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Journal articles on the topic 'Mobile AR'

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1

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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Md Madi, Nor Aida, Nur Safinas Albakry, and Norshahila Ibrahim. "AR Mobile Application in Learning Hajj for Children in Malaysia: A Preliminary Study." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 16 (September 22, 2020): 35. http://dx.doi.org/10.3991/ijim.v14i16.12807.

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Education is experiencing rapid revolution from the chalk to the computer. Since then, education and technology are moving forward with advanced technology. Furthermore, with the positive impact derived from previous research, Augmented Reality (AR) started to play a role in education either in learning or teaching. Thus, the aim of this paper is to explore the elements will be implemented in the development of Hajj AR mobile application for learning Hajj among the children in Malaysia. In the preliminary study, a survey using an open-ended and closed-ended questionnaire was conducted among experienced teachers. The findings from the survey revealed that the elements of AR could be implemented in the Hajj AR mobile application as an interactive learning tool. Thus, a Hajj AR mobile application will be developed by implementing the findings obtained in the preliminary study to evaluate the user-experience among the children who are using the AR mobile application when learning Hajj. In conclusion, this mobile application could attract and provide creative information to children in learning about Hajj through AR.
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12

Wu, Yong, Weitao Che, and Bihui Huang. "An Improved 3D Registration Method of Mobile Augmented Reality for Urban Built Environment." International Journal of Computer Games Technology 2021 (February 10, 2021): 1–8. http://dx.doi.org/10.1155/2021/8810991.

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3D registration plays a pivotal role in augmented reality (AR) system. The existing methods are not suitable to be applied directly in the mobile AR system for the built environment, with the reasons of poor real-time performance and robustness. This paper proposes an improved 3D registration method of mobile AR for built environment, which is based on SURFREAK and KLT. This method increases the building efficiency of algorithm descriptors and maintains the robustness of the algorithms. To implement and evaluate the registration method, a smart phone-based mobile AR system for built environment is developed. The experimental result shows that the improved method is endowed with higher real-time performance and robustness, and the mobile AR 3D registration can realize a favorable performance and efficiency in the complex built environment. The mobile AR system could be used in building recognition and information augmentation for built environment and further to facilitate location-based games, urban heritage tourism, urban planning, and smart city.
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Yin, Celine Zhao Ying, Timothy Jung, M. Claudia tom Dieck, and Maria Younghee Lee. "Mobile Augmented Reality Heritage Applications: Meeting the Needs of Heritage Tourists." Sustainability 13, no. 5 (February 26, 2021): 2523. http://dx.doi.org/10.3390/su13052523.

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As competition intensifies, value co-creation with tourists is essential for successful implementation of mobile augmented reality (AR) heritage applications. This study therefore aims to identify heritage tourists’ needs and involvement when developing mobile AR heritage applications using a grounded theory approach. Since AR applications are still in their infancy in the tourism industry the grounded theory approach was employed. Fifty in-depth interviews were conducted in Macau’s World Heritage Sites. The interview transcripts were analyzed by the open coding method with the NVivo software, the process of axial coding and the selective coding method. This study generated new requirements for mobile AR heritage applications that reflect the needs of the Asian tourist market, which are different from those of the European tourist market. The characteristic of tourist empowerment and the association between co-creation and tourism were also identified. This study contributes to provide a theoretical framework for designing mobile AR heritage applications and has implications for mobile AR application developers and tourism practitioners.
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Sungkur, Roopesh Kevin, Akshay Panchoo, and Nitisha Kirtee Bhoyroo. "Augmented reality, the future of contextual mobile learning." Interactive Technology and Smart Education 13, no. 2 (June 20, 2016): 123–46. http://dx.doi.org/10.1108/itse-07-2015-0017.

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Purpose This study aims to show the relevance of augmented reality (AR) in mobile learning for the 21st century. With AR, any real-world environment can be augmented by providing users with accurate digital overlays. AR is a promising technology that has the potential to encourage learners to explore learning materials from a totally new perspective. Besides, the advancements made in information technology further broaden the scope for educational AR applications. Furthermore, the proliferation of wireless mobile devices such as smartphones and tablets is also introducing AR into the mobile domain. Design/methodology/approach This discussion paper gives an insight of the different potential fields of application of AR and eventually proposes an AR application that will give a completely different learning experience for learners. This AR mobile application will not only provide learners with supplementary information but will also assist lecturers in their teaching process. There are certain concepts in computer science at the tertiary level that are at times difficult for learners to understand using the traditional classroom approach. Through this AR application developed, the learners are able to see what is happening and experience a different form of learning where the focus is more on “learning by doing” and on the ability of visualizing the complete set of steps involved for a particular operation. Finally what is proposed is a generic framework/process for the development of AR applications for learning purposes. Findings The AR application developed and tested has proved to be helpful in understanding complex concepts of computer science that average students have much difficulty in understanding. Through AR, learning has been brought to a new dimension where the students can easily visualize what is happening and easily understand complex concepts. This low-cost system that has been proposed can track and detect both markerless and marker-based images. A number of experiments have also been carried out to determine a set of best practices for the development and use of such AR applications. Originality/value Learners have been able to have a more interactive and enriching learning experience through two-dimensional and three-dimensional digital augmentations. The AR mobile application has been enhancing the cognitive skills of learners through enabling them to scan images from printed materials with their smartphones. Then, informative digital augmentation has been overlaid in real time on the mobile screen with the image preview still in the background.
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Liao, Tony. "Future directions for mobile augmented reality research: Understanding relationships between augmented reality users, nonusers, content, devices, and industry." Mobile Media & Communication 7, no. 1 (September 17, 2018): 131–49. http://dx.doi.org/10.1177/2050157918792438.

