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Mobile Augmented Reality: Collaborative use of mobile augmented reality with paper maps

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TLDR
Two pioneering field trials where MapLens, a magic lens that augments paper-based city maps, was used in small-group collaborative tasks are reviewed, finding place-making and use of artefacts to communicate and establish common ground as predominant modes of interaction in AR-mediated collaboration with users working on tasks together despite not needing to.
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This article is published in Computers & Graphics.The article was published on 2011-08-01 and is currently open access. It has received 91 citations till now. The article focuses on the topics: Mixed reality & Computer-mediated reality.

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Journal ArticleDOI

Mobile Augmented Reality Survey: From Where We Are to Where We Go

TL;DR: This survey discusses advances in tracking and registration, since their functionality is crucial to any MAR application and the network connectivity of the devices that run MAR applications together with its importance to the performance of the application.
Journal ArticleDOI

User experience model for augmented reality applications in urban heritage tourism

TL;DR: In this paper, the emotional as well as experiential impacts of Augmented Reality (AR) have been investigated in a number of industry sectors, and an open issue remains over the emotional and experiencial impacts of AR.
Journal ArticleDOI

Editorial: Special Section on Mobile Augmented Reality

TL;DR: This special section contains seven papers on mobile AR, covering a range of topics from tracking, user studies, visualization, and collaborative applications.
Journal Article

Something for nothing.

George U. Wood
- 01 Jul 1953 - 
TL;DR: Students make a choice between cookies and an ice cream cone and state the opportunity cost of their decision and identify all of the items a grandfather makes for his grandson Joseph, beginning with a blanket.
BookDOI

Human Factors in Augmented Reality Environments

TL;DR: Human Factors in Augmented Reality Environments is the first book on human factors in AR, addressing issues related to design, development, evaluation and application of AR systems.
References
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Journal ArticleDOI

The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior

TL;DR: Self-Determination Theory (SDT) as mentioned in this paper maintains that an understanding of human motivation requires a consideration of innate psychological needs for competence, autonomy, and relatedness, emphasizing that needs specify the necessary conditions for psychological growth, integrity, and well-being.
Book

The Society of the Spectacle

Guy Debord
TL;DR: The Society of the Spectacle as mentioned in this paper is one of the most influential theoretical works for a wide range of political and revolutionary practice in the 1960s, and it has been widely used in the literature since.
Book

The visible and the invisible

TL;DR: The Visible and the Invisible as discussed by the authors contains the unfinished manuscript and working notes of the book Merleau-Ponty was writing when he died, which is devoted to a critical examination of Kantian, Husserlian, Bergsonian, and Sartrean method.
Journal ArticleDOI

GameFlow: a model for evaluating player enjoyment in games

TL;DR: It is concluded that the GameFlow model can be used in its current form to review games; further work will provide tools for designing and evaluating enjoyment in games.
Proceedings ArticleDOI

Toolglass and magic lenses: the see-through interface

TL;DR: Toolglass™ widgets are new user interface tools that can appear, as though on a transparent sheet of glass, between an application and a traditional cursor, and form a see-through interface that offers many advantages over traditional controls.
Related Papers (5)
Frequently Asked Questions (15)
Q1. What are the contributions in "Collaborative use of mobile augmented reality with paper maps" ?

The authors review data from two pioneering field trials where MapLens, a magic lens that augments paper-based city maps, was used in small-group collaborative tasks. 

The maps act as mediation objects for multimodal discourses providing resources such as a context and facilitation for embodied communication. 

The authors recruited 37 users; where 24 shared MapLens grouped in nine teams, 11 used DigiMap in 5 teams and 2 used MapLens solo in an urban game over three trials. 

The authors found that because of (1) the space around the physical map and how much movement that allowed for players;(2) the size of the map itself and how much hovering device space that allowed; and (3) teams choosing to discuss and work on problems together rather than dividing up tasks and working solo over time; the more efficient use that emerged over time, was with one or two devices over the map. 

The new tracking technology supports camera distances from the map between 10 cm and 2 m. MapLens2 operates on A1 printouts of Google Maps satellite images with street overlays. 

sun on the screen for MapLens1 and the map being caught by the wind for MapLens2, were the biggest obstacles brought about by weather conditions. 

For tasks outside the museum, players could use the paper map alone to navigate the city and the phone (without AR) to take photos or to browse the Web. 

In multi-device teams the intentional sharing of screens happened less, typically only a couple of times during the game, and only for a few seconds. 

For their second study, the authors improved MapLens’ interface design and underlying technology (see 3.2) and conducted one of the first field studies to test the synchronous use of multiple mobile devices by adding multiple devices as the new comparative condition, in addition to collaboration through sharing devices and solo use. 

The study showed switching of attention between the surface and background affects task performance, yet static peephole and magic lens clearly outperform joystick navigation. 

Their conclusion is that although MapLensrequires more cumbersome use for an individual, cooperative group work benefits from the sharing of tasks and place-making that MapLens elicits and common ground that it supports. 

In the controller teams the dominant player often hid the device from the other players while using it and put it back in their pocket afterwards. 

Solutions varied where for example, a tree, a team mate or a near-by bench might be used as a steadying, leaning or resting prop. 

In addition, pointing to the screen of another team member, and looking and pointing to the environment and the map were more common for single-device players (Fig. 9). 

For the MapLens2 study the authors compared three conditions recruiting 37 users, where 21 had their own MapLens devices in seven multi-device teams, 12 shared MapLens in four teams and 4 used MapLens solo in an urban game over two trials.