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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Potential of Augmented Reality in the Library</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Bernadette Baumgartner-Kiradi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michaela Haberler</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michael Zeiller</string-name>
          <email>michael.zeiller@fh-burgenland.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Information Technology and Information Management University of Applied Sciences Burgenland Eisenstadt</institution>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <fpage>30</fpage>
      <lpage>37</lpage>
      <abstract>
        <p>-Augmented reality (AR) applications are getting popular since they integrate the real world and the virtual world. This paper focusses on AR applications for public and scientific libraries. There exist some projects and sample implementations of AR apps specially designed for libraries, but they are seldom found in practice. To identify whether there is potential for AR apps to be applied in libraries, the results of a qualitative study that has been performed among librarians working in public and scientific libraries in Austria and experts in augmented reality are presented. Searching for media, navigating to the correct location and displaying ancillary information, like ratings, reviews, secondary media, links, etc., has the highest potential for users according to the experts. AR apps for maintaining the bookshelfs of a library provide real benefit for librarians and are awarded high potential as well. Guided tours through libraries using AR-based apps lightens the load of the librarians to introduce new users to the library. The feasibility of an AR app for a library is demonstrated by introducing a prototype that supports library users with additional information on media and the library itself.</p>
      </abstract>
      <kwd-group>
        <kwd>library</kwd>
        <kwd>public library</kwd>
        <kwd>scientific library</kwd>
        <kwd>teaching library</kwd>
        <kwd>augmented reality</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>Augmented reality (AR) bridges the gap between the real
world and the virtual world – spatially and cognitively [1]. It
allows to integrate the real world and the virtual world and
presents information on mobile devices that directly
corresponds to the physical environment. By selecting,
filtering, and visualizing virtual objects context-based
information can be displayed together with real world objects.</p>
      <p>There exist several examples for various fields of
applications, i.e., industry and construction, maintenance and
training, the medical domain, personal information, or
navigation [1] [2]. Although a number of successful
applications can be found, AR is categorized by Gartner in its
Hype Cycle for Emerging Technologies 2018 to be part of the
Trough of Disillusionment [3]. Thus, it will take about another
five years to reach the mass market.</p>
      <p>Libraries are another field of applications that gets slowly
into focus of AR. A few prototype applications exist that
demonstrate the feasibility of augmented reality to support
users and the staff of libraries. For example, the University of
Applied Sciences Potsdam developed a concept and prototype
for a complex AR-based app myLibrARy providing additional
information and reviews to media as well as general
information about the library [4]. LibrARi is an image-based
AR app for mobile devices and AR glasses that supports users
on finding their way to the desired book in the bookshelf [5].
The Miami University in Oxford, Ohio developed an AR-based
app called ShelvAR that supports librarians to identify books in
the wrong place and for inventory [6]. The Bavarian State
Library Munich provides a location-based AR app that offers
additional information to special locations, buildings, and
monuments related to king Ludwig II [7].</p>
      <p>Although there exist a number of augmented reality
applications specially designed for libraries (i.e., especially for
the users of libraries) their number is limited. None of them got
ready for the market and some of them, like ShelvAR, even
discontinued. This might be due to an immature technology,
financial issues, a lack of acceptance among users or a lack of
acceptance among librarians. To identify the potential of
augmented reality apps in libraries we will focus on the point
of view of libraries. Therefore, in this paper we will investigate
whether there is a need for AR apps in public and scientific
libraries, limiting the research view on Austrian libraries
(section IV). To demonstrate the feasibility of an AR app for a
public or scientific library a prototype supporting library users
with additional information will be presented (section V).</p>
    </sec>
    <sec id="sec-2">
      <title>II. AUGMENTED REALITY</title>
      <sec id="sec-2-1">
        <title>A. Definition</title>
        <p>
          Augmented Reality integrates 3D virtual objects in a 3D real
environment in real time [8]. In AR virtual objects are
superimposed upon or composited with the real world, but the
user can still see the real world. Therefore, AR supplements
reality, rather than completely replacing it like in Virtual
Reality (VR) [8]. Instead of creating a completely synthetic
world (i.e., virtual world) in which the observer is completely
immersed, the Mixed Reality merges real and virtual worlds.
