Academic literature on the topic 'Mobile AR'

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Journal articles on the topic "Mobile AR"

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Chen Ling, Ming Chen, Wenjun Zhang, and Feng Tian. "AR Cloudlets for Mobile Computing." International Journal of Digital Content Technology and its Applications 5, no. 12 (December 31, 2011): 162–69. http://dx.doi.org/10.4156/jdcta.vol5.issue12.20.

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Kobayashi, Arei. "Mobile AR Platform; SekaiCamera/SekaiCamera ZOOM." Journal of The Institute of Image Information and Television Engineers 65, no. 5 (2011): 660–62. http://dx.doi.org/10.3169/itej.65.660.

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Siriborvornratanakul, Thitirat. "Enhancing User Experiences of Mobile-Based Augmented Reality via Spatial Augmented Reality: Designs and Architectures of Projector-Camera Devices." Advances in Multimedia 2018 (April 18, 2018): 1–17. http://dx.doi.org/10.1155/2018/8194726.

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As smartphones, tablet computers, and other mobile devices have continued to dominate our digital world ecosystem, there are many industries using mobile or wearable devices to perform Augmented Reality (AR) functions in their workplaces in order to increase productivity and decrease unnecessary workloads. Mobile-based AR can basically be divided into three main types: phone-based AR, wearable AR, and projector-based AR. Among these, projector-based AR or Spatial Augmented Reality (SAR) is the most immature and least recognized type of AR for end users. This is because there are a small number of commercial products providing projector-based AR functionalities in a mobile manner. Also, prices of mobile projectors are still relatively high. Moreover, there are still many technical problems regarding projector-based AR that have been left unsolved. Nevertheless, it is projector-based AR that has potential to solve a fundamental problem shared by most mobile-based AR systems. Also the always-visible nature of projector-based AR is one good answer for solving current user experience issues of phone-based AR and wearable AR systems. Hence, in this paper, we analyze what are the user experience issues and technical issues regarding common mobile-based AR systems, recently widespread phone-based AR systems, and rising wearable AR systems. Then for each issue, we propose and explain a new solution of how using projector-based AR can solve the problems and/or help enhance its user experiences. Our proposed framework includes hardware designs and architectures as well as a software computing paradigm towards mobile projector-based AR systems. The proposed design is evaluated by three experts using qualitative and semiquantitative research approaches.
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Broll, Wolfgang, Irma Lindt, Iris Herbst, Jan Ohlenburg, Anne-Kathrin Braun, and Richard Wetzel. "Toward Next-Gen Mobile AR Games." IEEE Computer Graphics and Applications 28, no. 4 (July 2008): 40–48. http://dx.doi.org/10.1109/mcg.2008.85.

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Jang, Seong-Wook, Junho Ko, Hun Joo Lee, and Yoon Sang Kim. "A Study on Tracking and Augmentation in Mobile AR for e-Leisure." Mobile Information Systems 2018 (2018): 1–11. http://dx.doi.org/10.1155/2018/4265352.

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Recently, a mobile augmented reality (AR) system with AR technology that requires high performance has become popular due to the improved performance of smartphones. In particular, mobile AR that directly interacts with outdoor environments has been in development because of increasing interest in e-leisure due to improvements in living standards. Therefore, this paper aims to study tracking and augmentation in mobile AR for e-leisure. We analyzed the performance of human body tracking application implemented in a mobile system (smartphone) using three methods (marker-based, markerless, and sensor-based) for the feasibility examination of human body tracking in mobile AR. Furthermore, game information augmentation was examined through the implementation of mobile AR using two methods (marker- and sensor-based).
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FitzGerald, Elizabeth, Rebecca Ferguson, Anne Adams, Mark Gaved, Yishay Mor, and Rhodri Thomas. "Augmented Reality and Mobile Learning." International Journal of Mobile and Blended Learning 5, no. 4 (October 2013): 43–58. http://dx.doi.org/10.4018/ijmbl.2013100103.

