Showing posts with label wireless communications. Show all posts
Showing posts with label wireless communications. Show all posts

Augmented Reality on Handheld Platforms

I have a lot of research done on designing for mobile platforms, and I've also taken a look at Augmented Reality and Context Awareness on these platforms.

'Mobile Augmented Reality' by Tobias H. Holler and Steven K. Feiner discusses Mobile Augmented Reality Systems (MARS) and how it can be implemented in many aspects of life. I will be taking the general overview and how they see it MARS influencing the tourism industry.

World becomes a user interface.

What is AR? A layer of information over any environment. It is able to integrate virtual information into a persons physical space and perceive that information exists in the surroundings. It aims to supplement the real world by aligning virtual objects/information with real ones.
Device - MARS Components Needed:
  • Computational platform - generate and manage the virtual material to be layered on top of the physical environment, to process the tracker information and AR display.
  • Display
  • Registration - tracking position and orientation
  • Input & Interaction Technology
  • Wireless Network
Computing Platform Factors: computing power, form factor, ruggedness, power consumption, graphics, multimedia capabilities, memory and storage space, upgrade ability, operating system and software, development environments, technical support, price.
Usability: The user should not have to concentrate on how to work a particular computing interface, especially as they will be busy focusing on real world tasks. 
Properties of MARS User Interfaces: 
  • User Control
  • Consistency
  • Need for embedded semantic information
  • Scene Dynamic
In tourism AR can be used to find destinations and display background information such as 3D modals of related art/architecture.

Location Aware Mobile Interactive Guides: Usability Issues

I found this paper to be very useful in my background research. It discusses a handheld mobile guide, the design process and some important issues they came across when designing the guide.


'Location Aware Mobile Interactive Guides: Usability Issues' by Jonathan Broadbent and Patricia Marti
Overview
This paper deals with HIPS (Hyper Interaction within Physical Space) - a project funded by the European Commission, the aim of which is to develop a handheld electronic tour guide for cities/museums and the exploration of the physical environment. It hopes to support users in their everyday working/leisure activities 
Integration:
  • Handheld Computing 
  • Wireless Communications
  • Positioning Technologies
System Guide - generate audio messages for finding items of interest and describing items with additional information, suggestions and alternate routes. Information will be generated based on maps, spatial direction. The system will integrate user requests, history of browsing and location.

The Design Process
When designing this system iteratively, the designers had four essential activities in mind to ensure understood and specified user needs:
  • Context of use
  • Effectiveness, efficiency and satisfaction
  • Prototypes
  • Evaluation of prototypes 
User testing after installation of Museum of Santa Maria.
Tests: Time to complete a task, success rate, errors, satisfaction and fun
Collection of Data: Videotape; Questionnaire; Time and error measures
Diagnostic Evaluation: focus groups; heuristic evaluation; analytic evaluation; physical and cognitive operations and observational evaluation
Scenario Building: explore new forms of interaction; creation of real scenarios; share the experience; describe existing activities or envision new ones.
Scenarios were used for functional definitions, and to clarify thoughts on potential features.


Interesting Points
Location Aware mobile devices that permit the navigation of both a physical space and a related information space at the same time represents a new interaction paradigm.
It shows the important to decrease costs to produce for the mass market.
Robustness of device design depends on interactivity, the speed of response, how the information is to be presented, gradual degradation and effective feedback.
Design should be centred on user, instead of testing the validity of a data encryption algorithm. Human centred design ensures that the system is designed to suit their needs. The paper uses the iterative design process - Design, Test with Users, Redesign.
The designers hope to give a rich variety of options in an information space, rather than being bound to the physical constraints of the real world.
Information must be shown to the user in a way appropriate to the user and the context of use.
Testing of prototype must be done to eliminate sources of confusion and error and identify sources of enjoyment.
Networking aspect crucial. Contraints on storage (which may not apply to networked devices).
Centralising data will allow for greater simplification when downloading data. Updating can be done centrally in this way also.