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Augmented Reality in Astrid Lindgren’s landscape

The context of this thesis is part of the project “Augmented Reality in Astrid Lindgren's Landscape” (Swedish title: “Datorförstärkta landskap i Astrid Lindgrens bygd”), a research project financed by NCU - National Center for Outdoor Education in Sweden, running in the years 2010 – 2011, aimed to develop a demonstrator of a computer augmented landscape that makes Astrid Lindgren's life and authorship accessible in the landscape that she wrote about and grew up in.

Astrid Lindgren is one of Sweden’s most well known, read and beloved authors, and her home in Vimmerby (Småland) is a popular destination for both adults and children. Visitors come to explore the real life settings of her famous stories and characters, but also to see her home, and the surroundings that inspired both her life and her creations. All over the world Astrid Lindgren is mainly known for her fictional character “Pippi Långstrump” (in Italian: “Pippi Calzelunghe”), the unconventional, assertive, eight-year-old baby-girl with a superhuman strength, able to lift her horse one-handed without any difficulty.

My contribution in the project went in the prototyping stages. There are some references in literature about how to prototype mobile applications, the techniques which better suite this area and the best strategies to adopt, as there are also several references about the augmented reality topics and the correlated prototyping techniques. Instead, research has not yet deeply explored the overlap of these two areas: the prototyping strategies to develop augmented reality mobile applications. This is a pretty new field, and all the main contributions
come from the last few years.

In this project I built prototypes according to the already existing prototyping guidelines and the established techniques well-known in literature, so as I tried to invent ways to represent the new dimension given by augmented reality. Moreover, I tried to design a general pattern to adopt in order to prototype augmented reality services and I performed usability tests on the prototypes.

My contribution in this project goes into usability and user research fields.

Mostra/Nascondi contenuto.
10 1 Introduction 1 Introduction 1.1 Augmented Reality Augmented reality (AR) is a term for a live direct or an indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, such as sound or graphics. Augmented reality is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real world with a simulated one (Augmented Reality). For many years, augmented reality has been topic of study for researchers from all over the world who tried to enhance the real world by wearing sophisticated devices into augmented reality labs. After the smartphones revolution, research focused to implement mobile applications which allow to enhance and augment the reality no more just in the labs, but also “on the move”. Last years have been crucial in AR development. Many companies invested in developing reality augmenting software for many purposes, from industry to medicine, from games to e-learning platforms. The shared idea was to make the interaction experience between user and software as natural as possible. 1.2 Prototyping Someone claims that prototyping is an “art”. “The word “prototype” derives from the Greek πρωτότυπον (prototypon), "primitive form", neutral of πρωτότυπος (prototypos), "original, primitive", from πρῶτος (protos), "first" and τφπος (typos), "impression".” (Online etymology dictionary) So, essentially, prototyping is the art of producing prototypes, which are early models of the product that is going to be built. In many fields, there is great uncertainty as to whether a new design will actually do what is desired. New designs often have unexpected

Tesi di Laurea Magistrale

Facoltà: Ingegneria dell'Informazione

Autore: Giovanni Pezone Contatta »

Composta da 133 pagine.

 

Questa tesi ha raggiunto 76 click dal 26/01/2012.

Disponibile in PDF, la consultazione è esclusivamente in formato digitale.