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In this paper, the authors examine the state of the art in augmented reality (AR) for mobile learning. Previous work in the field of mobile learning has included AR as a component of a wider toolkit but little has been done to discuss the phenomenon in detail or to examine in a balanced fashion its potential for learning, identifying both positive and negative aspects. The authors seek to provide a working definition of AR and to examine how it can be embedded within situated learning in outdoor settings. The authors classify it according to key aspects (device/technology, mode of interaction/learning design, type of media, personal or shared experiences, whether the experience is portable or static, and the learning activities/outcomes). The authors discuss the technical and pedagogical challenges presented by AR, before looking at ways in which it can be used for learning. Finally, the paper looks ahead to AR technologies that may be employed in the future.
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Billinghurst, Mark N., and Anders Henrysson. "Research Directions in Handheld AR." International Journal of Virtual Reality 5, no. 2 (January 1, 2006): 51–58. http://dx.doi.org/10.20870/ijvr.2006.5.2.2690.

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Handheld mobile devices are an exciting new platform for Augmented Reality (AR). Mobile phones and PDAs have the potential to provide AR experiences to hundreds of millions of consumers. However, before widespread use can occur there are some obstacles that must be overcome. In particular, developers must consider the hardware and software capabilities of mobile devices and how these can be used to provide an effective AR experience. They must also develop AR interaction metaphors suitable for handheld AR. In this paper we review current and previous research in the field, provide design guidelines and outline future research directions
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Hedberg, Hillevi, Jalal Nouri, Preben Hansen, and Rahim Rahmani. "A Systematic Review of Learning Through Mobile Augmented Reality." International Journal of Interactive Mobile Technologies (iJIM) 12, no. 3 (July 20, 2018): 75. http://dx.doi.org/10.3991/ijim.v12i3.8404.

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<p>In the beginning of 2000, researchers started to see the potential of using Augmented Reality (AR) in educational and foresaw that further research within the field. Since then, AR research have taken many different approaches. This is also true for AR in relation to pedagogical purposes. This study is to investigate what has been studied within the AR field related to mobile augmented reality. It attempts to make systematic review of how learning and pedagogical aspects have been approached in the articles. In recent years, mobile augmented reality has become increasingly interesting due to the mobile devices small form factors and their ability to let the students move around freely while learning. The aim of this study is to make a systematic review of pedagogical uses of mobile augmented reality. Based on a review of previous literature of mobile AR systems for pedagogical purposes, published between 2000-2017, make it possible to see in which direction mobile AR systems for education are heading and how future mobile AR systems should be designed to best fit the needs of future students so they can more effectively improve their learning.</p>
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Turunen, Tuukka, Tino Pyssysalo, and Juha Röning. "Mobile AR Requirements for Location Based Social Networks." International Journal of Virtual Reality 9, no. 4 (January 1, 2010): 67–78. http://dx.doi.org/10.20870/ijvr.2010.9.4.2792.

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Utilizing the novel User Interface (UI) technology of Augmented Reality (AR) in mobile phones provides significant advantages for Location Based Social Networks (LBSN) via powerful UI that allows the user to see the world through AR view rather than via a traditional map view. Compared to use of a map based interface, it is much easier for the user to understand where the nearby friends and points of interests are located when using a mobile AR interface to access the information of LBSN services. Recent development in the commercially available high end mobile phones has made it a viable device to use globally available AR services, but there still exist some limitations when it comes to LBSN services. Especially demanding is the need to include constantly moving friends reliably and accurately as annotated objects into the AR view of a user. In this article we show for the first time that mobile phones can be utilized to create mobile AR based LBSN services and create an experimental system to validate this. We present the most important use cases of the mobile AR based LBSN services, define the key requirements for the system, and analyze how the current high end mobile phones meet these. We point out the main challenges in position and orientation accuracy, data transfer and power consumption, as well as solutions to improve these. We present results from end-user studies and our experimental system we have created to study mobile AR interface for the LBSN services, and conclude that the mobile phones can be used for creation of these services when the key challenges are resolved
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Jang, Seongsoo, and Yi Liu. "Continuance use intention with mobile augmented reality games." Information Technology & People 33, no. 1 (May 2, 2019): 37–55. http://dx.doi.org/10.1108/itp-05-2018-0221.

