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ch2 Updated RESEARCH

The document provides an overview of augmented reality (AR) campus navigation. It discusses using AR technology to provide indoor navigation directions that are overlaid directly onto a user's real-world view through a smartphone or headset camera. The document outlines the key components of an AR system, including hardware, software, tracking, rendering, and interaction capabilities. It also reviews several papers on AR technology and discusses potential applications of AR in various industries like manufacturing, healthcare, advertising, and more.

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0% found this document useful (0 votes)
77 views22 pages

ch2 Updated RESEARCH

The document provides an overview of augmented reality (AR) campus navigation. It discusses using AR technology to provide indoor navigation directions that are overlaid directly onto a user's real-world view through a smartphone or headset camera. The document outlines the key components of an AR system, including hardware, software, tracking, rendering, and interaction capabilities. It also reviews several papers on AR technology and discusses potential applications of AR in various industries like manufacturing, healthcare, advertising, and more.

Uploaded by

Salma
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 22

A UGMENTED R EALITY CAMPUS NAVIGATION

Prepared by SALMA ABDALLAH MOHAMMUD


&
NASTEHA SADAQ DAHIR

1
Table of Contents

INTRODUCTION.....................................................................................................................................- 3 -

2.1 Introduction.........................................................................................................................................- 3 -

2.2 Overview of the system..................................................................................................................- 4 -

2.4 Related work...................................................................................................................................- 7 -

2.6 gap analysis and direction...........................................................................................................- 13 -

REFERENCES........................................................................................................................................- 21 -

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Chapter two

Introduction

2.1 Introduction
In this chapter we discuss about Augmented Reality Navigation, In recent years, the use of technology is
rapidly increasing using especially smart phones. in this modern technology, Augmented Reality is a
variation of Virtual Reality. VR technology completely immerses users within a synthetic environment
where users cannot see the real world around him, (i) Whereas AR allows the user to see the real world,
with virtual objects superimposed upon or composited with the real world. AR navigation is a technology
that uses augmented reality to provide directions to users onscreen, overlaid on top of real environments
seen through the camera of a device like a smartphone or headset. AR technology allows adding any type
(ii)
of 3D models as objects into the real world, which can be useful for indoor navigation . 3D printing
process technology for smart contact lenses that can implement AR-based navigation has been developed,
which can greatly contribute to the miniaturization and versatility of AR devices:
Indoor navigation augmented reality can be implemented using various approaches, including image
targets and split-screen maps(iii)
Vuforia is an augmented reality software development kit (SDK) for mobile devices that enables the
creation of augmented reality applications (iv). It uses computer vision technology to recognize and track
planar images and 3D objects in real time (v). This image registration capability enables developers to
position and orient virtual objects, such as 3D models and other media, in relation to real world objects
when they are viewed through the camera of a mobile device. The virtual Object then tracks the position
and orientation of the image in real-time so that the viewer's perspective on the object corresponds with the
perspective on the target. It thus appears that the virtual object is a part of the real-world scene.
2.2 Overview of the system
In this section, we will discuss the overview of our proposed reality assistant navigations
The results provide several papers that discuss augmented reality technology. Here is an overview of the
main points from each paper:
An overview of augmented reality technology This paper summarizes the research status and progress of
AR, discusses the key technologies, development tools, applications, AR cloud, and other aspects of it.

