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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>iFAR: mobileAR for Cultural Heritage</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Gerhard Sprung</string-name>
          <email>gerhard.sprung@fh-joanneum.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Agnesa Haxha</string-name>
          <email>agnesa.haxha@edu.fh-joanneum.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mixed /</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CCS Concepts: augmented reality</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Definition of AR and VR</institution>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Commercially available smart phones are already capable of using markerless inside-out tracking, particularly “Simultaneous Localization and Mapping” (SLAM). With these possibilities, developers of Augmented Reality (AR)-applications can realize ideas for applications that, until recently, were restricted to highend devices such as the Microsoft Hololens. Smartphones can now be used to provide a view into a virtual alternative reality, for example to show buildings that no longer or don't yet exist. In this paper we describe the idea and realization of a prototype using this concept as well as collaborative social interaction in AR as a work in progress. Using this prototype, we intend to research the acceptance and advantages/disadvantages of such solutions and try to find out whether social interaction in AR can be meaningful and expedient to convey facts and emotions to visitors of cultural heritage sites.</p>
      </abstract>
      <kwd-group>
        <kwd>mobileAR</kwd>
        <kwd>cultural heritage</kwd>
        <kwd>social media</kwd>
        <kwd>tracking</kwd>
        <kwd>avatar</kwd>
        <kwd>serious game</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 INTRODUCTION</title>
      <p>Often it is hard or even impossible to imagine what a historic site
looked like in the past. Such an experience would be immensely
helpful in conveying the importance of historical events or helping
one to develop an opinion concerning urban planning decisions. In
order to achieve such experiences, usually interactive
PCApplications or Virtual reality (VR) experiences are developed. But
both have severe limitations like the inability of exploring such a
situation on site and/or together with other participants.
With our approach we will develop an application for mobile
devices like smartphones or tablets to look through an
"ARWindow" into the past or into a possible future. Interested
individuals will be able to use it while walking around on a large
site and be able to interact with non-player characters as well as
avatars of other participants.
Copyright © 2020 for this paper by its authors. Use permitted under
Creative Commons License Attribution 4.0 International (CC BY 4.0).
They should be able to look at non-existent objects, buildings and
other environments from different angles and be able to interact
with or even change them.</p>
      <p>But there are several questions that have to be tackled before
implementing such a system in cultural heritage sites or museums.
One field of research is the accuracy and reliability of „inside-out“
tracking methods (visual-inertial odometry) as provided by mobile
phones equipped with ARKit or ARToolkit in situations where
many moving objects like cars, other visitors or trees are
interfering. Additionally, it has to be researched, if it is possible to
display the other participants on the AR-Screen of the mobile
device convincingly and accurately as avatars and to adapt the
user’s movement and gestures to the avatar.
2
2.1
2.2</p>
    </sec>
    <sec id="sec-2">
      <title>VR and AR for presenting Cultural Heritage Objects</title>
      <p>Cultural Computing uses computer technologies to represent and
extend culture and social sciences [3][4], especially to present
Cultural Heritage (CH) assets [5] and scenes [6][7][8]. Several EU
projects like CHESS and EMOTIVE deal with the possibilities as
regards technics and content [9][10][11].</p>
      <p>In recent years, museums and cultural heritage sites have tried to
use AR and VR to convey their content and strengthen the
emotional bond between visitors and exhibits [12][13]. Bozelli et
al. [14] describe a framework for interactive experiences including
VR and AR. Real world applications and research projects show
solutions for digitizing and visualizing of artefacts, environments
and architecture in VR [5][15]. In addition, solutions for location
based AR-Applications (GeoAR) with GPS and sensors including
occlusion of computer generated content by real objects are
provided [16]. Because of the lack of possibilities for exact tracking
of the devices, many solutions are limited to small objects, or
solutions are sought to replace or improve the tracking of the
mobile devices [17].</p>
      <p>The effectiveness and acceptance of AR and VR is researched and
is already partly approved for some specific applications [18] like
AR in CH [14] or urban heritage tourism [19]. Smith et al. [20]
describe the importance of proximity of the provided information
for mobile guides to historic places. Efstratios and George [21]
introduce a concept for virtual portals to use mobile devices to look
into alternative realities.
2.3</p>
    </sec>
    <sec id="sec-3">
      <title>State of the art of AR technology</title>
      <p>The creation of 3D models or avatars with the help of
photogrammetry or 3D-scanning devices is already used widely in
the field of archaeology, CH and museums. [5][14][22]
Mobile location-based applications need to know exactly where the
mobile device is at a given moment. Among others, this can be
achieved using GPS, NFC, recognition of markers or triangulation
of Bluetooth signals. Especially in outdoor situations, GPS is often
used but has a rather low accuracy [23], [24][25]
For a few years now, the flagship models of smartphones have been
able to obtain their location in real time with their camera or, in
some cases, the combination of camera and depth information.