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Purpose As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the uses and gratifications (U&G) theory, the purpose of this paper is to investigate the effects of four major gratifications – content, process, social and technology – and other factors on continuance intention to play mobile AR games. Design/methodology/approach Data collected from 280 Pokémon Go players were used to address research questions. Partial least squares method was employed to assess the relationships in the model and multigroup analysis was conducted based on survey participants’ demographics and their gaming experience. Findings Content gratification (i.e. catching Pokémon), process gratification (i.e. entertainment), game knowledge and achievement drive players’ continuance use intention. However, social and technology gratifications do not influence players’ continuance use intention. Multigroup analysis suggests that mobile AR game developers should capitalize on the fact that different types of gratifications prompt continuance use intention of different user segments in terms of demographics and experience in general mobile games and Pokémon Go. Originality/value The user behavior of mobile AR games has been studied at the early stage of the games, with less attention to variable continuance use intentions across different user segments. This paper attempts to fill the gap by extending the U&G theory to continuance use intention of mobile AR games at the maturity stage and further investigating the importance of player heterogeneity in continuance use intention with mobile AR games. The findings of this study contribute to the literature on U&G, continuance use intention and mobile AR games.
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Dissertations / Theses on the topic "Mobile AR"

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Wang, Yuan. "An Authoring Tool for Building Mobile Phone AR Applications." Thesis, University of Canterbury. Computer Science and Software Engineering, 2010. http://hdl.handle.net/10092/5071.

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This thesis describes the research on developing an authoring tool for mobile phone Augmented Reality (AR) applications. This work is based on earlier work at the HIT Lab NZ on ComposAR, a tool for authoring PC based AR applications. We describe modifications to ComposAR that allows end-users to prototype mobile AR applications on a PC, and player software that allows prototype AR applications to be delivered on a mobile phone. In this way, end-users with little programming experience can develop simple mobile AR applications. To prove the applicability of this authoring tool, a user evaluation was conducted with some users and performance compared between programmers and non-programmers and across different authoring tools.
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Alvarez, Diaz Maria Guadalupe. "Experiencing Play with Digital Heritage through Mobile AR Technology." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12740.

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The present work is based on the research and design of a mobile AR experiment performed in the context of the emerging interdisciplinary fields of digital heritage and experience design. In an attempt to find a method to support the justification and discovery of elements that can influence the user towards the fulfilment of an objective in a heritage experience, my experimental research reveals that a combination of play moments including elements of embodiment and sensuousness in mobile AR are most suitable to convey a story. Determining suitable gameplay and game mechanics requires an appropriate setting and context for a user’s encounter with digital heritage. My research outlines a design methodology to reveal how the aesthetics of mobile AR technology can be designed to support critical user experiences through play and discovery.
Designing Digital Heritage. Seeing Secrets
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Jakub, Nilsson. "Pose AR: Assessing Pose Based Input in an AR Context." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-89228.

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Despite the rapidly growing adoption of augmented reality (AR) applications, existing methods for interacting with AR content are rated poorly, with surveyors of the area calling for better means of interaction, while researchers strive to create more natural input methods, mainly focusing on gesture input. This thesis aims to contribute to the aforementioned efforts by recognizing that technologies for consumer-grade smartphone-based pose estimation have been rapidly improving in recent years and due to their increased accuracy may have untapped potential ready to be utilized for user input. To this end, a rudimentary system for pose based input is integrated into prototype applications, which are constructed with both pose based input and touch input in mind. In this work, pose, pose estimation, and posed based input refer to using the distance and orientation of the user (or more precisely, the distance and orientation of their device) in relation to the AR content. Using said prototypes within a user interaction study allowed the identification of user preferences which indicate the approaches that future efforts into utilizing pose for input in an AR context ought to adopt. By comparing questionnaire answers and logged positional data across four prototype scenarios, it can be clearly identified that to perceive pose input as intuitive, the AR experiences shouldn’t employ a scale which is so large that it requires substantial shifts in the position of the user, as opposed to merely shifts in the position of the user’s device.
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Baiocchi, Gianmarco. "Design e sviluppo di un'app mobile con AR per promuovere i SDGs." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/21582/.