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As the field of mobile media studies continues to grow, researchers are focusing on new developments and trends in mobile technologies. One of these areas that has been garnering interest is mobile augmented reality (AR) technologies. While much of the earliest research in AR was primarily focused on answering computer science and engineering related questions, social science and humanities scholars have started taking note of AR as perhaps the next major development in mobile media. Given that much of this research has been distributed across interdisciplinary lines and from many different theoretical perspectives, this piece identifies some early lines of media, communication, and social science research into AR and identifies key themes and areas of focus: AR users/nonusers, AR devices, AR content, and AR industry. By organizing these lines of research, this manuscript serves as a call for specific future areas of research, suggests new approaches that researchers could take to explore interrelationships between these areas, and advocates for the necessity of research that examines different levels (micro/meso/macro) of analysis within AR. The goal of this piece is to advance a framework that informs and motivates mobile scholars to consider and integrate AR into their research areas, at a moment where it is in the process of moving from science fiction to material reality, from blueprint to prototype, and from laboratory to homes, cars, workplaces, and pockets.
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Chen, Yu-ching. "Effect of Mobile Augmented Reality on Learning Performance, Motivation, and Math Anxiety in a Math Course." Journal of Educational Computing Research 57, no. 7 (June 25, 2019): 1695–722. http://dx.doi.org/10.1177/0735633119854036.

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Motivation and math anxiety are crucial in performance and satisfaction, and augmented reality (AR) may be a useful tool in enhancing these factors because it provides users with interesting visual experiences. Since related empirical research is limited in investigating the effects of using free mobile AR apps integrating Keller’s ARCS (attention-relevance-confidence-satisfaction) motivation model on learning motivation, anxiety, and outcomes between students with different levels of anxiety in primary math education, this study investigated whether mobile AR differently affected learning, motivation, and math anxiety between students with high and low anxiety. The results showed that the AR group performed better than the non-AR group, and high-anxiety learners in the AR group outperformed in algebra and geometry. The AR group had higher motivation based on Keller’s ARCS model. The high-anxiety learners had higher confidence and satisfaction and lower anxiety when learning using mobile AR. The AR users were satisfied with ease of use, usefulness, playfulness, and benefit from exploration and hands-on experiences. Moreover, high-anxiety users in the AR group had higher perceptions of exploration, hands-on experiences, and playfulness. This study includes the participants’ experience in adopting mobile AR for their learning and discusses its constraints.
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A.Napalkova, Anastasiia. "CONSUMER ENGAGEMENT IN MOBILE SHOPPING THROUGH MOBILE FASHION APPS AND AR." Global Fashion Management Conference 2019 (July 11, 2019): 705–7. http://dx.doi.org/10.15444/gfmc2019.07.01.05.

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Wang, Wei, Fei Wang, Wei Song, and Shun Su. "Application of Augmented Reality (AR) Technologies in inhouse Logistics." E3S Web of Conferences 145 (2020): 02018. http://dx.doi.org/10.1051/e3sconf/202014502018.

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As a new information technology, mobile augmented reality (AR) technology has attracted more and more attention in recent years. Mobile AR uses mobile terminal, with the help of entity object recognition, obtains virtual information through calculation or in database, and superimposes virtual information on live video to realize the "enhancement" of virtual information to reality. In order to explore the application of AR technology in inhouse logistics, this paper analyses the principle and technical characteristics of AR technology. By analysing the application status of AR technology in inhouse logistics, the application advantages of AR technology in inhouse logistics are obtained. This paper summarizes 36 cases of AR technology application in inhouse logistics, summarizes and analyses the application prospect of AR technology in inhouse logistics. The functions of AR technology in the process of receiving, storage, sorting, transportation, inventory and planning are put forward. It provides theoretical guidance for the practical application of AR technology in inhouse logistics.
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Petrova, Krassie, and Chun Li. "Supporting Mobile Learners." International Journal of Web-Based Learning and Teaching Technologies 6, no. 3 (July 2011): 46–65. http://dx.doi.org/10.4018/jwltt.2011070104.

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Mobile learning (mLearning) is a form of technology supported learning that may meet the needs of learners who frequently change their physical location (‘mobile learners’). Ubiquitous mobile data technologies like SMS (Short Text messaging Service) allow designing learning and communications services that support student-centered teaching and learning. This paper presents the results of an action research (AR) project in which an SMS based mLearning service was integrated with classroom teaching in the context of international students studying English before enrolling in regular academic courses with English as the language of instruction. The findings of the two AR cycles suggest that the mLearning approach has added flexibility to the course design and has motivated students to improve academically. The concept and the methodology can be extended to other contexts.
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Zhou, Tao. "Examining User Adoption of Mobile Augmented Reality Applications." International Journal of E-Adoption 10, no. 2 (July 2018): 37–49. http://dx.doi.org/10.4018/ijea.2018070103.

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As an emerging service, mobile augmented reality (AR) applications have not received wide adoption among users. This may affect the successful implementation of AR. Integrating both perspectives of the unified theory of acceptance and use of technology (UTAUT) and flow theory, this research examined user adoption of mobile AR applications. The results indicated that performance expectancy and the flow experience consisting of perceived enjoyment, attention focus and perceived control significantly affect usage intention, which in turn affects actual usage behaviour. The results imply that service providers need to improve the perceived utility and user experience in order to facilitate user adoption of mobile AR applications.
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Aini, Abd Majid Nazatul, and Haslina Arshad. "Towards the Integration of Mobile Augmented Reality within an Aluminium Process Fault Detection and Diagnosis System." Advanced Materials Research 845 (December 2013): 703–7. http://dx.doi.org/10.4028/www.scientific.net/amr.845.703.