3
starting from its conception passing through its main applications, and providing essential information
about its current state-of-the-art.
Augmented Reality: An Overview This paper defines AR as a real-time direct or indirect view of a
physical real-world environment that has been enhanced/augmented by computer-generated information. It
discusses the history and evolution of AR and its current state-of-the-art.
It also provides an overview of basic aspects of AR and the main concepts of this technology. It describes
the main fields where AR is used and its potential applications
The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster
Analysis of the Literature" - This paper analyzes the literature on VR and AR research. It discusses the
interdisciplinary application framework of AR and its use in various research areas such as education,
architecture, maintenance, entertainment, etc.
Hardware: The first step in developing an AR system is choosing the hardware. This includes a device
such as a smartphone or tablet with a camera, sensors, and a display, as well as additional hardware such as
a headset or glasses.
Software: The next step is to choose the software tools and programming languages to develop the AR
system. There are many AR development platforms available, such as AR Kit, AR Core, Vuforia, and
Unity.
Tracking: AR systems use computer vision algorithms to track the real world and overlay digital
information on top of it. This involves identifying and tracking the location and orientation of physical
objects or markers in the real world.
Rendering: Once the AR system has tracked the real world, it needs to render digital content on top of it.
This can include 2D or 3D graphics, video, audio, or other types of media.
Interaction: AR systems often allow users to interact with the digital content overlaid on the real world.
This can include touch gestures, voice commands, or even physical gestures captured by sensors such as
accelerometers or gyroscopes.
Evaluation: Finally, researchers can evaluate the performance and effectiveness of AR systems using a
variety of metrics, such as accuracy, speed, user satisfaction, or task completion time.
Overall, building an AR system for research purposes involves a combination of hardware, software , and
evaluation techniques to create a system that can overlay digital information on top of the real world and
allow users to interact with it in various ways. The development process can be complex, requiring
expertise in computer vision, graphics rendering, human-computer interaction, and other related fields.
However, the potential applications of AR in research are numerous, ranging from education and training
to healthcare, entertainment, and beyond.
Mobile AR systems use smartphones or tablets as the primary hardware platform for AR. These devices
contain built-in cameras, sensors, and displays, making them ideal for AR applications. Research in this
area has focused on developing efficient algorithms for mobile devices, as well as exploring new

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interaction paradigms that take advantage of the device's unique capabilities, such as touch screens and
motion sensors.
The Springer Handbook of Augmented Reality comprehensively covers augmented reality (AR)
technology, its numerous applications, and its intersection with emerging technologies
An overview of augmented reality technology is a paper that expounds the research and progress of
augmented reality at home and abroad. It introduces the key technologies, development tools, and
applications of AR
Augmented Reality - an overview is a chapter that discusses several promising areas for AR and health and
medicine, as well as important gaps and directions for future research
What Is Significant in Modern Augmented Reality: A Systematic Analysis of Existing Reviews is a
research paper that analyzes existing reviews of AR to identify significant areas of research. It provides an
overview of the literature on AR and identifies trends and gaps in the research
Augmented Reality: An Emerging Technologies Guide is a book that explores the ideas and procedures
from virtual reality research, media psychology, and other fields to provide a comprehensive guide to AR
Manufacturing: AR in manufacturing enhances the ways we connect and interact across enterprises of
every industry by standardizing training
Healthcare: AR technology is making a difference in the healthcare industry by providing doctors with a
better understanding of the human body and enabling them to perform complex surgeries with greater
precision
Advertising: AR is finding use in advertising by providing an immersive experience to customers. AR can
help customers visualize products in their homes before making a purchase
Entertainment: AR is used in the entertainment industry to create immersive experiences for users. AR
gaming successes include Jurassic World Live, The Walking Dead, and Harry Potter
Sports: AR is used in sports to provide real-time data and analysis to coaches and players. AR can help
players visualize game situations and improve their performance

Military logistics: AR is used in military logistics to provide soldiers with real-time information about their
surroundings. AR can help soldiers navigate unfamiliar terrain and identify potential threats
Retailing: AR is used in retailing to provide customers with an immersive shopping experience. AR glasses
like Vuzix Blade deliver location-aware information, data collection, and supporting remote audio and
video communication

Real estate: AR is used in real estate to provide customers with a better understanding of properties. AR
can help customers visualize properties in 3D and make informed decisions about buying or renting
generally, AR has the potential to transform various industries by providing an immersive experience to
customers, improving performance, and providing real-time data and analysis.

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2.3 Technology use
The AR Campus Navigation app uses the camera and sensors on the user's smartphone or tablet to
detect their location and orientation, and then overlays virtual information onto the user's view of the
real world. The app includes features such as:

2.3.1 AR wayfinding: The app provides real-time navigation instructions overlaid onto the user's
view of the campus. This can include directional arrows, maps, and other visual cues to guide the
user to their destination.

2.3.2 AR campus information: The app provides contextual information about the user's
surroundings, such as building names, room numbers, and other details. This information is
overlaid onto the user's view of the campus, making it easier to find specific locations and
facilities.

2.3.4 AR events and activities: The app includes features such as gamification elements,
interactive displays, and social sharing features, which can enhance campus events and activities
such as orientation, open houses, and other gatherings.