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Negli ultimi anni, la sostenibilità è diventata una tematica sempre più importante e argomento di discussione per molte persone. L’Università di Bologna ha contribuito all’informazione e l’educazione dei propri studenti riguardo alla sostenibilità, in particolare porta avanti insegnamenti e progetti di ricerca basati sugli obiettivi dello sviluppo sostenibile. Questi ultimi sono anche chiamati SDGs, acronimo di Sustainable Development Goals, e descrivono i 17 obiettivi stilati nell’Agenda 2030, un programma definito e pubblicato dall’ONU che si ha l’intento di portare a compimento entro l’anno 2030. Dall’opportunità data dalla progettazione del parco pubblico, che si troverà a fianco del nuovo campus universitario di Cesena, è nato il seguente progetto di tesi. Il progetto ha come obiettivo lo sviluppo di un’applicazione mobile con funzionalità di realtà aumentata per la sensibilizzazione ai SDGs. L’augmented reality (AR) ha negli ultimi anni compiuto passi giganteschi, riuscendo ad inoltrarsi in diversi ambiti, come ad esempio quello ludico, lavorativo e sportivo. Oltre a quelli appena citati, l’AR viene utilizzata nel contesto scolastico ed educativo, dove si dimostra essere utile e dilettevole. Per la realizzazione dell’app si è deciso di utilizzare React Native. Questo framework permette di implementare applicazioni mobile native sia per il sistema operativo Android che iOS con la scrittura di un unico codice sorgente. React Native permette quindi una riduzione considerevole del tempo di sviluppo mantenendo contemporaneamente prestazioni elevate dell’applicazione.
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Partridge, Michael Jonathan. "Developing a Client/Server Architecture for a Mobile AR Urban Design Application." Thesis, University of Canterbury. HITLabNZ, 2013. http://hdl.handle.net/10092/8434.

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This thesis describes research into developing a client/server ar- chitecture for a mobile Augmented Reality (AR) application. Following the earthquakes that have rocked Christchurch the city is now changed forever. CityViewAR is an existing mobile AR application designed to show how the city used to look before the earthquakes. In CityViewAR 3D virtual building models are overlaid onto video captured by a smartphone camera. However the current version of CityViewAR only allows users to browse information stored on the mobile device. In this research the author extends the CityViewAR application to a client-server model so that anyone can upload models and annotations to a server and have this information viewable on any smartphone running the application. In this thesis we describe related work on AR browser architectures, the system we developed, a user evaluation of the prototype system and directions for future work.
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Sundström, Emil. "Shared Augmented Reality : Developing a Multiplayer AR Mobile Game to Study Playability." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-75952.

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The purpose of this study has been to investigate if the Pervasive GameFlow Model is suitable for evaluating Player Experience in Augmented Reality games. The work has described a definition of Augmented Reality, how it generally operates and reviewed common challenges when developing Augmented Reality applications. A prototype game has been developed, based on a previous concept of merging board games with computer games using Augmented Reality. After development, the game has been tested with a method based on the Pervasive GameFlow Model. Results showed the model to be suitable for future tests and evaluations, but did not produce data for evolving the game design. Generating such data would require execution of additional testing methods.
Syftet med denna studie har varit att undersöka om Pervasive GameFlow Modellen är lämplig för att utvärdera spelarupplevelse i Augmented Reality-spel. Arbetet har beskrivit en definition av Augmented Reality, hur det generellt fungerar och granskat vanliga utmaningar vid utveckling av Augmented Reality-applikationer. Ett prototypspel har utvecklats, baserat på ett tidigare koncept för att slå samman brädspel med datorspel med hjälp av Augmented Reality. Efter utveckling har spelet testats med en metod baserad på Pervasive GameFlow Modellen. Resultat visade att modellen var lämplig för framtida tester och utvärderingar, men producerade inte data för att utveckla speldesignen. Generering av sådan data skulle kräva utförande av ytterligare testmetoder.
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Skinner, Scott. "User-centered Evaluation of a Mobile AR Product in an Agile Environment." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280804.