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Mobile Augmented Reality (AR), which mixes the real world and the virtual world on hand-held devices, is a growing area of the manufacturing industry. Since mobile AR can be used to augment a users view of an industry plant, it provides alternative solutions for design, quality control, monitoring and control, service, and maintenance in complex process industries, such as the aluminium smelting industry. The objective of this paper is to discuss the integration of mobile AR within an aluminium industrial plant, in order to achieve effective fault detection and diagnosis. The possible integration of mobile AR within an aluminium fault detection and diagnosis system is shown with regard to four main functions, namely (1) plant information system, (2) fault history, (3) interactive troubleshooting, and (4) statistical analysis results. This paper opens up possible future works, where the potential use of mobile AR can be explored as an additional user interface component, for increasing the effectiveness of process monitoring within the aluminium smelting process.
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Baid, Anisha. "Wild Life." Membrana Journal of Photography, Vol. 3, no. 1 (2018): 20–25. http://dx.doi.org/10.47659/m4.020.art.

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Wild Life is a series of augmented photographs of animals and insects placed in vacant, overgrown spaces in suburban Bangalore. Taken through mobile AR apps like Holo and Augment, these photographs (or screenshots) situate virtual bodies within the frame of the mobile camera – creating something in between a document and fiction. The work investigates these processes of augmentation, which enable 3D representations of things in the real/physical world to be projected back into physical space that are then photographed. The larger phenomenon of AR photography also complicates traditional notions of “immersive” media – forcing one to interact with their environments. This essay reflects on the implications of mobile AR photography on the image and the referent. Through a phenomenological reading of and immersion into popular uses of mobile AR (like the game Pokémon Go), the essay is an observation of the convoluted relationships evoked between augmented bodies, their environments and the screens on which they manifest. Keywords: digital image, documentary, mobile AR, photography, Pokémon Go
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Yoo, Jungmin. "The Effects of Perceived Quality of Augmented Reality in Mobile Commerce—An Application of the Information Systems Success Model." Informatics 7, no. 2 (May 15, 2020): 14. http://dx.doi.org/10.3390/informatics7020014.

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Augmented reality (AR) enables consumers to browse and try products virtually by providing additional information and functionality to mobile shopping. Retailers continue to develop AR technology to engage consumers and enhance their digital shopping experiences. However, despite the growing interest in this technology, consumers rarely rely on AR due to the quality of its content. This study applies an information systems success model to examine the antecedents that influence the adoption of mobile technology, specifically focusing on consumers’ perception of AR quality and its effect on perceived diagnosticity and consumer satisfaction when using AR technology. Moreover, the study examines how perceived diagnosticity and satisfaction influence loyalty. The study participants were 283 shoppers in Korea who have previously experienced mobile shopping, with data collected through an online survey. The results show that when using AR, (1) the consumer’s perceptions of information quality and visual quality positively influence perceived diagnosticity and satisfaction, (2) perceived diagnosticity positively influences satisfaction and (3) satisfaction positively influences loyalty. These results have practical implications for mobile retailers seeking to develop effective product presentation strategies using innovative technologies.
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ChanLin, Lih-Juan. "Bridging Children’s Reading with an Augmented Reality Story Library." Libri 68, no. 3 (September 25, 2018): 219–29. http://dx.doi.org/10.1515/libri-2018-0017.

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Abstract In educational settings, physical objects or artwork are commonly used to convey meanings. These designs can be enhanced in ways which provide dynamic information overlay and context for children’s stories, such as how augmented reality technology (AR) uses created overlay digital information on the realistic object for enhancing interactions in learning and reading. The recent advancements in mobile AR have attracted a great deal of attention in the area of children’s learning and reading. In this context, a mobile AR story library (containing 228 picture books created by young artists from secondary schools) was developed for children’s reading. An AR platform (Hp Reveal) was used with Drupal for the management of story video clips, with children invited to immerse themselves in the artwork and stories in the library. Specific research questions were raised in this study: (1) how did teachers and the library implement the AR stories for children’s reading and (2) how did children react to AR reading? Observations and questionnaires were used to gather research data, while themes for scaffolding children’s reading in the mobile AR reading environment are summarized. It was observed that adults learned to use the AR mobile application and set up physical reading spaces (the library and classrooms) for children. When children were reading with AR, adults provided guidance and support for scaffolding children’s reading processes. The children were positive about the use of tablet with AR for reading stories and enjoyed reading the story content triggered by the AR technology.
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Khalida, Rakhmi. "Metodologi, Teknologi, Dan Tantangan Augmented Reality Berbasis Website." Jurnal Poli-Teknologi 19, no. 3 (January 19, 2021): 253–58. http://dx.doi.org/10.32722/pt.v19i3.2751.