2.3.5 AR tours: The app includes interactive campus tours, allowing users to explore the campus
and learn about its history, landmarks, and facilities. This can include virtual guides, 3D models,
and multimedia content.

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2.4 Related work
Related works of Augmented Reality (AR) research papers:
Firstly, the proposed campus navigation system uses AR Core to enhance reality by presenting 3D
information in real scenes.
AR technology has been applied in various mobile devices as a self-guided tour. For example, at Columbia
University, the mobile AR campus navigation system was started in 1996. The project, MARS (Mobile
Augmented Reality Systems), allowed the user to walk around freely while having all necessary equipment
mounted on his back (Columbia CGUI Lab, 1999). In 2010, Columbia University started the smart phone
campus tour system, where visitors can simply use their own iPhones, iPhone touch, and Android phones
to experience campus history (Columbia University, 2010). In UK, the University of Exeter created an AR
dynamic landscape of flora and fauna.
Using Augmented Reality, the campus was transformed into an accessible learning resource to support the
formal
and informal curriculum (University of Exeter, 2010)

"A survey of augmented reality" by Ronald Azuma: This seminal paper provides a comprehensive
overview of the history, technologies, applications, and challenges of AR, and serves as a foundation for
much of the research in this field.
"Marker less augmented reality" by Dieter Schmalstieg et al.: This paper introduces the concept of
markerless AR and proposes a framework for tracking the real world using computer vision techniques.
The paper presents a number of case studies and applications for markerless AR, including industrial
maintenance, architecture, and cultural heritage.
"Mobile augmented reality survey: From where we are to where we go" by Seungwon Kim et al.: This
paper provides a survey of research in mobile AR, focusing on the development of AR applications for
smartphones and tablets. The paper discusses the challenges and opportunities of mobile AR, and provides
an overview of the state-of-the-art in mobile AR research.
"Wearable augmented reality systems: A review" by Tobias Hollerer et al.: This paper provides a review of
research in wearable AR systems, including head-mounted displays, glasses, and other wearable devices.
The paper discusses the challenges of developing wearable AR systems, such as display quality, comfort,
and battery life, and provides an overview of the state-of-the-art in wearable AR research.
"Collaborative augmented reality in education" by Adrian David Cheoket al.: This paper explores the use
of collaborative AR in educational settings, discussing the potential benefits of AR for learning and the

7
challenges of developing collaborative AR systems. The paper presents a number of case studies and
applications for collaborative AR in education, such as language learning, science education, and history
education.
"Augmented reality applications in healthcare: A scoping review" by Farzan Sasangohar et al.: This paper
provides a scoping review of research in AR applications in healthcare, focusing on the development of
AR applications for medical training, surgical guidance, and patient education. The paper discusses the
potential benefits of AR for healthcare, such as improved patient outcomes and reduced healthcare costs,
and the challenges of developing AR applications that meet the unique requirements of healthcare settings.
As a whole, there is a wide range of research in augmented reality, covering a variety of topics such as
tracking, rendering, interaction, and evaluation, as well as applications in various fields such as education,
healthcare, industrial maintenance, and entertainment. By reviewing related works in AR research,
researchers can gain a deeper understanding of the state-of-the-art in this field, identify research gaps and
opportunities, and develop new ideas and approaches for advancing AR technology.
The existing campus navigation systems can mainly be divided into two types: the
traditional 2D navigation system and the AR based navigation system. Most of the traditional 2D plane
navigation system is based on the Internet of Things technology, and these
navigation systems utilize GPS technology for localization. Based on the Baidu Map API,
Pan et al. [1] uses the campus of Yunnan Normal University as an example and implemented the function
of electronic maps by using data provided by Baidu maps. Their systems realized the functions of self-
location, location search and route query. Shen et al.
designed a campus navigation app based on the Android platform [5], which used the
spatial information of the Lingang campus of the Shanghai Maritime University as basic
data. This navigation system implemented the functions such as campus information
Appl. Sci. 2021, 11, 7515 3 of 16
query, campus panorama display and campus route navigation. Vaibhav Anpat et al. designed a Google
Maps application also based on the android platform [6]. The system first
calculates the shortest path from the current location to the target location and updates
surrounding environment information in real time. When using the above-mentioned systems in order to
conduct a tour of campus buildings, the introductions to the buildings
are presented by using 2D plane text, pictures or other information, resulting in unintuitive navigation
effects. Furthermore, the functions relying on navigation services are provided by third-party platforms,
and route planning is also limited.
The navigation systems based on augmented reality technology can be divided into
outdoor navigation system and indoor navigation system according to different scenarios.
Yu et al. [7] designed an outdoor campus navigation system that combines augmented
reality technology and GPS localization. The system used augmented reality technology