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Recent advances in mobile Augmented Reality (AR) create promising opportunities for novel, engaging, potentially scalable, interactive products. However, evaluating the usability and UX of mobile AR can be tricky given that the interface is highly adaptable, often ambiguous, and varies depending on context. This project will recount the evaluation of a foot scanner that is guided via mobile AR interaction, in doing so offering one way to approach mobile AR evaluation. Some themes that will be discussed are the importance of iterative in-situ evaluation and the benefits of both in-lab and remote usability testing, as well as how to identify user insights given the perceptual complexity and technical ambiguity of mobile AR interaction. Furthermore, design implications to enhance the usability and experiential aspects for mobile AR will be proposed, including how to guide and instruct users, techniques for movement-based interaction design, and how to utilize the various input types in mobile AR. Lastly, an overview of inserting mobile AR user-evaluation in an Agile product environment, including iterative lo-fi testing, insight communication, team collaboration, and the use of evaluation measures, will be discussed. The hopes of this project is to provide a valuable resource to help push future mobile AR designers and evaluators in the right direction.
Nya framsteg inom mobil Augmented Reality (AR) skapar lovande möjligheter for nya, engagerande, intuitiva och potentiellt skalbara interaktiva produkter. Att utvärdera användbarhet och UX for mobil AR kan dock vara svart eftersom gränssnittet ar mycket anpassningsbart, ofta tvetydigt och varierar beroende på sammanhang. Detta projekt kommer att beskriva utvärderingen av en fotscanner som styrs via mobil AR-interaktion och därmed medföra ett satt att närma sig mobil AR-utvärdering. Några teman som kommer att diskuteras ar vikten av iterativ in-situ-utvärdering, fördelarna med användbarhetstestning i laboratorium och på distans, samt hur man identifierar användar-insikter i relation till den perceptuella komplexiteten och tekniska oklarheten i mobil AR-interaktion. Dessutom föreslås designimplikationer for att förbättra användbarhet och erfarenhetsaspekter for mobil AR, inkluderande hur användare kan vägledas och instrueras, tekniker for rörelsebaserad interaktionsdesign och hur man använder de olika ingångstyperna i mobil AR. Slutligen diskuteras en översikt kring att införa mobil AR-användarutvärdering i en agil produktmiljö, inklusive iterativt lo-fi-testande, insikts-kommunikation, samarbete i teams och användningen av utvärderingsmetoder. Förhoppningarna med detta projekt ar att tillhandahålla en värdefull resurs for att hjälpa till att driva framtida mobila AR-designers och utvärderare i ratt riktning.
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Chen, Jia. "mHealth Tracker to Track Postural Stability and Pain History." Case Western Reserve University School of Graduate Studies / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=case1550234203540846.

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Skarin, Rebecka. "UX Design of Augmented Reality House Configurator : Mobile AR Application and Web Administration Interface Design." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79741.