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Augmented reality (Mobile AR) merupakan teknologi yang mendapatkan perhatian meningkat dari akademisi dan industri. AR diandalkan menjadi teknologi inovatif untuk memperkaya cara berinteraksi dengan fisik dan dunia maya di sekitar user yang dapat meningkatkan pengalaman user dalam berbagai bidang. Platform untuk aplikasi AR biasanya berbasis perangkat keras dan Mobile AR berbasis aplikasi. AR berbasis perangkat keras membutuhkan dukungan yang cukup mahal dan hal ini membuat menjadi tidak fleksibel sedangkan AR berbasis aplikasi pada smartphone memerlukan ruang penyimpanan yang besar dan tidak membuat nyaman untuk lintas platform. Saat ini banyak peneliti mencoba membuat dan mengembangkan AR berbasis website, sebagai solusi dari penyebaran AR agar fleksibel dan menghemat ruang penyimpanan, Tulisan ini mengulas state-of-the-art metodologi, teknologi dan tantangan AR yang ada, Hal ini bisa menjadi trigger untuk lebih banyak minat penelitian dan upaya memberikan pengalaman AR
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Skubis, Michał. "Users’ Awareness of Augmented Reality Technology in Mobile Applications." Marketing of Scientific and Research Organizations 40, no. 2 (June 1, 2021): 1–22. http://dx.doi.org/10.2478/minib-2021-0006.

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Abstract Augmented reality (AR) is becoming an increasingly popular technology, used in many fields. Particular prospects for its development are inherent in the dissemination of AR-based applications on widely used mobile devices. To guide the emerging research in this field, the level of knowledge of AR technology among potential consumers needs to be identified. The aim of this study was to determine the level of awareness of AR in mobile applications among their potential users, attempting to determine whether it is possible to define the profile of a user characterized by a greater level of knowledge of AR. Statistical analysis of the results of original research carried out with the CAWI in the spring of 2020 showed that the knowledge of augmented reality technology among potential consumers is at a relatively low level. Moreover, this study found no characteristics correlated with this knowledge, in terms of either demographics, or interest in and knowledge of modern technologies in general.
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Redzuan, Fauziah, An-Nur Atiqah Khairuddin, and Nor Aziah Daud. "Emotional augmented reality-based mobile learning design elements: a kansei engineering approach." Indonesian Journal of Electrical Engineering and Computer Science 14, no. 1 (April 1, 2019): 413. http://dx.doi.org/10.11591/ijeecs.v14.i1.pp413-420.

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<span>In recent times, various studies have shown that Augmented Reality (AR) will be the next wave of online learning. This is because of the advent of powerful smartphones that has changed user experiences, thereby able to increase the capability of AR. There has been much concentration in previous studies on cognition towards the use of AR in education, in which little consideration has been given to emotions which is also an important aspect in learning. Based on this, the present research aims to identify salient connections between emotions and design elements of AR-based mobile learning material through the application of the Kansei Engineering (KE) approach. In order to achieve this study objective, the use of a human heart in relation to the mobile AR application of the KE approach was adopted in this research as a case study, in which seven specimens of the mobile AR application were evaluated including 55 emotions of Kansei Words (KW). Additionally, the kansei evaluation experiment of this study was carried out by 28 students from one of the public universities, after which the data were analysed using Factor and Principal Component Analysis. The results of this study show the important pillars of emotions or Kansei semantic space of emotions for AR-based mobile learning materials. Based on Factor Analysis, it revealed four main pillars; <em>professional-motivated</em>, <em>confused</em>, <em>wandering-thrilled</em>, <em>challenging</em> and one additional pillar; <em>trustable</em>. Besides that, this research also described design elements of AR-based mobile learning material that might evoke specific emotions based on the identified pillars. Finally, the findings of this research are hoped to be applicable as a guide in design during preparation of AR-based mobile learning materials with affective elements in the future.</span>
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Matsumoto, Akira, Satoshi Abe, Takefumi Hiraki, Shogo Fukushima, and Takeshi Naemura. "Imperceptible AR Markers for Near-Screen Mobile Interaction." IEEE Access 7 (2019): 79927–33. http://dx.doi.org/10.1109/access.2019.2921580.

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Huang, Kejia, Chenliang Wang, Shaohua Wang, Runying Liu, Guoxiong Chen, and Xianglong Li. "An Efficient, Platform-Independent Map Rendering Framework for Mobile Augmented Reality." ISPRS International Journal of Geo-Information 10, no. 9 (September 8, 2021): 593. http://dx.doi.org/10.3390/ijgi10090593.

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With the extensive application of big spatial data and the emergence of spatial computing, augmented reality (AR) map rendering has attracted significant attention. A common issue in existing solutions is that AR-GIS systems rely on different platform-specific graphics libraries on different operating systems, and rendering implementations can vary across various platforms. This causes performance degradation and rendering styles that are not consistent across environments. However, high-performance rendering consistency across devices is critical in AR-GIS, especially for edge collaborative computing. In this paper, we present a high-performance, platform-independent AR-GIS rendering engine; the augmented reality universal graphics library (AUGL) engine. A unified cross-platform interface is proposed to preserve AR-GIS rendering style consistency across platforms. High-performance AR-GIS map symbol drawing models are defined and implemented based on a unified algorithm interface. We also develop a pre-caching strategy, optimized spatial-index querying, and a GPU-accelerated vector drawing algorithm that minimizes IO latency throughout the rendering process. Comparisons to existing AR-GIS visualization engines indicate that the performance of the AUGL engine is two times higher than that of the AR-GIS rendering engine on the Android, iOS, and Vuforia platforms. The drawing efficiency for vector polygons is improved significantly. The rendering performance is more than three times better than the average performances of existing Android and iOS systems.
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Li, W. K., A. Y. C. Nee, and S. K. Ong. "Mobile augmented reality visualization and collaboration techniques for on-site finite element structural analysis." International Journal of Modeling, Simulation, and Scientific Computing 09, no. 03 (May 24, 2018): 1840001. http://dx.doi.org/10.1142/s1793962318400019.