8
to render 3D animation models and video playback, and it also has the ability to recognize
images of animals and plants. For cultural activity, Pei et al. [8] designed a campus touring
system based on AR technology and smart phones, which contains the built-in GPS, camera, WiFi and a
digital compass. Since the above-mentioned system is based on GPS localization service, it is suitable for
outdoor navigation instead of indoor navigation. A. H.
Sayyad [2] designed an offline augmented reality system for the University of Pune in
India. The system can provide users with good visualization, high information security
and real-time campus navigation information services through the offline campus booklet. However, the
system only presents 3D targets and their corresponding parameter information and has little human-
computer interaction methods, resulting in a poor user
experience. Lin et al. [9] designed a campus navigation system by using augmented reality
technology and proposed a virtual terrain modeling interface with deep learning functions in order to
improve the target recognition capabilities. Dutta et al. [10] designed a
system called Divya-Dristi, which can help visual-impaired individuals navigate in familiar environments
(e.g., university campus).
The system uses cloud-based geospatial data storage to store key location information and answer the
location queries. Moreover, the system utilizes the sonar sensor module in order to create sounds and
tactile alarms to assist visual-impaired users in avoiding obstacles that may occur during outdoor
navigation. Ricky Jacob et al. proposed a Web-based multilingual campus guidance system [4],
which utilizes OpenStreetMap’s Cloud-made Web Map Lite API to create the interface.

The system uses indoor corridors or outdoor sidewalks between various buildings and
points of interest (POI) in order to generate the shortest sidewalks. However, these systems need to be
worked in a networking environment, and some of them need to be worked in the campus intranet and
limited to authenticated and authorized users.
In terms of indoor navigation, P. Verma et al. used the Unity 3d framework to build
an AR-based mobile application for indoor scenes [18]. This application uses augmented
reality technology in order to help people navigate complex buildings. C. G. Vallerand et
al. designed a system that uses micro-localization algorithms in order to track Internet of
Things (IoT) devices in a large indoor environment [19].
This system can precisely locate devices within 3 m2, and it can propose effective routes for technicians in
seeking objects in large indoor environments. However, when the system is applied to an outdoor
environment, the accuracy of the location is greatly reduced as the scope of navigation increases.
Therefore, it is necessary to develop a system that integrates indoor and outdoor real-time localization and
provides a good look and feel experience for users [20]. Jiang et al. [21] proposed a navigation system and
a handheld navigator for both indoor and outdoor environments.

9
This system used GPS for outdoor navigation. For indoor environment where the GPS cannot be applied, it
used sensors and radio frequency identification (RFID) terminal devices.
However, terminal devices need to be deployed in advance, which not only increases the cost but also has
limitations. Vanclooster et al. [22]
combined indoor and outdoor navigation in route planning. Wang et al. [23] used OpenStreetMap data to
integrate indoor and outdoor route planning for pedestrians. Croce et
al. [24] proposed an indoor and outdoor navigation system for visually impaired people.

"Design and Implementation of an Augmented Reality Campus Navigation System" by Lee et al. (2016):
This research paper describes the design and implementation of an AR campus navigation system that uses
markerless AR technology to provide real-time navigation instructions and campus information to users.
The system was tested on a university campus in South Korea and was found to be effective in improving
navigation efficiency and user satisfaction.

"AR-based Campus Navigation System for Visually Impaired Students" by Alharthi et al. (2019): This
research paper describes the design and implementation of an AR-based campus navigation system for
visually impaired students. The system uses voice commands and haptic feedback to provide navigation
instructions to users and was found to be effective in improving navigation efficiency and user satisfaction
for visually impaired students.

"Investigating the Effectiveness of an Augmented Reality Campus Tour on Prospective Students' Attitudes
and Enrolment Intentions" by Lee et al. (2019): This research paper describes a study that investigated the
effectiveness of an AR campus tour in influencing prospective students' attitudes and enrollment
intentions. The study found that the AR campus tour was effective in improving prospective students'
attitudes towards the university and in increasing their enrollment intentions.