According to Milgram and Kishino there is a reality-virtuality
continuum that is related to a mixture of classes of objects.
With the real environment (consisting solely of real objects)
and the virtual environment (consisting solely of virtual
objects) as the two opposite extrema, there is the Mixed Reality
in between in which real world and virtual world objects are
presented together within a single display [9] [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. Augmented
Reality is the part of the Mixed Reality more close to the real
environment where real objects are more dominant than virtual
objects.
        </p>
        <p>The most widely accepted definition that does not limit AR
to specific technologies was proposed by Azuma in 1997 and
defines Augmented Reality as “systems that have the following
three characteristics:
1) Combines real and virtual
2) Interactive in real time
3) Registered in 3-D” [8]</p>
      </sec>
      <sec id="sec-2-2">
        <title>B. AR Systems</title>
        <p>A complete AR system requires at least three components:
 a tracking component,
 a registration component,
 a visualization component [1].</p>
        <p>A fourth component is required to store information about
the real world and the virtual world in a spatial model. The
tracking component determines the location of the user in the
real world. The real world model serves as a reference for the
tracking component. The registration component is responsible
for the alignment of coordinate systems between virtual and
real objects since the virtual information has to be accurately
registered with physical scene objects [1].</p>
        <p>When using an AR system there is a feedback loop between
the human user and the AR system (Fig. 2) [1]. While the user
observes the AR display and controls the viewport, the system
tracks this viewport and registers the pose in the real world
with the virtual content. Then the situated visualizations are
presented on the display [1].</p>
        <p>
          To be able to position virtual objects registered to real
objects in 3D the relative pose – i.e., the position and
orientation of the AR display relative to the real world – has to
be known. Pose measurements have to be updated continuously
since AR operates in real time. In AR 3D tracking refers to this
process of constantly identifying the three-dimensional position
or six-dimensional pose of real objects [1]. Tracking can be
done using sensors exploiting physical phenomena like
electromagnetic radiation (e.g., light, radio signals, magnetic
flux), sound, gravity, or inertia [1] [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. Mobile tracking uses
magnetometer, gyroscope, accelerometer, or GPS. Optical
tracking is based on cameras (visible light, infrared light).
Optical tracking often uses markers: known patterns that are
placed on the surface of real objects [1]. They are designed to
make it easy to be detected in the image: square or circular
shape, black border, high contrast [2]. In situations where no
artificial markers can be applied, natural features of objects can
be used instead, e.g., by identifying interest points, tracking
edge features, or high differences in color or contrast [1] [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
        </p>
        <p>AR displays must be capable of combining the real
environment and the virtual environment. An optical
seethrough display uses an optical element (partially transmissive
and partially reflective) to combine the view of a user of the
real world with computer generated images of virtual objects
[1]. On a video-see-through display the real world is captured
using a video camera and the image is modified electronically
(using a Digital Combiner) to add the virtual objects. The
combined image is then displayed on a screen [2] [1]. Based on
those two fundamental principles different categories of
displays can be found: head-mounted displays (e.g., smart
eyeglasses), handheld displays (e.g., smartphones, tablet
computer), and projective displays (e.g., head-up displays
using the windscreen of cars or aeroplanes).</p>
        <p>
          Additionally, users have to be able to interact with the
virtual world: by movement (navigation), by selecting objects
(e.g., physically grabbing a marker or pointing on a virtual
object), manipulation of a virtual object (changing a parameter,
e.g., turning, scaling, moving the object), input of symbols
(e.g., using gesture or a virtual keyboard, or speech-driven) [2]
[
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
        </p>
        <p>III. AUGMENTED REALITY APPLICATIONS IN LIBRARIES
There already exist a few AR applications dedicated to the
use in libraries. However, most of them are prototypes ore
specially designed for a certain library. This section provides
an overview of the most striking AR projects for libraries.