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In this paper, a mobile augmented reality (AR) framework for on-site finite element analysis (FEA) is proposed. The proposed framework is achieved using a client–server architecture. The performance of FEA relies on several important components, namely, computational power, visualization technique, and numerical analysis. AR renders intuitive computer-generated contents directly on a user’s surroundings. Integrating FEA with AR helps users through enhancing their perception and interaction with the engineering problems. Correct and effective visualization of these data using an AR platform can reduce the misinterpretation in spatial and logical aspects. Over the past decade, AR has undergone a transition from desktop to phablet computing. Mobile platforms enable user exploration of FEA results in situ. The client side uses a hybrid method to visualize FEA results in the mobile AR environment. In addition, a user can collaborate with other users by using the result sharing function. A prototype with basic functions has been built and a case study has been implemented to demonstrate the visualization method and evaluate the overall performance.
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Tomara, Marina, and Dimitris Gouscos. "A Case Study: Visualizing Coulomb Forces With the Aid of Augmented Reality." Journal of Educational Computing Research 57, no. 7 (June 25, 2019): 1626–42. http://dx.doi.org/10.1177/0735633119854023.

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In this work, we describe an educational approach based on augmented reality (AR) and mobile technology that has been developed with the aim to engage students in a learning procedure regarding the electric forces as well as Coulomb’s Law. Initially, we present the AR learning environment and we explain its design principles with respect to the educational goals we aim to accomplish. The idea behind the present approach has been to present students with a novel learning environment that aligns well with their familiarization with mobile technology and the pleasure they take in making use of this technology, in order to stimulate their intrinsic motivation and learning performance. In addition, we demonstrate the early results of a classroom study performed in order to estimate students’ reaction to the AR approach and get an indication of their motivation levels and ease of use, with respect to the AR tool. Based on the study results, we conclude that students have demonstrated positive attitudes toward the AR learning approach and we claim that mobile AR may be incorporated for educational purposes in physics curricula.
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Sinha, Mona, Hufrish Majra, Jennifer Hutchins, and Rajan Saxena. "Mobile payments in India: the privacy factor." International Journal of Bank Marketing 37, no. 1 (February 4, 2019): 192–209. http://dx.doi.org/10.1108/ijbm-05-2017-0099.

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Purpose The purpose of this paper is to understand Indian consumers’ intention to use mobile payments by examining their adoption readiness (AR) in the larger context of their technology readiness (TR) and their privacy concerns (PCs). Design/methodology/approach A four-city, three language, paper and pencil survey yielded a sample of 600 respondents from India. Data were analyzed using structural equations modeling. Findings This study finds that AR positively mediates the relationship between TR and intention to adopt (IA) mobile payments. More importantly, PCs negatively moderate the relationship between AR and IA. Research limitations/implications Results will vary depending on country and other variables outside the scope of this study such as perceived risk, trust, etc. The sample was large but mainly comprised males, between 18 and 35 years of age. Practical implications The cash shortage due to a recent demonetization move in India had spurred mobile payment adoption but usage and retention remained low. Many other banking self-service technologies had not been successful and digitization was critical for easing payments and potentially paving the way for mobile banking. However, using mobile phones for financial transactions raises PCs that attenuate the positive impact of AR. Also, understanding overall attitudes with TR is important in a rapidly digitizing country with relatively novice users. Social implications Adoption of mobile payment technology can help address social and economic challenges in India, such as financial inclusion, corruption and tax evasion. Given the increasing awareness of privacy issues in India, mobile payment adoption, which already faces acquisition and retention challenges, will likely to face greater resistance in the future. Originality/value The findings add to the literature on emerging markets and marketing of technology products by identifying the critical role of privacy in the adoption of financial technology services. Moreover, the authors demonstrate that given the rapid introduction of technology in India, consumers’ overarching TR has to be considered along with AR for mobile payments. Thus, the authors offer a tripartite, customer–technology–transaction view of the mobile payment adoption process in India.
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Batista, Rafael Loch, Katsumi Yamaguchi, Andresa di Santi Rodrigues, Mirian Yumie Nishi, John L. Goodier, Luciani Renata Carvalho, Sorahia Domenice, Elaine M. F. Costa, Haig H. Kazazian, and Berenice Bilharinho Mendonca. "Mobile DNA in Endocrinology: LINE-1 Retrotransposon Causing Partial Androgen Insensitivity Syndrome." Journal of Clinical Endocrinology & Metabolism 104, no. 12 (August 8, 2019): 6385–90. http://dx.doi.org/10.1210/jc.2019-00144.