"Design and Implementation of an Augmented Reality-based Campus Information System"by Kim et al.
(2019): This research paper describes the design and implementation of an AR-based campus information
system that provides real-time information about campus events, facilities, and services. The system uses
marker-based AR technology and was found to be effective in improving users' awareness of campus
events and services.

"An Augmented Reality-based Navigation System for Smart Campus" by Kumar et al. (2019): This
research paper describes the design and implementation of an AR-based navigation system for a smart
campus. The system uses markerless AR technology and provides real-time navigation instructions and
location-based services to users. The system was found to be effective in improving navigation efficiency

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and user satisfaction.

These are just a few examples of related work research on AR campus navigation. There is ongoing
research in this area, and future studies may explore other aspects of AR campus navigation, such as the
impact of AR technology on user behavior and the effectiveness of different types of AR technology for
campus navigation.
2.5 Types of AR
There are two main types of augmented reality (AR) technology: marker-based AR and markerless
AR.
2.5.1. Marker-based AR: Marker-based AR, also known as image recognition AR, uses a visual
marker, such as a QR code or barcode, as a reference point to overlay virtual information onto the
real-world environment. When the camera of a mobile device or other AR-enabled device detects
the marker, it triggers the display of the corresponding augmented content. Marker-based AR is
commonly used in advertising, product packaging, and location-based applications.

2.5.2. Marker-less AR: Marker-less AR, also known as location-based AR or SLAM AR


(simultaneous localization and mapping), uses the camera and sensors of an AR-enabled device to
detect the user's location and orientation, and then overlays virtual information onto the real-world
environment. Marker-less AR systems can recognize and track real-world objects and surfaces,
allowing virtual objects to interact with the real-world environment in a more realistic way.
Marker-less AR is commonly used in gaming, navigation, and visualization applications.

There are also other types of AR that combine marker-based and markerless AR, such as
projection-based AR and superimposition-based AR. Projection-based AR uses projectors to cast
virtual images onto real-world surfaces, while superimposition-based AR uses transparent screens
to overlay virtual images onto the real-world environment.

In addition, there are also different levels of AR technology, including basic AR that simply
overlays virtual information onto the real-world environment, and advanced AR that includes
interactive and immersive features such as gesture recognition, haptic feedback, and spatial audio.
Advanced AR can provide a more engaging and intuitive user experience, making it easier for user
s to interact with virtual objects in the real-world environment.

Overall, the type of AR technology used will depend on the specific application and use case.
Marker-based AR is useful for applications that require a specific reference point, while
markerless AR is useful for applications that require real-time tracking and interaction with the

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real-world environment. As AR technology continues to evolve, we can expect to see new and
innovative types of AR that will further enhance the user experience and expand the range of
applications for AR technology.

2.6 Previous work/Existing Systems


In our Somali country specially Mogadishu, there is no existing system
Here are some previous existing augmented reality outside of Somalia technology world
Virtual Fixtures system: This was one of the first functional AR systems that provided immersive
mixed reality experiences for users. It was invented in the early 1990s at the U.S. Air Force's
Armstrong Laboratory.

mirror: Skoda ran a campaign in 2015, placing an AR mirror in a Victoria shopping mall in Australia.
The AR mirror allowed shoppers to virtually try on clothes and accessories.
Mobile AR: With the advancement of mobile devices, AR has become more accessible to consumers.
Mobile AR apps can offer a wide range of experiences, from gaming to education to shopping.

AR for healthcare: AR has been used in healthcare to provide medical information overlaid on a
patient's body during surgery. It can also be used for medical training and education.
Science concepts: AR can bring science concepts to life by overlaying digital content on real-world
objects. For example, the SKY view app allows students to explore the universe using AR overlays of
stars, planets, and constellations.

