GLARE: An Open Source Augmented Reality Platform for Location-Based Content Delivery

GLARE: An Open Source Augmented Reality Platform for Location-Based Content Delivery

Enrico Gandolfi, Richard E. Ferdig, David Carlyn, Annette Kratcoski, Jason Dunfee, David Hassler, James Blank, Chris Lenart, Robert Clements
Copyright: © 2021 |Pages: 19
DOI: 10.4018/IJVAR.290043
OnDemand:
(Individual Articles)
Available
$37.50
No Current Special Offers
TOTAL SAVINGS: $37.50

Abstract

Augmented reality (AR) shows the potential for positively impacting learning about cultural heritage. However, current AR tools do not allow users (e.g., teachers, educators) to easily create their own experiences and lessons; there is a significant skill-barrier for producing augmented content. In order to address this problem, the authors created GLARE (GeoLocated Augmented Reality Editor), an open source and extensible AR platform hosted on Github. Utilizing overlaid imagery on live video feed using a hotspot and walking path design. The platform is designed to allow users to create tours by simply adding a media list and associated GPS coordinates. The underlying software architecture uses basic HTML, scripting, and the ThreeJS and Google application programming interfaces. This article describes the framework and then presents a case study of the system being used to create an augmented reality tour based on the events of May 4th 1970 at Kent State University.
Article Preview
Top

Background

Augmented Reality (AR) has been increasingly associated with place restoration and education due to its technical possibilities (Badouch at al., 2018). AR refers to the application of digital elements to real settings through the mediation of technology, from headset mounted displays (e.g., HoloLens, Magic Leap, etc.) to smartphones and supporting applications (e.g., Pokémon Go, Ingress, etc.) (Freina & Ott, 2015). The rise of mobile AR has made this technology more popular than ever and, as such, has fostered attention toward how fields like education and humanities can benefit from its features (Author 1 & Author 2, 2018). More specifically, AR has been used as a tool for making individuals active elements in their own physical context, addressing their needs and providing new stimuli for enriching reflection and community building. For instance, Garcia- Crespo et al. (2016) developed and tested an augmented reality system for improving tourism via games and quizzes activated in specific locations of historical interests. Pokrić and colleagues (2015) built an augmented reality driven game for teaching about environmental health and causes. Their system relied on air quality and other atmosphere factors as triggering parameters for delivering situational probes about pollution and nature. Harley et al. (2016) tested two AR mobile applications in Montreal historical sites and museums, finding that place identification and experiential engagement felt while using this technology were relevant and effective in teaching about cultural heritage.

Complete Article List

Search this Journal:
Reset
Volume 7: 1 Issue (2024): Forthcoming, Available for Pre-Order
Volume 6: 2 Issues (2022): 1 Released, 1 Forthcoming
Volume 5: 2 Issues (2021)
Volume 4: 2 Issues (2020)
Volume 3: 2 Issues (2019)
Volume 2: 2 Issues (2018)
Volume 1: 2 Issues (2017)
View Complete Journal Contents Listing