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Abstract Context Androgen insensitivity syndrome (AIS) is the most common cause of disorders of sex development in 46,XY individuals. It is an X-linked condition usually caused by pathogenic allelic variants in the androgen receptor (AR) gene. The phenotype depends on the AR variant, ranging from severe undervirilization (complete AIS) to several degrees of external genitalia undervirilization. Although 90% of those with complete AIS will have AR mutations, this will only be true for 40% of those with partial AIS (PAIS). Objective To identify the genetic etiology of AIS in a large multigenerational family with the PAIS phenotype. Participants Nine affected individuals with clinical and laboratory findings consistent with PAIS and a normal exonic AR sequencing Settings Endocrine clinic and genetic institute from two academic referral centers Design Analysis of whole exons of the AR gene, including splicing regions, was performed, followed by sequencing of the 5′untranslated region (UTR) of the AR gene. Detailed phenotyping was performed at the initial diagnosis and long-term follow-up, and circulating levels of steroid gonadal hormones were measured in all affected individuals. AR expression was measured using RT-PCR and cultured fibroblasts. Results All 46,XY family members with PAIS had inherited, in hemizygosity, a complex defect (∼1100 bp) in the 5′UTR region of the AR surrounded by a duplicated 18-bp sequence (target site duplication). This sequence is 99.7% similar to an active, long, interspersed element present on the X chromosome (AC002980; Xq22.2), which was inserted in the 5′UTR of the AR gene, severely reducing AR expression and leading to PAIS. Conclusion The molecular diagnosis of PAIS remains challenging. The genomic effect of retrotransposon mobilization should be considered a possible molecular cause of AIS and other AR diseases.
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Knierim, Pascal, Dimitri Hein, Albrecht Schmidt, and Thomas Kosch. "The SmARtphone Controller." i-com 20, no. 1 (April 1, 2021): 49–61. http://dx.doi.org/10.1515/icom-2021-0003.

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Abstract Current interaction modalities for mobile Augmented Reality (AR) are tedious and lack expressiveness. To overcome these prevalent limitations, we developed and evaluated a multimodal interaction concept by pairing a smartphone as an input and output modality for mobile AR. In a user study (n = 24), we investigated the effects on interaction speed, accuracy, and task load for (1) virtual object manipulation as well as (2) interaction with established graphical user interfaces (GUIs). Our findings show that a smartphone-based AR controller results in significantly faster and more accurate object manipulation with reduced task load than state-of-art mid-air gestures. Our results also indicate a significant enhancement for using the physical touchscreen as a modality compared to mid-air gestures for GUI interaction. We conclude that interaction in mobile AR environments can be improved by utilizing a smartphone as an omnipresent controller. Additionally, we discuss how future AR systems can benefit from tangible touchscreens as an additional and complementary interaction modality.
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Liao, Tony, Hocheol Yang, Songyi Lee, Kun Xu, and Spencer McLain Bennett. "Augmented criminality: How people process in situ augmented reality crime information in relation to space/place." Mobile Media & Communication 8, no. 3 (March 24, 2020): 360–78. http://dx.doi.org/10.1177/2050157919899696.

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Communication about crime and the places it occurs has been an important area of study for criminology, sociology, public policy, and media scholars. Where incidents used to be communicated through word of mouth, physical evidence, and news outlets, recent advances in crime tracking, mapping, and mobile media have dramatically changed how individuals are informed about crime. Many organizations have adopted mobile text alerts, and recent advances in augmented reality (AR) technologies have made it possible to overlay visuals about crime on top of users’ physical surroundings. How people make sense of this visual, individualized, and location-specific crime information, however, is largely unknown and complicated by the fact that mobile technologies are challenging to study in situ, as people move through and experience urban place. Within the AR literature, while existing research has started to look at the ways that AR can affect people’s experience of place, the precise ways that people perceive and integrate AR displays into their understanding of place are still largely unexplored. This empirical study reports findings from a project utilizing AR as an urban probe, where we took participants ( N = 57) around to places in a large metropolitan area in the United States and showed them visual AR crime information overlaid on the physical place where they were moving through. After seeing these urban probes, participants were asked what they noticed, remembered, and thought occurred in that place when shown AR crime information. The analysis draws on Lefebvre’s (1991) spatial triad to explain how people read places through the lens of AR, and also how they extrapolate, speculate, and make associations from AR information. Based on these findings, this study discusses the implications for mobile media scholars and their understanding of visual place-based communication, as well as for designers and policymakers considering the use of AR to communicate crime information.
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Oh, Yeon-Jae, and Eung-Kon Kim. "Development of Mobile AR Contents for Infant English Cognitive Training." Journal of the Korea institute of electronic communication sciences 10, no. 2 (February 28, 2015): 297–304. http://dx.doi.org/10.13067/jkiecs.2015.10.2.297.

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Carreon, Adam C., Sean J. Smith, and Kavita Rao. "A Review of Augmented Reality in K-12 Education Environments." International Journal of Virtual and Augmented Reality 4, no. 2 (July 2020): 32–61. http://dx.doi.org/10.4018/ijvar.2020070103.

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Augmented reality (AR) continues to gain popularity within the classroom setting, lauded for the potential it brings to further engage students and contextualize instruction. AR offers an interactive experience where digital objects, seen through various mobile devices (e.g., iPad, mobile phone), are overlaid on the real world. This literature review of 38 research studies conducted in K-12 settings examined the defining characteristics of AR, the purpose and application of the AR intervention, and the outcomes associated with the current use of AR. The results of the review reveal that studies use varying defining characteristics of AR which leads to varying levels of applications for all students in instructional settings. With no common definition leading to a wide array of classroom usage, the authors examine AR usage for students with and without disabilities. This article also provides recommendations to establish a strong research base on specific characteristics and the impact AR has on education.
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Ren Hsu, Der. "CULTURAL CREATIVE AR GAME AND SIDE EFFECTS EVALUATION." INTERNATIONAL JOURNAL OF MANAGEMENT & INFORMATION TECHNOLOGY 11, no. 5 (December 30, 2016): 3022–26. http://dx.doi.org/10.24297/ijmit.v11i5.4683.