Different types of AR applications can be distinguished:
A) apps providing additional information on media for
library users (including locating media in the library)
B) apps supporting librarians (e.g., for identifying books)
C) apps providing additional information on cultural
assets associated with the library/archive</p>
        <p>D) augmented books.</p>
      </sec>
      <sec id="sec-2-3">
        <title>A. AR Apps Providing Additional Information on Media</title>
        <p>
          In 2014 the University of Applied Sciences Potsdam started
myLibrARy, a project to evaluate and explore the fields and
scope of application of AR in public libraries [4] [6]. The main
goal was the development of a user-oriented app for libraries
with significant features related to augmented reality. Based on
a user survey the app should provide features like
 managing media: search, reservation, extract,
download
 navigation: finding the way to the media, virtual tour
 information on the library: opening times, contact, staff
 user service: user account, wish list, reminder, renewal
 interface to other services like bibliographic
management, Wikipedia, book trade, exhibitions,
events, etc.
 social media
 services outside the library like a literature walk
Some of these features are related to AR, some are classic
features of library apps that could already be found elsewhere.
The first prototype was developed by Metaio and was a
channel in the Junaio app of Metaio [4] [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Media were
identified by optical tracking and image recognition of the
book cover. The second prototype was implemented as an
independent app where media were identified by scanning the
ISBN code. The main idea of myLibrARy was the development
of Smart Libraries where smart technologies are an integrated
part of the use experience. AR might be a key element that
enables new knowledge due to semantic and visual
contextualization of information [4] [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
        </p>
        <p>LibrARi is an image-based AR app for mobile devices and
AR glasses that supports users on finding their way to the
desired book in the bookshelf [5]. Since the AR app shows the
direct way to the book on the display, the library can be
explored interactively and users do not have to bother with
classification systems any more. LibrARi offers searching,
locating and navigating in physical space using a digital
interface on a mobile device [5].</p>
        <p>
          The University of Illinois Library developed a mobile
recommender app with augmented reality features called Topic
Space. By embedding optical character recognition software,
the augmented reality app can recognize the signature on a
book in the library and suggest relevant items that are shelved
nearby. Additionally the app shows users media that are
normally shelved at the location, but that are currently checked
out [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>B. AR Apps Supporting Librarians</title>
        <p>
          The Miami University in Oxford, Ohio developed an
ARbased app called ShelvAR intended to support librarians to
identify books located in the wrong place in the bookshelf [6]
[
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Using the prototype librarians could aim the mobile
device (e.g., smartphone or tablet) at the shelf and books on the
wrong place will be marked accordingly ( or ).
Unfortunately, due to a patent dispute the project discontinued
[
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-5">
        <title>C. Other AR Applications</title>
        <p>The Bavarian State Library Munich developed the AR app
“Ludwig II” that presents location-based services of cultural
assets (e.g., special locations, buildings, monuments) related to
king Ludwig II [7]. The multimedia content is either displayed
on top of a map view or integrated in the live camera video.
Fig. 3. AR app “Ludwig II” [7]</p>
        <p>By tracking the pose of the mobile device location-based
and context-based information (e.g., historic images, maps,
letters, audio clips of contemporary witnesses) can be identified
and inserted in the live video. Figure 3 left shows the camera
view of the app with information on nearby points of interest.
Figure 3 right shows the real time simulation of the winter
garden that had been torn down after the death of Ludwig II.</p>
      </sec>
      <sec id="sec-2-6">
        <title>D. Augmenting books</title>
        <p>
          The SCARLET project (Special Collections using
Augmented Reality to Enhance Learning and Teaching)
developed a marker-based app (using QR codes and book
covers) to support students that have to consult rare books,
manuscripts and archives within the controlled conditions of
library reading rooms. The AR-based app enables students to
experience the best of the real and the virtual world: students
can enjoy the sensory delights of seeing and handling original
materials, while enhancing the learning experience by
enhancing the object with digital images, online learning
resources and information on the items before them and on
related objects held in the library and elsewhere [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ].
