Handheld mobile devices referring to mobile phones and tablets become the major output medium for augmented reality (AR), which have seen significant growth in popularity and usage among the public due to the growing release of consumer-oriented communication products nowadays, especially touchscreen smartphones. Unlike traditional desktop or tabletop AR (large display-based) and head-mounted display-based AR systems, small display-based AR (handheld mobile display) requires different interaction techniques that mostly utilize single-hand interaction as well as the limitation of small screen display and limited activity time due to the battery operation hour of handheld mobile devices. However, in handheld mobile AR, research is still lacking, especially research that focuses on 3D interaction in handheld mobile AR for virtual object manipulation. Thus, this paper provides an overview of 3D interaction techniques in handheld mobile AR with critical analysis. First, we describe three main interaction technique categories that applicable in handheld mobile AR, which is touch-based interaction, mid-air gestures-based interaction, and device-based interaction techniques, of their basic concepts on 3D object manipulation. Then, we classify and systematize the highlighted techniques and discuss the advantages and drawbacks of each. Previous studies for widely used techniques have been studied comprehensively. We then draw up a comparison among the different techniques based on the important elements considered in handheld mobile AR. The aim of this paper is to provide researchers with background information on AR and those who are interested in the field of 3D interaction, realizing each technique category. INDEX TERMS 3D object manipulation, device-based interaction technique, mid-air gestures-based interaction technique, handheld mobile AR, touch-based interaction technique. I. INTRODUCTIONAccording to Milgram and Kishino [1], augmented reality (AR) refers to all cases in which the display of an otherwise real environment is augmented by means of virtual (computer graphic) objects. Extended from this definition, Azuma [2] defined that AR is the variation of virtual environments or virtual reality; however, unlike virtual reality that immerses a user inside a synthetic environment and the user cannot see the real world around him/her, AR allows the user to see the real world, with virtual objects composited with the real world. Beyond that, some researchers have doneThe associate editor coordinating the review of this manuscript and approving it for publication was Waleed Alsabhan. a number of surveys or reviews about AR. For example, Krevelen and Poelman [3], drawing up conclusions from several previous works, defined the AR system as: 1) combining real and virtual objects in a real environment; 2) registering real and virtual objects with each other and 3) running interactively, in 3D and in real-time. From another point of view, Mekni and Lemieux [4] proposed to define AR as systems that have the following charact...
The cultural heritage of the italian territory is an impressive breadth of resources, unfortunately still little known today. Such a cultural heritage should be valued for the purpose is to better understand the Italian citizens their cultural identity, is to make known to the citizens of other nations the history of the place, with its story and its characters, and the life of the inhabitants, with their own traditions and customs. In this paper, it is introduced an adaptive Context-Aware app able to collect not-structured data, belonging to heterogeneous sources and develop tailored recommendations for the user, in order to support a tourist inside a town. The solution found takes advantage of information technologies, like Internet of Thing and Internet of Services and the objective is reached through the use of a system of description of the context through a graphical formalism named Context Dimension Tree. The system described was implemented in the city of Salerno in Italy and the results of a questionnaire distributed to the users show great appreciation.
We present a novel Web-based Device Workflow Management Engine (WDWME) that supports seamless control and coordination of hardware devices. With this workflow engine, a series of activities or workflows regarding hardware functionality or services can be rapidly created via drag and drop. A working web-based workflow prototype has been developed as a proof of concept and tested using a device simulator to capture the task executions. In this work, a Feature Interaction Detection Engine (FIDE) is employed to validate the possible operation conflicts during the creation and pre-execution of a workflow. Additional JustifiedEvent-Condition-Action (JECA) rule and a Case-Based Reasoning (CBR) are proposed as future work to enhance the system's exception handling capability.
There has been an increase of focus in context modeling and reasoning research for ubiquitous network environment in recent years. In this paper, we present a novel approach to model and reason networked devices' context information through the support of a Context Modeling and Reasoning Engine (CMRE) architecture. As a proof of concept, a prototype system has been developed to demonstrate the functionalities of CMRE. To enhance the performance of CMRE, a Context Reasoner is embedded with a rule translator and a rule filter algorithm. With such a mechanism in place, various types of reasoning tasks can be performed with minimal conflicting contexts and rules in order to preserve the consistency of context knowledge database. Also, our CMRE prototype is further integrated with a Web-based Device Workflow Management (WDWM) engine, which enables end users to customize their workflow preferences in a user friendly manner.
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