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In cultural creative industry, mobile games are one of the most increasing markets. Pokemon Go, as an Augmented reality (AR) in mobile games, may lead to both video game and physical activity, but it also inevitably triggers a certain degree of side effects. Unfortunately, there is little objective, scientific research focused on evaluating the risks of side effects that result from information exchange among mobile devices. In this study, the Grey Relational Analysis (GRA) is employed to identify and evaluate the risks of Pokemon Go. This research finds “Walking or car accident”, “Disturbing sacred location”, and “Trespassing” are the top three side effects. Cultural creative game is a new inevitable business trend, it is an unavoidable responsibility to our society to govern and constitute a legal environment for those AR game players.
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Roy, Timir, Amrita Govekar, and Ashok Rajpurohit. "Effect of Mobile Phone Radiation on the Human Body and Textile Remedies." AATCC Review 14, no. 6 (November 1, 2014): 41–45. http://dx.doi.org/10.14504/ar.14.6.3.

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Jung, Timothy Hyungsoo, Hyunae Lee, Namho Chung, and M. Claudia tom Dieck. "Cross-cultural differences in adopting mobile augmented reality at cultural heritage tourism sites." International Journal of Contemporary Hospitality Management 30, no. 3 (March 19, 2018): 1621–45. http://dx.doi.org/10.1108/ijchm-02-2017-0084.

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Purpose Augmented reality (AR) is increasingly used in cultural heritage tourism sites for the enhancement of the tourist experience. However, behavioral intention to adopt AR is dependent on cultural traits, and close investigation is required on cultural differences. To explore these cultural differences and the effect on AR acceptance in cultural heritage tourism sites, this study aims to focus on the aesthetic and hedonic characteristics of AR applications. Design/methodology/approach Data were collected in two countries with strong contrasts in Hofstede’s cultural dimensions to explore cultural differences in AR acceptance. In total, 145 questionnaires were collected in Deoksugung Palace, South Korea, and 119 questionnaires were collected in the An Post Museum, Republic of Ireland. Data were analyzed using PLS Graph 3.0. Findings The findings confirmed that the aesthetics of AR have a strong influence on perceived enjoyment. Furthermore, this study supported the notion that high power distance, collectivism and high uncertainty avoidance culture such as South Korea’s perceives stronger dependence on social influence and the hedonic characteristics of AR. Practical implications AR innovation and marketing within the hospitality and tourism industry requires an understanding of cultural differences to ensure successful implementation. In addition, tourism and hospitality managers need to ensure that the needs and requirements of different target markets are met. Originality/value This study applied Hofstede’s cultural dimensions to explore the differences between two very distinct countries with regard to AR acceptance. The findings provide important implications for the implementation of tourism AR applications for different countries, especially considering international target markets.
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Costa, Maria Cristina, António Manso, and João Patrício. "Design of a Mobile Augmented Reality Platform with Game-Based Learning Purposes." Information 11, no. 3 (February 26, 2020): 127. http://dx.doi.org/10.3390/info11030127.

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Augmented reality (AR) is an emergent technology that overlays virtual objects into the real environment. Lately, AR is gaining prominence in education because of its increasing affordability through computers or mobile technologies. In addition, research sustaining the benefits of AR to promote student’s engagement to learn is increasing every day. However, the literature identifies lack of studies about the use of AR in education, namely, studies focused on the development of AR games designed over specific learning objectives (game-based learning). This paper presents a mobile augmented reality platform with learning purposes. The platform includes a mobile application that consists of a location-based game targeted to promote learning about the universe. Furthermore, it includes a back-office that allows teachers to introduce information about celestial bodies and also develop a set of multiple-choice questions to assess student’s learning about the subject matters they teach. The mobile application provides the users with physical movement and social interaction in the real world, while playing the game and for this reason it is included in the pervasive games’ paradigm. Besides engaging the students to play the game, we argue that this platform may be used as a resource to be implemented in informal and formal learning environments.
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Kaewyong, Phuripoj, and Shatchaya Duangchant. "Augmented Reality-Based Mobile Application for Knowledge Transferring in The System of Rice Intensification." International Journal of Innovation in Enterprise System 3, no. 02 (July 31, 2019): 64–70. http://dx.doi.org/10.25124/ijies.v3i02.42.

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Currently, the System of Rice Intensification (SRI) is one method that can be applied and used to produce seeds of local rice species in highland areas. However, it can currently be seen that the traditional methods to transfer knowledge about SRI from the experts still have limitations in many aspects due to the number of farmers that have experienced success still being low. Some farmers do not have their own fields and it takes a period for farmers to test the rice growing. Currently, mobile devices are widely used in peoples’ lives. Many scholars focus on the application of mobile devices and the augmented reality (AR) technology for the simulation games in many issues while the use of AR-based mobile applications as the learning tools is not widespread. There-fore, in this study, we propose the development of an application on mobile devices with augmented reality technology in order to use it as media in sharing knowledge related to the methods of the System of Rice Intensification by virtual farms simulation. To examine the efficiency of this developed application. A total amount of participants were 512 farmers from 5 regions of Thailand. The experimental results demonstrated that the newly developed AR-based mobile application is effective for improved knowledge on the participants who used the developed application and it can help them to practice their SRI farming skill in the virtual farm simulation. This indicates that the developed AR-based mobile application is the benefits tool for the new knowledge transferring meth-od in the system of rice intensification. For future work, it is necessary to evaluate the farmer success after learning from this AR-based mobile application in order to study the impact of the new method of SRI knowledge transferring. Keywords—augmented reality, knowledge transferring, system of rice intensification.
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Xu, Fang, and Wentao Chu. "Sports Dance Movement Assessment Method Using Augment Reality and Mobile Edge Computing." Mobile Information Systems 2021 (May 24, 2021): 1–8. http://dx.doi.org/10.1155/2021/3534577.