        </p>
        <p>Like in SCARLET markers can be embedded in various
kinds of books (children’s books, educational books),
magazines or catalogues thus allowing the reader to access
additional information (e.g., various multimedia content).</p>
        <p>IV. EVALUATING THE POTENTIAL OF AR FOR PUBLIC AND</p>
        <p>SCIENTIFIC LIBRARIES</p>
        <p>
          There are a few AR applications available for libraries and
in some of the projects presented in section III a requirements
analysis has been done prior to implementing the AR app.
However, none of them got ready for the market and is
available for other libraries. Therefore, we will investigate
whether there is potential for an AR app in libraries. We will
focus both on public and scientific libraries and derive whether
there is a demand for augmented reality applications [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
        <p>
          Research will concentrate on opportunities and challenges
when libraries use AR apps to support their users. We would
like to know which types of applications and which features are
relevant for users in public and scientific libraries. Special
focus will be on some of the core tasks of libraries –
dissemination of information and conveying media competence
– to identify whether AR has a positive influence on
information literacy of library users [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
        <p>There is a range of stakeholders related to a public or
scientific library. In this research we concentrate on users of a
library, i.e., regular readers and casual readers, who are
searching for media (books, journals, etc.) – either print or
electronic media – and want to lend these media.</p>
      </sec>
      <sec id="sec-2-7">
        <title>A. Method</title>
        <p>
          To investigate the potential of AR apps a qualitative
research method has been chosen [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. Structured guideline
interviews have been carried out with twelve experts in three
different domains (four experts in each domain): augmented
reality, public libraries, scientific libraries. The four experts on
augmented reality are professors at universities and COOs in
AR companies in Germany, Austria and Switzerland (DACH
region) and authors of books on AR. The experts on public
libraries are librarians and heads of public libraries in Germany
and Austria. The experts on scientific libraries are librarians
and heads of libraries at universities and universities of applied
sciences in Austria.
        </p>
        <p>
          The interviews were conducted in March and April 2018
and took about 30 to 50 minutes. A mobile audio recorder was
used to record the interviews. Afterwards the audio was
transcribed to provide written material [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ].
        </p>
        <p>
          A qualitative content analysis according to Mayring was
then applied to identify corresponding statements in the
interviews [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. To be able to analyze the material, categories
had to be defined, i.e., main categories and sub-categories [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]
[
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. For example, the main categories were: current offerings
in libraries, technology and digital offerings, reasons for
utilization of AR, reasons for not using AR, information
literacy with respect to AR, AR general, AR applications, AR
benefits, AR challenges, AR considerations of users, and IT
affinity [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. The text was coded according to those categories
using the software MAXQDA.
        </p>
      </sec>
      <sec id="sec-2-8">
        <title>B. Results</title>
        <p>
          Selected and aggregated results of the conducted interviews
will be presented in this section [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-9">
        <title>1) AR General</title>
        <p>The AR experts assume that AR will be applied everywhere
in the future because it provides support in multiple ways.
Users have to get acquainted to AR apps and realize their
potential, but then the transformation to its utilization will be
gradually and AR apps will be used everywhere. Data goggles
will be the natural device for using AR.</p>
        <p>Currently AR is mainly applied in navigation (head-up
displays), sports broadcasting (lines faded in), industry (overlay
of technical documentation), logistics, construction, medicine
(insert extra data during surgery), military, and gamification.
