Advertisement

A Prototype Mobile Augmented Reality Systems for Cultural Heritage Sites

  • Arvind Ramtohul
  • Kavi Kumar Khedo
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 863)

Abstract

Augmented Reality (AR) is an emerging technology that is currently revolutionising the worldly activities. The evolution of mobile devices has pioneered AR as a state-of-the-art technology in the last decade giving rise to more and more Location-Based Mobile AR (LBMAR) systems. This technology is widely been used by heritage industry to create the missing sparks from their static environment thus making it livelier and entertaining. Yet, current systems have not exploited the emerging sensory technologies in smartphones which led to low-quality AR experiences. In this work, we will model a real-time Mobile AR system for a cultural site in Mauritius that will both promote the cultural tourism and enhance the visiting experience. Moreover, the proposed prototype will also attract historians and students so that they can carefully study those heritage aspects that were not accessible before.

Keywords

Augmented reality Mobile augmented reality Location-based mobile augmented reality Real-time Cultural tourism Heritage 

References

  1. 1.
    Van Kleef, N., Noltes, J., van der Spoel, S.: Success factors for augmented reality business models. Study Tour Pixel, 1–36 (2010)Google Scholar
  2. 2.
    Pendit, U.C., Zaibon, S.B., Bakar, J.A.A.: Mobile augmented reality for enjoyable informal learning in cultural heritage site. Int. J. Comput. Appl. 92(14), 19–26 (2014)Google Scholar
  3. 3.
  4. 4.
    Caudell, T.P., Mizell, D.W.: Augmented reality: an application of heads up display technology to manual manufacturing processes. In: Proceedings of the Twenty-Fifth Hawaii International Conference on System Sciences, vol. 2, pp. 659–669. IEEE, Kauai, HI, USA (1992)Google Scholar
  5. 5.
    Höllerer, T., Feiner, S., Terauchi, T., Rashid, G., Hallaway, D.: Exploring MARS: developing indoor and outdoor user interfaces to a mobile augmented reality system. Comput. Graphics 23(6), 779–785 (1999)CrossRefGoogle Scholar
  6. 6.
    Alletto, S., Cucchiara, R., Del Fiore, G., Mainetti, L., Mighali, V., Patrono, L., Serra, G.: An indoor location-aware system for an IoT-based smart museum. IEEE Internet Things J. 3(2), 244–253 (2016)CrossRefGoogle Scholar
  7. 7.
    Banterle, F., Cardillo, F.A., Malomo, L., Pingi, P., Gabellone, F., Amato, G., Scopigno, R.: LecceAR: an augmented reality app. In: Fifth International Conference on Digital Presentation and Preservation of Cultural and Scientific Heritage (DiPP), pp. 99–108, Veliko Tarnovo, Bulgaria (2015)Google Scholar
  8. 8.
    Julier, S.J., Blume, P., Moutinho, A., Koutsolampros, P., Javornik, A., Rovira, A., Kostopoulou, E.: VisAge: augmented reality for heritage. In: Proceedings of the 5th ACM International Symposium on Pervasive Displays, pp. 257–258. ACM, Oulu, Finland (2016)Google Scholar
  9. 9.
    Vera, F., Sánchez, J.A., Cervantes, O.: Enhancing user experience in points of interest with augmented reality. Int. J. Comput. Theory Eng. 8(6), 450–457 (2016)CrossRefGoogle Scholar
  10. 10.
    Vainstein, N., Kuflik, T., Lanir, J.: Towards using mobile, head-worn displays in cultural heritage: user requirements and a research agenda. In: Proceedings of the 21st International Conference on Intelligent User Interfaces, pp. 327–331. ACM, Sonoma, CA, USA (2016)Google Scholar
  11. 11.
    Pryss, R., Geiger, P., Schickler, M., Schobel, J., Reichert, M.: Advanced algorithms for location-based smart mobile augmented reality applications. Procedia Comput. Sci. 94, 97–104 (2016)CrossRefGoogle Scholar
  12. 12.
    Capece, N., Agatiello, R., Erra, U.: A client-server framework for the design of geo-location based augmented reality applications. In: 20th International Conference Information Visualisation (IV), pp. 130–135. IEEE, Lisbon, Portugal (2016)Google Scholar
  13. 13.
    Paucher, R., Turk, M.: Location-based augmented reality on mobile phones. In: Computer Vision and Pattern Recognition Workshops (CVPRW), Computer Society Conference on Computer Vision and Pattern Recognition—Workshops, pp. 9–16. IEEE, San Francisco, USA (2010)Google Scholar
  14. 14.
    Tan, Q., Chang, W.: Location-based augmented reality for mobile learning: algorithm, system, and implementation. Electron. J. e-Learn. 13(2), 138–148 (2015)MathSciNetGoogle Scholar

Copyright information

© Springer Nature Singapore Pte Ltd. 2019

Authors and Affiliations

  1. 1.Faculty of Information, Communication and Digital TechnologiesUniversity of MauritiusMokaMauritius

Personalised recommendations