12
Virtual examples of concepts: AR can enable teachers to show virtual examples of concepts and add
gaming elements to provide textbook material support. This will enable students to learn faster and
memorize information.
Improved learning outcomes: Through AR, educators are able to improve learning outcomes through
increased engagement and interactivity. AR even has some surprising advantages over virtual reality
Enhanced student performance: AR can enhance student learning outcomes by providing an
opportunity to observe and learn from real action. It can also make learning more exciting, interactive,
and fun
Increased motivation: AR can increase learning motivation and spatial understanding of anatomy. For
example, a large anatomy-focused AR study conducted in 2015 found that over 80% of students
reported that the AR tool increased learning motivation and 93% said it increased their spatial
understanding of anatomy.

Practical implications for educators: AR applications can enhance learning motivation and improve
learning outcomes. Educators can incorporate AR to study the impact of AR on learning performance

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2.7 gap analysis and direction

Gap analysis is an important aspect of research, which involves identifying current limitations and gaps in
knowledge or implementation and highlighting areas for future research. Here are some potential gaps and
directions in augmented reality (AR) research:
Technical limitations: While AR technology has advanced significantly in recent years, there are still
several technical limitations that need to be addressed. For example, tracking accuracy and robustness can
be improved, rendering performance can be optimized, and interaction design can be made more intuitive
and natural. Future research can focus on developing new techniques and approaches for addressing these
technical challenges.
Evaluation metrics: AR applications are often evaluated using subjective measures such as user
satisfaction, which can be difficult to quantify and compare across different studies. Future research can
focus on developing reliable and objective evaluation metrics for AR applications, such as task completion
time, accuracy, and efficiency.

User experience: AR applications must be designed with the user in mind, taking into account factors such
as usability, accessibility, and user preferences. Future research can focus on developing new interaction
techniques and design guidelines that improve the user experience of AR applications.
Integration with other technologies: AR has the potential to be integrated with other emerging
technologies, such as artificial intelligence, machine learning, and the Internet of Things (IoT). Future
research can focus on exploring new applications and use cases for AR in combination with these
technologies, such as smart homes, smart cities, and autonomous vehicles.

14
Ethical considerations: AR technology has the potential to raise ethical concerns related to privacy,
security, and accessibility. Future research can focus on developing guidelines and best practices for
addressing these concerns, such as ensuring that AR applications protect user privacy, are accessible to
users with disabilities, and do not pose security risks.
Collaborative AR: Collaborative AR enables multiple users to interact with the same virtual content at the
same time, either in the same physical space or remotely. While there has been some research in this area,
there are still many challenges that need to be addressed, such as developing new interaction techniques
that enable seamless collaboration and exploring new applications for collaborative AR, such as remote
collaboration in industrial settings or multiplayer gaming.
In general, AR research is a rapidly evolving field with many exciting opportunities and challenges. By
identifying gaps in knowledge and highlighting areas for future research, researchers can help advance the
state-of-the-art in AR and unlock new possibilities for this promising technology.

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2.7.1. Comparison current & existing system
Systems 3D campus Bluetooth WIFI facial virtual
map beacons, recognitio campus
n tours
technology

Campus Tour √ × √ √ √
AR Way √ √ √ √ ×
finder

Jibestream × √ √ × ×

Blippar × × × ×

Mapwize × √ √ √ ×

Campus AR √ √ √ √ √

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2.7.2 Strength & weakness of algorithms

Classifier Strength Weakness


Simultaneous Localization and Real-time mapping Limited range
Mapping (SLAM)

Particle Filter Robustness Computational requirements

Kalman Filter Recursive nature Recursive nature

Markov Chain Monte Carlo Bayesian inference Mixing time


(MCMC)
Global Positioning System Accuracy Power consumption:
(GPS)
Beacon-based navigation Low power consumption Privacy concerns

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2.7 chapter summary

Augmented Reality (AR) technology has the potential to raise various ethical concerns related to
privacy, security, and accessibility. Here are some of the ethical concerns related to AR:
Privacy: AR technology can collect and use personal data, such as location data, images, and audio,
which raises concerns about privacy. There is a risk that AR applications may collect and use personal
data without the user's consent or knowledge. Additionally, AR applications may enable users to
capture and share images and videos of individuals without their consent, which could lead to privacy
violations.
Security: AR applications that rely on cloud-based services or that collect and transmit personal data
may be vulnerable to security breaches and cyber attacks. There is a risk that hackers could gain
access to sensitive personal data, such as biometric data or financial information, and use it for
malicious purposes.
Accessibility: AR applications should be accessible to all users, regardless of their abilities or
disabilities. However, there is a risk that AR applications may not be designed with accessibility in
mind, which could exclude some users from accessing AR content. For example, AR applications that
rely on visual or auditory cues may be inaccessible to users with visual or hearing impairments.
Accuracy and bias: AR applications that rely on machine learning algorithms or artificial intelligence
may be susceptible to bias and inaccuracies. There is a risk that these algorithms may perpetuate
existing biases or make inaccurate predictions, which could have negative consequences for
individuals or groups.

