AR With Cloud Anchors: A Way to Improve HCI and Interactive Art

AR With Cloud Anchors: A Way to Improve HCI and Interactive Art

João Luís Antunes, Jose Bidarra, Mauro Figueiredo
Copyright: © 2019 |Pages: 12
DOI: 10.4018/IJCICG.2019070103
OnDemand:
(Individual Articles)
Available
$37.50
No Current Special Offers
TOTAL SAVINGS: $37.50

Abstract

Despite all the potential of augmented reality to improve the human-computer interface (HCI) and the user experience, it's still below the expected usage. The reason may be related to the fact that until recently the AR implementation was mostly marker-based or GPS-based to trigger additional content (video, 3D, or other) to the reality identified with the camera. The research in this paper is focused on AR marker-less solutions that allows sharing AR content between users across the Cloud, based on the anchor identification. With this technological paradigm shift, the potential for use of new functional environments and an unprecedented status of HCI enrichment is achieved. In addition to the operations related to the applications functionality, the door opens for media-art artists to create AR models that can be shared in a multiple user environment across the Cloud.
Article Preview
Top

Ar: What Is Missing?

Augment Reality has been available since the early 1970s, but only now is it beginning to place its full potential in the hands of the average user. Evidence of this was the Pokémon-Go game, a highly immersive form of entertainment, which has brought AR to millions of users who are completely unaware of this technological capability. Despite the success achieved, reality shows that success can be short-lived, with the loss of interest from users in the application and with Nintendo unable to relaunch the product to the level of success achieved. Pokémon-Go life cycle demonstrates that AR applications suffer from the same constraints identified in other applications that are not leveraged in content. User experience during the journey through technological medium, require constant and diversified stimuli, in a constant information interchange, where the user is making part of the application, adding content and consuming from others. Edmonds (2019) postulated that what one person sees or hears in the machine is always determined by the action of others, people who designed the interface and those who generate contents to the medium.

Complete Article List

Search this Journal:
Reset
Volume 14: 1 Issue (2024): Forthcoming, Available for Pre-Order
Volume 13: 2 Issues (2022): 1 Released, 1 Forthcoming
Volume 12: 2 Issues (2021)
Volume 11: 2 Issues (2020)
Volume 10: 2 Issues (2019)
Volume 9: 2 Issues (2018)
Volume 8: 2 Issues (2017)
Volume 7: 2 Issues (2016)
Volume 6: 2 Issues (2015)
Volume 5: 2 Issues (2014)
Volume 4: 2 Issues (2013)
Volume 3: 2 Issues (2012)
Volume 2: 2 Issues (2011)
Volume 1: 2 Issues (2010)
View Complete Journal Contents Listing