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Many of us find it difficult to make big decisions, building ahouse is one of them. It is perhaps the biggest investment andproject that one takes on. During a house building project, thereare many things that needs to come together, you have to finda plot, choose a house model and lastly all those other choicesas for example the kitchen and bathroom details. It is in thisdecision process that it can be useful to be able to test differenthouse models and materials before the final decision is made.It is this process that is the focus of the thesis, or rather, a tool tofacilitate decisions. There are existing solutions today where the usercan change materials in houses online in virtual reality, this thesisexplores how this functionality could be conceived in an AR (AugmentedReality) environment. With this, the user can see their housein real size on the site before the construction has even begun.Neava AB has developed an application called Arvue where it is possibleto view an AR model of a house in real size. The houses NeavaAB produce belong to their customers, who are house companies.But as the team at Neava AB worked on developing customized configuratorsfor virtual reality, some challenges began to emerge.It takes a long time to agree with the customer which colour shadeis correct and the communication between the two at this stage ofproduction can sometimes take a long time. During which Neavahas to wait for the customer’s reply before they can continue theirwork. The problem regarding to the colours is also connected to thecustomers brand identity as the house companies all have their ownspecific appearance and want both the interface and images to reflectthis as strongly as possible. This increases the communicationbetween the two even further.The aim of the thesis is to design a tool where the house companycan administrate their own interface in the interactive AR configurator.The interface design is focused on user experience and evaluatedby measuring the usability and user experience.The work presented in this thesis applied a user centered designprocess, in which the most important part is to involve the users inthe design and to base the decisions upon their needs and feedbackin different ways. This work applied interviews, surveys, evaluationsand user testing continuously to control how well the results were inline with the identified needs.The thesis presents a proof of concept for how this tool for the housecompanies could be conceived by designing both the interface to administrateand the tool itself. By developing this tool Neava AB wouldboth reduce the time they spend on communication but also have aprogressive and innovative product service which could help reducethe environmental impact of building new houses. This is achievedby helping the users make better decisions and reduce the amountof re-buildt houses.
För många människor är det svårt att ta stora beslut, att bygga hus är ett av dessa. Det är kanske den största investeringen och projekt som man tar sig an. I ett husbygge är det många saker som ska stämma överrens, man ska hitta en tomt, välja en husmodell och till sist alla de där andra valen som till exempel köks- och badrumsdetaljer. Det är i detta beslutskede som det kan vara skönt att kunna testa olika husmodeller och material innan det slutliga beslutet tas. Det är denna process som är i fokus i detta examensarbete, eller rättare sagt ett verktyg för att underlätta besluten. Det handlar nämligenom en AR-applikation för hus. AR står för augmented reality(förstärkt verklighet) och med hjälp av denna kan användaren se sitt hus i verklig storlek på tomten innan någonting är bestämt eller ens påbörjat. Neava AB har utvecklat en applikation där det i dagsläget går att visa en AR-modell av ett hus i verklig storlek. Deras huvudsakliga kunder är husföretag som bygger modulära hus. Då teamet på Neava AB arbetat med att utveckla kundanpassade konfiguratorer för virtuell verklighet har några utmaningar börjat visa sig.Det tar lång tid att komma överens om vilken färgnyans som är korrekt och kommunikationen i detta skede av produktionen tar iblandväldigt lång tid varvid Neava måste invänta kundens bedöming påderas modeller. Detta problem är också kopplat till kundernas grafiska profil då kunderna alla har en specifik framtoning och vill att både gränssnitt och bilder ska återspegla denna så starkt som möjligt. Målsättningen med arbetet är att utforska hur ett verktyg för husföretagen att skapa sina egna gränssnitt skulle kunna se ut. Gränssnittet designas med fokus på användbarhet och användarupplevelse och utvärderas kontinuerligt jäntemot dessa kriterier. Projektet tillämpar en användarcentrerad designprocess där det centrala är att involvera användarna i designprocessen på olika sätt. Detta arbete tillämpar intervjuer, enkäter, utvärderingar och användartester genomgående för att kontrollera hur väl resultaten stämmer överrens med de identifierade behoven. Designen tas fram med utgånspunkt i de identifierade utmaningar och problem som funnits med hjälp av dessa metoder.Resultatet är ett koncept som illusterar hur detta verktyg skulle kunna se ut och fungera. Både hur en konfigurator för AR men också för hur en administrativ tjänst för en huskonfigurator skulle kunna se ut.Genom att designa gränssnittet för huskonfiguratorn i AR och medföljande administrativa tjänst så kunde ett förslag för detta verktyg presenteras. Om Neava skulle utveckla detta verktyg så skulle det både minska tiden som de lägger på kommunikation, men också ha tagit fram en innovativ och nytänkande produkt som kan bidra till att minska miljöpåverkan av nybyggnation genom säkrare beslut och minskad ombyggnation.
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Xu, Yinan. "Exploring the benefits and challenges of AR in an outdoor tourism experience." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-235328.

