Combining traditional and indirect augmented reality for indoor crowded environments. A case study on the Casa Batllo museum

被引:33
|
作者
Gimeno, Jesus [1 ]
Portales, Cristina [1 ]
Coma, Inmaculada [1 ]
Fernandez, Marcos [1 ]
Martinez, Bibiana [1 ]
机构
[1] Univ Valencia Spain, Inst Robot & Informat & Commun Technol IRTIC, C Catedrat Jose Beltran 2, Valencia 46980, Spain
来源
COMPUTERS & GRAPHICS-UK | 2017年 / 69卷
关键词
Augmented reality; Indoor; Navigation; Mobile; SYSTEM;
D O I
10.1016/j.cag.2017.09.001
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Mobile audio-guides are currently being used in museums to enhance the visitors' experience. Over the past few years, some Augmented Reality (AR) solutions have been explored in this context, making it possible to provide augmented visual and sonic stimuli through the use of smartphones. However, the special conditions of museums (e.g. artificial markers cannot be used, small, crowded rooms, etc.) and the limited computational capacity of smartphones mean that there are important restrictions in the use of this technology. In this paper we introduce a novel mobile augmented guide for the Casa Batllo museum (Barcelona, Spain) which is based on a combination of traditional and indirect AR. Through the proposed solution, we further explore the use of indirect AR for the interior of buildings as, at present, this technology is usually used for outdoor environments. The developed application is currently being used by Casa Batllo visitors. Retrieval of user experience shows some of the benefits of the proposed solution and opens the door for other similar solutions in museums. (C) 2017 Elsevier Ltd. All rights reserved.
引用
收藏
页码:92 / 103
页数:12
相关论文
共 12 条
  • [1] The acceptance of learning augmented reality environments: A case study
    Ibanez, Maria-Blanca
    Villaran, Diego
    Di Serio, Angela
    Delgado-Kloos, Carlos
    [J]. 2016 IEEE 16TH INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES (ICALT), 2016, : 307 - 311
  • [2] Museum Informatics: A Case Study on Augmented Reality at Tanjung Balau Fishermen Museum
    Sulaiman, Shahida
    Ab Aziz, Nurul Huda
    Adzmi, Shakirah Arina Mohamad
    Ihsan, Nurhasnatul Aida Suhizlizani
    Jaidi, Nurul Izwani
    Yaziz, Azam Firdaus Ahmad
    Rosli, Muhammed Iqbal
    Abu Bakar, Haslinda
    Misroom, Mus Irwan
    [J]. 2019 IEEE 9TH INTERNATIONAL CONFERENCE ON SYSTEM ENGINEERING AND TECHNOLOGY (ICSET), 2019, : 79 - 83
  • [3] Augmented Reality for Operators in Smart Manufacturing Environments: A Case Study Implementation
    Gramberg, T.
    Kruger, K.
    Niemann, J.
    [J]. SMART, SUSTAINABLE MANUFACTURING IN AN EVER-CHANGING WORLD, COMA '22, 2023, : 401 - 413
  • [4] Augmented Reality and Museum Accessibility: a case study to support hard of hearing people
    Barbosa, Priscyla
    Amorim, Patricia
    Leal Ferreira, Simone Bacellar
    [J]. PROCEEDINGS OF THE 18TH BRAZILIAN SYMPOSIUM ON HUMAN FACTORS IN COMPUTING SYSTEMS (IHC 2019), 2019,
  • [5] Enhancing augmented reality with cognitive and knowledge perspectives: a case study in museum exhibitions
    Capuano, Nicola
    Gaeta, Angelo
    Guarino, Giuseppe
    Miranda, Sergio
    Tomasiello, Stefania
    [J]. BEHAVIOUR & INFORMATION TECHNOLOGY, 2016, 35 (11) : 968 - 979
  • [6] "The Speaking Celt" - Augmented Reality Avatars Guide Through a Museum - Case Study
    Breuss-Schneeweis, Philipp
    [J]. UBICOMP'16 ADJUNCT: PROCEEDINGS OF THE 2016 ACM INTERNATIONAL JOINT CONFERENCE ON PERVASIVE AND UBIQUITOUS COMPUTING, 2016, : 1484 - 1491
  • [7] Godzilla Meets 'F' Museum: Case Study of Hand-On Museum Event with Augmented Reality Technology
    Ueoka, Ryoko
    Iwasa, Kenta
    [J]. HUMAN INTERFACE AND THE MANAGEMENT OF INFORMATION: INFORMATION, KNOWLEDGE AND INTERACTION DESIGN, HCI INTERNATIONAL 2017, PT I, 2017, 10273 : 301 - 312
  • [8] Virtual reality using smart-devices in educational frameworks: Case study: Museum casa batlló
    Navarro, Isidro
    De Reina, Oriol
    Fonseca, David
    Gómez, Macarena
    Ferrer, Álvaro
    [J]. International Journal of Technology and Human Interaction, 2017, 13 (04) : 50 - 61
  • [9] Exploring the Application of Serious Game Based on Augmented Reality: A Case Study on Tsingtao Beer Museum
    Li, Xueai
    Xie, Miantao
    Chu, Junjie
    [J]. 2019 7TH INTERNATIONAL FORUM ON INDUSTRIAL DESIGN, 2019, 573
  • [10] Leveraging Augmented Reality to Create Apps for People with Visual Disabilities: A Case Study in Indoor Navigation
    Yoon, Chris
    Louie, Ryan
    Ryan, Jeremy
    Vu, MinhKhang
    Bang, Hyegi
    Derksen, William
    Ruvolo, Paul
    [J]. ASSETS'19: THE 21ST INTERNATIONAL ACM SIGACCESS CONFERENCE ON COMPUTERS AND ACCESSIBILITY, 2019, : 210 - 221