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AR (Augment Reality) is an emerging technology that combines computer technology and simulation technology. It uses a computer to generate a simulation environment to immerse users in the environment. AR can simulate the real environment or things and present it to users by virtue of its multiperceptual, interactive, immersive, and other characteristics, to achieve an immersive effect. For sports dance, the same can be used to enhance the effect of teaching and learning through the use of AR technology. Aiming at the problems of delay and terminal equipment energy consumption caused by high-speed data transmission and calculation of virtual technology, this paper proposes a sports dance movement transmission scheme that uses equal power distribution on the uplink. Firstly, based on the collaborative attributes of the AR sports dance business, a system model for AR characteristics is established; secondly, the system frame structure is analyzed in detail, and the constraint conditions are established to minimize the total energy consumption of the system; finally, the mathematical model of Mobile Edge Computing (MEC) based on convex optimization is established under the condition that the delay and power consumption meet the constraints, so as to obtain the optimal communication and computing resource allocation scheme of sports dance in AR. The experimental results reveal that the proposed sports dance movement assessment method based on AR and MEC is efficient.
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Purnomo, Bashid Hery. "AR Edugame Ayo Cintai Lingkungan Sebagai Media Pembelajaran Siswa Sekolah Dasar." Khazanah Informatika: Jurnal Ilmu Komputer dan Informatika 1, no. 1 (December 16, 2015): 35. http://dx.doi.org/10.23917/khif.v1i1.1180.

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Perangkat mobile mempunyai beragam aplikasi didalamnya, misalnya mobile learning. Perkembangan mobile learning diperkirakan akan dapat mendunia. Oleh karena itu penulis ingin memanfaatkan perkembangan mobile learning di Indonesia untuk membuat aplikasi Augmented Reality (AR) Edugame Ayo Cintai Lingkungan sebagai media pembelajaran siswa sekolah dasar dalam penelitian ini. Metode yang digunakan adalah prototyping yang merupakan bagian dari metode SDLC (System Development Life Cycle). aplikasi Augmented Reality Edugame Ayo Cintai Lingkungan yang didalamnya terdapat berbagai fitur untuk dimainkan oleh siswa adalah hasil dari penelitiannya yang akan dijelaskan pada paper ini.
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Lee, Jung-Min, Kyung-Ho Lee, and Dae-Seok Kim. "Mobile-AR Inspection System Based on RF-Marker to Improve Marker Detection." Transactions of the Society of CAD/CAM Engineers 17, no. 3 (June 1, 2012): 208–15. http://dx.doi.org/10.7315/cadcam.2012.208.

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Kim, Mikyoung, and Sungmi Lee. "Who Respond which Cues in Mobile Advertising : Effects of Image Preference on the Perceived Value of and Attitude Towards Mobile Advertising." Advertising Research 114 (September 30, 2017): 42–67. http://dx.doi.org/10.16914/ar.2017.114.42.

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Park, Young-sook, and Dea-woo Park. "3D Graphic Nursery Contents Developed by Mobile AR Technology." Journal of the Korea Institute of Information and Communication Engineering 20, no. 11 (November 30, 2016): 2125–30. http://dx.doi.org/10.6109/jkiice.2016.20.11.2125.

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Lee, Jong-Keun, and Jong-Hyeok Lee. "Design and Implementation of Mobile System for Supporting AR." Journal of the Korean Institute of Information and Communication Engineering 16, no. 9 (September 30, 2012): 2072–77. http://dx.doi.org/10.6109/jkiice.2012.16.9.2072.

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Marto, Anabela, and Alexandrino Gonçalves. "Mobile AR: User Evaluation in a Cultural Heritage Context." Applied Sciences 9, no. 24 (December 12, 2019): 5454. http://dx.doi.org/10.3390/app9245454.

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The growing number of mobile augmented reality applications has been favoring its awareness and usage among diversified areas. Focusing on cultural heritage applications, this study presents an evaluation of a mobile augmented reality application tested at Conimbriga, an archaeological site. The prototype developed for this purpose, named DinofelisAR, allowed users to view, over 360 degrees, a majestic reconstruction of a Forum from the Roman Era superimposed over its current ruins. Thus, users were able to keep perceiving the present-day surroundings of a Roman city in ruins while, at the same time, had the possibility to explore the matching virtual model. The results presented, arising from 90 participants involved in this evaluation, praise the sense of opportunity for new augmented reality solutions targeted at cultural heritage sites.
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Marto, Anabela, and A. Augusto Sousa. "Mobile AR Performance Issues in a Cultural Heritage Environment." International Journal of Creative Interfaces and Computer Graphics 9, no. 1 (January 2018): 15–31. http://dx.doi.org/10.4018/ijcicg.2018010102.

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Due to technological advances, augmented reality has seen fast growth in the last decades and numerous implementations of this technology have been in favour for a consequent growth of popularity. For this article, an augmented reality system is implemented for smartphone and tested in a cultural heritage environment to evaluate the system performance in the context. In the first stage, several prototypes were developed, and performance tests were executed in a controlled environment to select a solution to implement and evaluate in-situ. The solution found is a marker-based system, held with Vuforia SDK. When the marker is lost for being outside of the field of view, the system will be based on natural features to accomplish user tracking. Visitors from a cultural heritage space – the Roman Ruins of Conimbriga – tested the app and evaluated it. They considered that the presented system should be implemented in the referred cultural space, as well as in other archaeological spaces.
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