research centers in universities are also interested in applying augmented reality in education environments. Place-based augmented reality games for learning has been explored[6], among them: TimeLab 2100 [3], and AR game developed by MIT Center for Future Civic Media, is a game designed to create a participatory educational experience in which participants discuss local issues of scientific and societal significance.
Dow Day, developed by University of Wisconsin-Madison, is a mobile documentary that relives the student protests of 1967 in Madison, Wisconsin, against the Dow Chemical Company. In this activity, location-aware handheld devices add an augmented layer of history to a walk through the campus, it creates the illusion of additional characters standing in physical space, when players walk to predefined media locations, they trigger video footage showing the physical scene from 40 years ago. The goal of this design was to give students an active, experiential, embodied role in the events of history instead of just hearing about them.

III. Augmented Reality as an option to enhance museum exhibits.

Museums are interested in introduce technology in their exhibits in order to enhance them and attract museum visitors. The introduction of implementing augmented reality on mobile devices gives the exhibits designers an opportunity to develop and explore Opportunistic User Interfaces (O-UIs).

Use of mobile devices in museums in order to enhance museums exhibits and to help visitors to understand complex concepts has been previously explored [5].

IV. Conclusion
Nowadays, ubiquitous access to information is available thanks to the growing use of mobile devices. The current advanced capabilities mobile devices have, give designers and developers of technology opportunities to exploit them and offer a variety of applications to use everyday, to learn, to play and to interact with our surroundings.


References
  1. http://www.sprxmobile.com/
  2. http://www.geovector.com/applications/world-surfer/
  3. http://civic.mit.edu/tool/timelab-2100-software-toolkit.
  4. http://studierstube.icg.tu-graz.ac.at/handheld_ar/
  5. Lyons, L. Designing Opportunistic User Interfaces to Support a Collaborative Museum Exhibit. In Proc. CSCL 2009, ISLS 2009, 375-384.
  6. Kurt D. Squire, Mingfong Jan, James Matthews, Mark Wagler, John Martin, Ben Devane, and Chris Holden, "Wherever You Go, There You Are: The Design of Local Games for Learning," in The Design and Use of Simulation Computer Games in Education, B. Sheldon and D. Wiley, eds. (Rotterdam, Netherlands: Sense Publishing, 2007), pp. 265–296.