Physical safety: AR applications that involve physical interaction with the real world may raise
concerns about physical safety. For example, AR applications that involve driving or navigation could
distract users and increase the risk of accidents. Similarly, AR applications that involve physical
activity or interaction with physical objects could lead to injuries or accidents if not designed and
implemented carefully.

Cultural and social impacts: AR applications may have cultural and social impacts that are not always
positive. For example, AR applications that involve overlaying virtual content on historical landmarks
or cultural sites may be seen as disrespectful or inappropriate. Similarly, AR applications that
encourage or facilitate addictive or antisocial behavior could have negative impacts on individuals and
society.
technology that superimposes digital data and images on physical objects and environments. It has the
potential to bridge the gap between the real and digital worlds, and can be used in various industries,
including retail, education, and utilities. For instance, Gap Inc partnered with Google to develop an
AR shopping app that provides users with a digital mannequin to try on clothes from different
18
directions
In education, AR apps can provide scalable, hands-on learning experiences that can help close the
skills gap. In utilities, AR and virtual reality (VR) can facilitate the transfer of knowledge from
outgoing employees to incoming ones.
However, there are still challenges in developing AR applications, such as the need for a complete
rewrite of code stacks
and underestimation of judgments of stepping over a virtual gap using AR
Nonetheless, AR is a promising technology that can enhance user experiences and improve knowledge
transfer in various industries.

As a whole, AR technology raises significant ethical concerns that need to be addressed by


developers, researchers, and policymakers. By considering these ethical concerns and taking steps to
address them, we can help ensure that AR technology is developed and used in a
2.7.1 The Logical Structure of the System
By analyzing the user’s needs and the main framework of the mobile AR navigation
system, the logical architecture of the proposed system is shown in Figure 5. Firstly, the
system obtains scene information from the current video stream by utilizing the mobile
phone camera and sensorin order to finish map initialization and 3D objects initialization.
Secondly, the system prompts users to enter the starting place and destination. Thirdly, the
system transmits corresponding information of the starting place and destination to the
server. Fourthly, the server sends transmitted information to the mobile phone after
querying the database. Later, the mobile phone plans the path according to the coordinates
of the interest point. During the process of navigation, the system adjusts the drift value
for tracking match. If it loses tracking, area learning is used to recover from this situation.
Finally, when the user arrives the
destination, it superimposes the enhance d information with the interest point in order to
achieve the virtual reality fusion effect.
2.7.2 The Design of System Module
This system is an augmented reality application system based on mobile terminals, which provide
navigation to users in the form of 3D maps. Thus, it can provide users with good sensory experience
by combining augmented reality information. The main modules of this system can be divided into the
3D virtual and reality fusion module, SLAM navigation module and Unity interactive module. Each
module is designed with the principle of high cohesion and low coupling
2.7.3 3D Virtual and Reality Fusion Module
The three-dimensional virtual and reality fusion module is a very important module in AR campus
navigation system. The campus guide needs a map of the navigation area. In order to scale the