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With the development of resilient computer vision algorithms, mobile augmented reality (MAR) technology is now accessible for most smartphone users. There are a lot of MAR applications available on the App Store and Google Play. However, most of the applications are games for indoor usage. Outdoor MAR commercial applications are rare. Evidently, outdoor MAR in tourism is a promising and challenging field. This study focuses on Djurgården, an island in Stockholm. The purpose is to develop a MAR prototype for some underexplored places on the island and see the benefits and challenges of AR as a method for helping tourists in sightseeing. A MAR application was developed to explore the research question surrounding its benefits and challenges. a user study was conducted to compare the MAR prototype with general usage of smartphone applications, where both quantitative and qualitative data was gathered. The results indicate that MAR has an advantage in providing more immersive, content travelling experience as well as reducing feelings of boredom. However, MAR also has challenges in avoiding collision with real objects and limiting possible risks.
Utvecklingen av robusta och effektiva algoritmer för datorseenede har lett till att de flesta med en smarttelefon idag har tillgång till Mobile Augmented Reality (MAR) teknologi. Det finns många MAR applikationer tillgängliga på App Store och Google Play, däremot är de flesta anpassade för användning inomhus. Kommersiella MAR applikationer för utomhusbruk är ovanliga. Uppenbarligen är utomhusbaserade MAR applikationer inom turism ett lovande och utmanande fält. Den här studien fokuserar på ön Djurgården i Stockholm. Målet är att utveckla en MAR prototyp för några av öns mindre besökta platser och undersöka fördelar och utmaningar med AR som ett verktyg för att hjälpa turistande på ön. En MAR applikation för att undersöka detta utvecklades och en användarstudie genomfördes. Användarstudien jämförde MAR prototypen mot generella applikationer på smarttelefoner, där både kvantitativ och kvalitativ data insamlades. Resultaten visar att MAR har fördelar i att förmedla mer engagerande innehåll för reseupplevelser och i att reducera känslor av tristess och utmattning. Däremot finns det utmaningar inom MAR i att undvika kollisioner med verkliga objekt och att minimera skaderisker.
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Books on the topic "Mobile AR"

1

The Mobile River. Columbia, South Carolina: The University of South Carolina Press, 2015.

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Ultimate Unofficial Encyclopedia for Minecrafters : Earth: An a-Z Guide for Navigating the New Mobile AR Mode. Skyhorse Publishing Company, Incorporated, 2020.

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Guide, Mobil Travel. Mobil Travel Guide: South 2007 (Mobil Travel Guide South (Al, Ar, Ky, La, Ms, Tn)). Mobil Travel Guide, 2006.

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Guide, Mobil Travel. Mobil Travel Guide: South, 2004 (Mobil Travel Guide South (Al, Ar, Ky, La, Ms, Tn)). Mobil Travel Guide, 2003.

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Guide, Mobil Travel. Mobil Travel Guide South, 2005: Alabama, Arkansas, Kentucky, Louisiana, Mississippi, Tennessee (Mobil Travel Guide South (Al, Ar, Ky, La, Ms, Tn)). Mobil Travel Guide, 2005.

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Book chapters on the topic "Mobile AR"

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Albu, Mihai, Scott Helm, Thanh-Dat Cao, George Miltenburg, and Angelo Cosco. "LeARning—An AR Approach." In Mobile Technologies and Applications for the Internet of Things, 143–50. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-11434-3_18.

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Berger, Ales, Milan Kostak, and Filip Maly. "Mobile AR Solution for Deaf People." In Mobile Web and Intelligent Information Systems, 243–54. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-27192-3_19.

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Pasman, W., S. Persa, and F. W. Jansen. "Realistic low-latency mobile AR rendering." In Virtual and Augmented Architecture (VAA’01), 81–92. London: Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0337-0_8.

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Kencevski, Ken, and Yu Zhang. "VR and AR for Future Education." In Handbook of Mobile Teaching and Learning, 1–16. Berlin, Heidelberg: Springer Berlin Heidelberg, 2018. http://dx.doi.org/10.1007/978-3-642-41981-2_136-1.

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Kencevski, Ken, and Yu Zhang. "VR and AR for Future Education." In Handbook of Mobile Teaching and Learning, 1373–88. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-2766-7_136.

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(Christine) Sung, Eunyoung. "Brand Experience via Mobile AR App Marketing." In Augmented Reality and Virtual Reality, 3–9. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37869-1_1.

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Zhao, Mengshen, and Byunghyun Jang. "A GPU Powered Mobile AR Navigation System." In Lecture Notes in Electrical Engineering, 187–96. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-1409-3_21.

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Barazzetti, Luigi, and Fabrizio Banfi. "Historic BIM for Mobile VR/AR Applications." In Mixed Reality and Gamification for Cultural Heritage, 271–90. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-49607-8_10.

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Prasad, Aarathi, Bryan McQuade, and Casey Schofield. "AR-Based Mobile Applications for Exposure Therapy." In HCI International 2018 – Posters' Extended Abstracts, 319–25. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92279-9_43.