Although AR is still quite new to most companies, the AR
experts think that in future AR will be heavily used to visualize
a lot of different issues, e.g., in architecture, marketing, content
combination, and in traineeship and education.</p>
      </sec>
      <sec id="sec-2-10">
        <title>2) Advantages of AR for Libraries</title>
        <p>Since the discussed applications of AR in libraries are fixed
to the place of the library, users have to come to the library to
be able to use the AR app. Although this seems to be a trivial
fact, users will be forced to visit the library – and then they will
get a lot of additional information. Since AR helps to better
find the way in the library, media (i.e., books) can be found
much easier and faster.</p>
        <p>Ancillary information can be conveyed much simpler, more
extensive and more context specific with AR. Using 3D,
information can be perceived and imagined more easily. AR
can be used whenever complex information in the library shall
be presented to the audience. Added value arises when the
physical holdings of the library can be combined with the
virtual holdings. The librarians (of both types of libraries)
would like to use such combinations much more often. AR can
be used to link different types of the library holdings and to
show all media since not everything can be presented in the
catalogue of the library. By filtering and selecting content
elements more precise results can be presented to users.</p>
        <p>Five out of twelve interviewees (1 AR expert, 3 librarians
of public libraries, 1 librarian of a scientific library) mentioned
that AR will help to project a modern, attractive image of the
library. Using a modern and innovative technology like AR the
quality of the experience in the library will be increased. With
the help of AR the libraries can offer better and demand
actuated service.</p>
      </sec>
      <sec id="sec-2-11">
        <title>3) Motivation, Attention, and Information Processing</title>
        <p>All interviewees agree that AR apps can motivate users to
visit a library. However, they added that the level of motivation
depends on the target group (e.g., much better with young
people or technogeeks). There must be a clear benefit, e.g.,
saving of labor, to motivate someone to use the AR app.
Motivation can be increased by improving the quality of the
personal experience, e.g., fascination of technology, a game,
new opportunities, or the chance to discover and experience the
library in a playful way.</p>
        <p>The interviewees also agree that using AR heightens the
awareness and in this way the offerings of the library are
perceived more effectively. However, the opportunity to
improve the awareness depends on the target group. Users can
be motivated when there is an added value. The library may
track all activities and related behavior and analyze the
behavior of its users anonymously.</p>
        <p>The AR experts and the librarians of scientific libraries
think that with the help of AR information can be conveyed
and processed much easier. They argue that more senses are
appealed. However, the librarians of public libraries disagree.
Two librarians of scientific libraries point out that the amount
of improvement might depend on the type of service. The other
two librarians of the scientific libraries hold the opinion that we
have to be aware that the provided information might not be
processed properly any more because of an overstimulation.</p>
      </sec>
      <sec id="sec-2-12">
        <title>4) Preconditions of Augmented Reality in Libraries</title>
        <p>All interviewees agreed that using AR has to make sense
and generate extra value for users. Since there is still a lack of
good applications, (library) users are not aware of the added
value of AR.</p>
        <p>There are external and internal factors that influence AR in
libraries. External factors might be the interior design, lighting
conditions, or the internet connection within a building.
Internal factors like staff or overstimulation influence the
utilization of AR as well. If the app shall be used indoors, good
maps with high-resolution are needed. A WIFI/WLAN
network connection would be practical as well. The rooms of
the library should not be too bright or too dark and the walls
should not be shiny.</p>
        <p>There are many libraries that are run by a single person.
Thus, the required know-how to run and further develop
complex, technically sophisticated apps can not be assumed.
Therefore, the staff of the library has to be trained adequate.
The staff has to support the technical progress.
Libraries using AR have to be aware of overstimulation.