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map, when creating a texture map, the image needs to be cropped into a rectangle. It is common to
create a 3D plane and to assign an image map such as an albedo texture. Meanwhile, the plane
needs to be scaled in order to ensure that the distance in the map is equal to the actual distance.
When the proposed system is running, it collects the real environment information through the
mobile camera and stores it in the memory to build the map. The tracker uses keyframe
information to match the real world to a virtual 3D map. Then, the VIO algorithm and tracker are
used to complete the perception of the environment. However, it was found that the more the
mobile device moves in the actual scene, the larger the constructed map resulted in the experiment,
which often results in poor tracking results and data loss. This kind of problem has been well
solved by ARCore. ARCore creates anchors to repair the map content. Multiple anchors can be set
in order to expand the range of physical areas to ensure real-time and accuracy. In order to realize
the blending effect of the 3D map and the real scene, the texture of the plane image is set to semi-
transparent, and the shader of the plane material is set to the traditional “Transparent/Diffuse”. It is
worth noting that “BackgroundMaterial” is marked to “None” in order to avoid rendering the
camera source. Due to the background in the camera options, the real scene content shot is clearly
presented by the camera during navigation.
System Test and Result Analysis Up to July 2021, Shanghai University of Electric Power (SUEP)
has 13 schools/departments with more than 13,000 full-time undergraduates and postgraduates.
The SUEP faculty includes more than 1000 full-time teachers. It also has two campuses: The
Yangpu campus and Lingang campus which covers an area of over 800,000 m2, including more
than 40 buildings and 20 different roads. In modern campuses, campus navigation systems are
often implemented to provide navigation services for visiting staff and freshmen. The mobile
ARCore-based augmented reality campus navigation app is designed to integrate indoor and
outdoor navigation. The experimental site used was the Lingang campus of SUEP,
Outdoor Campus Map Testing In the outdoor mode, the camera of the mobile phone is always
working. The navigation mode is presented to the user in the form of real scenes and 3D maps, as
shown in Figure 8a. The user’s perspective is located on the top of the 3D map and can overlook
and browse the architectural planning of the whole campus. Three-dimensional road signs are
suspended above the location of the corresponding building to distinguish the location of the
building. A dialog box appears in order to input the starting location and destination when users
click the “Route Planning” button, as shown in Figure 8b. After entering the starting place and
destination, the “Guide!” button is clicked in order to start route planning. After clicking
navigation, a red path is displayed on the map, representing the best path plan from the starting
place to the destination. The red ball represents the current location. Importantly, the initial
synchronization function needs to be open in order to synchronize the initial position of the device
camera with the position of the sphere on the map. As shown in Figure 8c, the initial position is on

20
the road between the College of Computer Science and Technology and the College of
Mathematics and Physics, which faces the library. Therefore, the forward vector of the sphere
needs to be consistent with the user’s forward direction. The initial location is the location of the
phone camera, but not the location of the user. The phone is kept at a distance of about 50 cm from
the line of sight. Once the initial position is adjusted correctly, the on-screen message “Lost
tracking, Waiting...” disappears. At this point, the app will track the user’s location on the map
more accurately. In order to easily and automatically synchronize the location information in the
map, the buildings are marked on the 3D map. Markers can also help users correct the direction of
movement during walking. When the red ball reaches the destination, the path automatically
disappears, and a voice prompt and augmented reality information pop up, as shown in Figure 8d.
After the navigation process is completed, the user can select “Path Planning” for a new round of
navigation. At present, the most commonly used maps are Google map, Apple map, Baidu map
and Gaode map. Google map can be used abroad; unfortunately, it cannot be used in China. Apple
map is only for the IOS system and does not support other models of mobile phones. Baidu map
has the largest amount of map contents. On the other hand, Gaode map is a leading provider of
digital map content, navigation and location service solutions in China. Its high-quality electronic
map database has become the core competitiveness of the company, and its road information is the
most accurate. On 14 August 2020, Gaode map announced the launch of AR virtual live
navigation function. The AR function combines the mobile phone camera with the user’s location,
direction and other information in order to show information points in a more intuitive manner. In
order to prove the accuracy of localization of the proposed system, ARCore system is compared
with Gaode outdoor AR navigation system. First, the destinations and click AR navigations of
Gaode map App are entered, as shown in Figure 8e. When the mobile phone is erected, it will
enter into AR navigation mode. The route of the guide is superimposed into the real scene, and the
location and distance of the destination will be marked as shown in Figure 8f. According to the
guide route in Figure 8g, the terminal mark will become larger as the destination becomes closer.
However, the accuracy of outdoor AR navigation of Gaode is Appl. Sci. 2021, 11, 7515 11 of 16
passable. When the Gaode app shows that the destination has arrived, the actual destination is on
the right side of the terminal mark, and the straight-line distance is about 30 m, as shown in Figure
8h. On the other hand, the actual destination is the building at the top of Figure 8h. Therefore, it is
clear that the outdoor AR navigation proposed in this paper has higher location accuracy since the
proposed app combines more rich components and integrates voice, 3D text, 3D objects and other
information into the buildings during AR navigation

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