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Salo, Kari, Merja Bauters, and Tommi Mikkonen. "Audio Story and AR Platform for Youth Engagement." In Mobile Web and Intelligent Information Systems, 18–32. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-65515-4_2.

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Conference papers on the topic "Mobile AR"

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Sangchul Ahn, Heedong Ko, and Steven Feiner. "Webizing mobile AR contents." In 2013 IEEE Virtual Reality (VR). IEEE, 2013. http://dx.doi.org/10.1109/vr.2013.6549397.

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Nassani, Alaeddin, Gun Lee, Mark Billinghurst, Tobias Langlotz, and Robert W. Lindeman. "AR social continuum." In SIGGRAPH Asia 2017 Mobile Graphics & Interactive Applications. New York, New York, USA: ACM Press, 2017. http://dx.doi.org/10.1145/3132787.3132812.

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Lee, Gun A., and Mark Billinghurst. "Building mobile AR applications using the outdoor AR library." In SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2543651.2543662.

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Peng, Yingxuan, Wenyu Li, Bingyu Chen, and Chunpeng Wang. "AR Traveller: A Mobile Application with AR Lifestyle Theme." In 2019 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2019. http://dx.doi.org/10.1109/icvrv47840.2019.00062.

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Yang, Zhijian, Yu-Lin Wei, Sheng Shen, and Romit Roy Choudhury. "Ear-AR." In MobiCom '20: The 26th Annual International Conference on Mobile Computing and Networking. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3372224.3419213.

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Wagner, Daniel, Istvan Barakonyi, Istvan Siklossy, Jay Wright, Roy Ashok, Serafin Diaz, Blair MacIntyre, and Dieter Schmalstieg. "Building your vision with Qualcomm's Mobile Augmented Reality (AR) platform: AR on mobile devices." In 2011 IEEE International Symposium on Mixed and Augmented Reality. IEEE, 2011. http://dx.doi.org/10.1109/ismar.2011.6092355.

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Wagner, Daniel, Istvan Barakonyi, Istvan Siklossy, Jay Wright, Roy Ashok, Serafin Diaz, Blair MacIntyre, and Dieter Schmalstieg. "Building your vision with Qualcomm's Mobile Augmented Reality (AR) platform: AR on mobile devices." In 2011 IEEE International Symposium on Mixed and Augmented Reality. IEEE, 2011. http://dx.doi.org/10.1109/ismar.2011.6162856.

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Valente, Andreia, Augusto Esteves, and Daniel Lopes. "From A-Pose to AR-Pose: Animating Characters in Mobile AR." In SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3450415.3464401.

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Zhou, Jiahao, Zhu Xu, Hangcheng Yan, Boya Gao, Ou Yang, and Zhiqiang Zhao. "AR Creator: A Mobile Application of Logic Education Based on AR." In 2020 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2020. http://dx.doi.org/10.1109/icvrv51359.2020.00109.

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Fruend, Juergen, Carsten Matysczok, Peter Ebbesmeyer, and Joerg Maciej. "AR-PDA: A Personal Digital Assistant for VR/AR Content." In ASME 2002 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2002. http://dx.doi.org/10.1115/detc2002/cie-34393.

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This paper describes the development of an AR-based hard- and software system for a mobile digital assistant (AR-PDA). Target group for using this system is the large group of consumers. Here the AR-PDA uses AR technology to efficiently support users during their daily tasks. The technical realization of the system is based on 3rd generation video supported mobile phones. The user visualizes real objects with the AR-PDA. An integrated camera takes the pictures and the AR-PDA sends the video stream by mobile radiocommunication (e.g. UMTS) to the AR server. The server recognizes the objects by analyzing the image and establishes the relevant context-sensitive information, which is added to the video stream as multimedia elements (e.g. sound, video, text, images or virtual objects) and then sent back to the AR-PDA. The function validity is shown on the basis of close to practice application scenarios in the scope of household appliances.
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Reports on the topic "Mobile AR"

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Lee, Bomi, and Sejin Ha. Consumer Evaluation of Mobile AR Applications for Shopping: Focusing on 3D Authenticity. Ames (Iowa): Iowa State University. Library, January 2019. http://dx.doi.org/10.31274/itaa.8297.

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