Secondary issues like liability and safety have to be taken into
account.</p>
      </sec>
      <sec id="sec-2-13">
        <title>5) Considerations of Users</title>
        <p>The interviewees where asked for their opinion whether
users of libraries (i.e., readers) might have doubts when
libraries offer AR apps. First of all privacy aspects have been
mentioned. Users might fear that libraries use (tracking) data
for personalization and services or even sell the data to
thirdparty companies.</p>
        <p>Five interviewees (members of all groups) take the position
that using the AR app must not be compulsive. AR has to be an
additional, but optional service that users might utilize if they
like – and if they identify a benefit. Another group of five
interviewees (2 AR experts, 3 librarians of scientific libraries)
hold the opinion that users might perceive AR as disconcerting
and not being a serious application. Furthermore, users may not
be excluded because their mobile devices do not fulfill the
required technological standards.</p>
      </sec>
      <sec id="sec-2-14">
        <title>C. AR Applications for Libraries</title>
        <p>
          The central question of the interviews is related to the
relevance of AR applications for libraries [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. There is no
clear opinion whether there is a difference between public
libraries and scientific libraries. However, several statements
indicate that AR apps are relevant only for larger libraries. The
experts where asked whether they consider the following
applications to be useful and relevant for libraries:
 Augmented books
 Guided tours
 Searching for Media / Additional Information
 Gamification
 Shelf Maintenance
Table I presents an overview of their opinion [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-15">
        <title>1) Augmented Books</title>
        <p>There already exist some examples of augmented book for
children’s books, reference books, and educational textbooks.
Some libraries already offer augmented books. But even those
libraries that do not offer augmented books yet, consider them
as relevant. Several interviewees argue that it does not make
sense to augment all books, but it is appropriate to augment
some special books to provide added value.</p>
      </sec>
      <sec id="sec-2-16">
        <title>2) Guided Tours</title>
        <p>Six (out of eight) members of libraries consider augmented
guided tours in the library or the building relevant. The AR app
can provide virtual support while exploring the library which
might simplify the utilization of the library.</p>
        <p>However, three of the AR experts and two librarians did not
expect guided tours as practical applications – above all due to
the cost-benefit ratio. Especially for small libraries this kind of
application is not practical. Classic, non-augmented tours shall
not be eliminated since they provide personal contact.</p>
        <p>Scale: Yes  – Tend to Yes  – Neutral – Tend to No  – No 
Interviewees (Int.): AR = experts in augmented reality, PL = librarians
working in public libraries; SL = librarians working in scientific libraries</p>
      </sec>
      <sec id="sec-2-17">
        <title>3) Searching for Media / Additional Information</title>
        <p>All except one interviewee think that searching for media in
the library using AR is highly relevant and provides added
value to users. Guiding the way to the book in the bookshelf
and navigating the user with an AR app on a private mobile
device is considered to be useful, especially for large libraries.</p>
        <p>However, much more important – according to the
interviewees – is the added value that is provided by additional
information that can be displayed on the AR device. Additional
information especially includes similar media, reviews, and
ratings. Searching for a book might result in a list of, for
example, four books. Then the AR app fades out all the other
books and the four books of interest can be easily identified in
the bookshelf. By providing additional information, like the
abstract, a summary, or the first chapter of the book, users are
assisted in their decision whether a book shall be lend.</p>
        <p>Some interviewees (2 AR experts, 3 librarians of scientific
libraries) mentioned the advantage of linking online and offline
holdings. In addition to physical books in the bookshelf the AR
app might display other books that are not available because
another user has borrowed it or similar books that might be
relevant for the lecture as well. Relevant media might be
downloaded to the personal virtual library.</p>
        <p>Three librarians argued that a disadvantage of this kind of
AR app is its complexity and the amount of work on
maintaining this app. The app has to be integrated with several
databases in real time to access the additional information
needed. The AR experts suggest that using this kind of app on
a smartphone will be unsuitable and better for data goggles.</p>
      </sec>
      <sec id="sec-2-18">
        <title>4) Gamification</title>
        <p>The usefulness of gamification in the library using
augmented reality is considered to be not very high – but it
depends on the target group of users. Due to the profile of the
users of scientific libraries gamification is hardly relevant.
However, if a young audience shall be addressed by a public
library AR-based gamification might be an appropriate
approach with high potential. Visiting a library and exploring
its offerings can be made more thrilling and exciting for young
people with the help of games on a mobile devices. An
integrated approach based on AR offers several opportunities –
for fun, but also to communicate how a library works.</p>
      </sec>
      <sec id="sec-2-19">
        <title>5) Shelf Maintenance</title>
        <p>Support on maintaining the bookshelfs of a library using an
AR app (like ShelvAR, see Section III.B) would be a real
benefit for librarians. Most interviewees (4 AR experts and 5
librarians) agree on that issue. The biggest benefit is the saving
of labor and making work much more easier in daily business.
Three librarians (one working in a public library, two working
in a scientific library) do not expect that an AR app might save
much working time.</p>
        <p>
          Shelf maintenance could be done using Internet of Things
technologies as well, especially with RFID antenna [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]
[
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. Since approaches based on RFID are prone to errors and
the implementation is expensive, it is seldom used. Therefore,
AR-based approaches might be useful.
        </p>
      </sec>
      <sec id="sec-2-20">
        <title>D. Findings</title>
        <p>
          The central research question concerns the fact which AR
applications are relevant for users of a library. The highest
potential is awarded to searching for media and navigating to
the correct location in the bookshelf. Searching for media and
the display of ancillary information, like ratings, reviews,
secondary media, links, etc., is most helpful for users. Using
filtering and selection only relevant information can be
displayed [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
        <p>Maintaining the bookshelfs of a library with the help of an
AR app is a real benefit for librarians. However, this requires a
complex implementation and a complex infrastructure.
Librarians are interested in providing guided tours through
libraries using AR-based, custom designed apps.</p>
        <p>Augmented books are an interesting offer for users, but
providing augmented books is more in the scope of publishing
houses than in the scope of the library. Gamification is the least
relevant topic since is requires a very special setup and it is
designed only for children and very young people.</p>
        <p>Libraries offering AR apps to their users will benefit from
improved image, improved quality of service for users,
increasing time efficiency and making work easier for
librarians.</p>
        <p>The biggest challenges when implementing services based
on augmented reality apps are cost-benefit ratio, technical
issues (like display type, e.g., smartphone vs. data goggles;
error rate of tracking), external and internal factors,
overstimulation, and doubts of users.</p>
        <p>V. PROTOTYPE OF AN AR APP FOR A SCIENTIFIC LIBRARY</p>
        <p>
          To demonstrate the feasibility of an augmented reality app
for libraries in practice a prototype app was developed for a
university library [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. The aim of this prototype is to ease the
utilization of the library for students and university lecturers
and to motivate students to use the library more often by
providing additional benefits. The app shall be accessed by
smartphones or tablet computer owned by the students. The
        </p>
      </sec>
      <sec id="sec-2-21">
        <title>Augmented Reality Toolkit Wikitude by Wikitude is used as the</title>
        <p>
          software development kit [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ].
        </p>
        <p>
          Following the fields of application demonstrated in section
III two scenarios have been chosen:
 Presentation of additional information at special points
of interest
 Display of additional context information to books
Visual triggers are used to activate the display of additional
information [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-22">
        <title>A. Augmentations at Points of Interest</title>
        <p>Augmentations are triggered by image markers attached to
points of interest in the library. The markers consist of a
common part identical to all markers (logo, icon) and an
individual part including text plus custom icons that can be
easily identified by the tracking software (Figure 4).</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Each of the markers is assigned special virtual objects:</title>
      <p>

</p>
      <p>Welcome (“Willkommen”) triggers a short video on the
library. It is attached at the entrance of the library.</p>
      <p>Library rules (“Bibliotheksordnung”) will display the
library rules as a PDF document. The markes is
attached near the entrance and the library desk.</p>
      <p>Operating instructions (“Bedienungsanleitung”)
triggers the display of step-by-step instructions on how
to use the book scanner. Thus, it is attached on the
scanner.</p>
      <p>
        Typically, virtual objects are displayed when the camera of
the mobile device is aligned to the marker. Since the
information mentioned above is quite complex and requires
some time to read, the information is presented in an extra
browser window that remains open even if the marker is not
identified any more (Figure 5).
Fig. 5. Operating instructions [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]
      </p>
      <sec id="sec-3-1">
        <title>B. Context Information for Books</title>
        <p>Additional context-based information shall be displayed
when the camera of the mobile device points at a specific book.
Trigger may be either the book signature or the front cover of
the book. The ancillary information is derived from OPAC
(Online Public Access Catalogue) and the service Syndetics
Unbound (e.g., summary, information on the author, reviews,
ratings).</p>
        <p>If the book of interest is in the bookshelf only the spine of
the book is visible to the camera. The signature of the book is
attached to the spine and can be used to identify the book.
According to the signature, ancillary information like full title,
names of all authors, language, year of publication, availability
as ebook, summary, information on the author(s) will be
displayed on the mobile device.</p>
        <p>If the front cover of the book is visible, most of the relevant
information is already visible and does not have to be
augmented. Thus, the following information will be presented:
language, year of publication, topic, availability as ebook,
summary, information on the author(s) (Figure 6). Due to the
length of the text of the summary and the information on the
author(s) both types of information are displayed in an
additional browser window. The size of the cover pictures used
as markers in Wikitude should be minimum 500x500 pixels
and maximum 1000x1000 pixels.</p>
        <p>
          Fig. 6. Context information on cover trigger [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]
        </p>
        <p>Because only a few reviews and ratings are available in the
database this kind of information is not displayed in the
prototype, yet.</p>
        <p>The prototype offers the following features:
 Recognition of specially designed visual markers for
tracking
 Recognition of book covers for tracking
 Retrieval of metadata to identified books (cover
marker) from the Wikitude cloud
 Display of text information related to books
 Display of virtual buttons on the touchscreen (Figure
6)
 Play a video
 Display of PDF documents</p>
        <p>However, there are still some limitations. Character
recognition of the book signature does not work properly in
Wikitude. However, some plugins are available yet that might
be used to integrate third-party text recognition modules. Since
Wikitude works well on image recognition and not on text
recognition, book covers that are monochrome and include
only text can be hardly recognized. Book covers with high
similarity (e.g., a series of books) can not be distinguished as
well. They would have to be identified by their signature.
Wikitude does not provide a database integration. Thus
database access has to be implemented using an additional web
service.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>VI. CONCLUSION</title>
      <p>A study based on qualitative interviews with librarians
working in public and scientific libraries in Austria and experts
in augmented reality derives which kinds of applications have
potential for libraries. Searching for media, navigating to the
correct location and displaying ancillary information, like
ratings, reviews, secondary media, links, etc., has the highest
potential for users according to the interviewees. AR apps for
maintaining the bookshelfs of a library provide real benefit for
librarians and are awarded high potential as well. Guided tours
through libraries using AR-based, custom designed apps
lightens the load of the librarians to introduce new users to the
library. Augmented books and gamification approaches are
awarded much less potential for libraries. This study provides
useful insights on the relevant fields of application of an AR
app.</p>
      <p>Those insights have been the starting point for the
development of a prototype app. It was designed for a
university library to demonstrate how an AR app supporting
readers (casual users and regular users of a library as well)
might look like. The main focus of the prototype is on
providing additional information to books that can be identified
using visual tracking. The prototype has been designed to
identify critical aspects and problem areas when implementing
such a service.</p>
    </sec>
    <sec id="sec-5">
      <title>VII. FUTURE WORK</title>
      <p>The survey provided sufficient baseline information to start
the prototype implementation of the AR app. However, we
interviewed experts in the field (AR experts and librarians). We
still have determine the requirements of readers who visit the
library and will use this app.
The prototype has limited functionality that has to be
enhanced in the future. More databases have to be integrated to
provide real time data on additional information related to
books. Visual tracking of the signature of books has to be
improved to unambiguously identify each book in the library.
Books in the bookshelf only show their spine including the
signature as a text code. Our prototype does not provide proper
character recognition yet which will have to be added in the
future. Guiding users to the bookshelf where their book of
interest is located has not been tackled yet since this a complex
task to achieve in an indoor environment.</p>
    </sec>
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