They use this information to calculate the changes that must be
made in the displayed content. This technology is called SLAM
[26], which stands for Simultaneous Location and Mapping and
was previously only available for expensive AR devices such as the
Microsoft Hololens and Daqri Smart Glasses. The combination of
the measurement data from the sensors a.k.a. odometry (compass,
rotation and acceleration sensor) and the results of the calculations
from the camera image enables the device to calculate the position
with reasonable accuracy over a longer period of time [27].
2.4</p>
    </sec>
    <sec id="sec-4">
      <title>Social AR</title>
      <p>Cooperation, exchange of ideas and social contacts are omnipresent
in mobile apps. Furthermore, in VR and AR social interaction is
expected to bring added value to the users’ experience. Social
applications are already widespread for VR devices (VRChat1).
Latoschik et al. [28], Roth et al. [29] and Sprung et al. [30] are
concerned with the creation of avatars and the appropriate
representation in VR. Interaction with a non-player character
(NPC) [31] and playful elements (Neanderthal App2) have been
combined with location-based AR-applications. Lewi et al. [32] is
investigating the potential of social AR, collaborative tasks in AR
are implemented and researched by [33][34]. Poretsky et al. [35]
research possible challenges concerning collaborative interaction in
AR.</p>
      <p>The use of serious game elements is currently mostly limited to 2D
representations, 360° images and menus or text. Bozelli et al. [14]
uses serious games, storytelling, exploration, choices for the
VR/AR framework ArkaeVision project and Papagiannakis et al.
[36] describe the implementation of gamification und storytelling
in AR applications.
3
3.1</p>
    </sec>
    <sec id="sec-5">
      <title>THE APPLICATION</title>
    </sec>
    <sec id="sec-6">
      <title>The Situation</title>
      <p>The Graz Castle was chosen as the content of the prototype because
it is historically interesting and due to the partial destruction in the
19th century it seems to be a perfect example of how historical
buildings can be made visible again.</p>
      <p>The castle of Graz (the ensemble with the cathedral, the mausoleum
and the Jesuit college is also known as the city crown) was
recognized as a World Heritage Site by UNESCO in 1999 [37].
Parts of the castle go back to the 14th century, the group of
1 https://www.vrchat.com/
2 https://www.neanderthal.de/de/app.html
buildings had the largest expansion in the 19th century. Large parts
of the castle were demolished in 1853 and only parts were
preserved (Figure 1: Situation before 1853 and Figure 2: present
situation). While the wing constructed by Archduke Charles in
1570, a gothic hall, a late gothic chapel, and a double spiral
staircase going back to 1499 has remained largely intact, parts like
the early renaissance portal leading to the inner courtyard, a work
of Domenico dell'Aglio, have been abandoned.
With the help of mobile devices capable of using SLAM, it has
become possible to offer a “window” into a virtual or past reality
with tablets and mobile phones. With this method, visitors can be
offered a look into the past.</p>
      <p>3 BY-NC-SA 4.0: Austrian Centre for Digital Humanities,
KarlFranzens-Universität Graz
We designed a mobile AR-application for Android and iOS
smartphones that can show the demolished parts of the castle by
looking through the device like a window. It is possible to walk
around the whole site and look at the buildings from all sides. By
using personal devices, we try to avoid the obstacles that teachers
and museums usually face, like the prohibitive acquisition cost of
devices, maintenance, insurance and much more. Compared to
VRdevices we can eliminate the need for cables, high-end computers
and tracking devices. In addition, we create the possibility of
interacting with other participants, walking around and exploring
everything from different angles.</p>
      <p>We use Unity as developing platform, ARFoundation as platform
independent library to implement AR-functionality and Photon
engine4 to implement multiuser tracking and real-time interaction
in AR.</p>
      <p>The application provides a menu to choose the time and a
username. Then the users join a so-called Room and can move the
smartphone and look “through” the screen into another time. There
they can see abandoned buildings in place occluding the image of
existing objects. (Figure 3: Screenshot). The players can interact
with objects in the scene, e.g. view, push or collect them by
focusing or touching. In this view they also can see the avatars of
other users who are currently in the same Room. The other players
are represented by avatars located exactly where the real users are.
The other participants are integrated into the AR storytelling as
historically dressed avatars. One can interact with others and is
forced to work together with them to perform certain tasks and
unlock achievements. It is possible to chat with these persons via a
chat-function, either privately or in a common chatroom which is
visible to all users in the Room.</p>
      <p>Non-player characters can appear and talk to the players
(headphones are recommended) and tell them about the historical
events and assign tasks to them which have to be solved, either
alone or in collaboration with another person in the Room. It is
possible to combine these tasks with other locations where similar
applications are provided.
4</p>
    </sec>
    <sec id="sec-7">
      <title>DISCUSSION</title>
      <p>The long-term goal of our research activities is to assess the
usability of mobile AR utilizing SLAM with user owned devices
(Bring Your Own Device BYOD). We will especially look at the
impact for sensitizing visitors to historical content and the
importance of dealing responsibly with historical buildings and
ensembles. The social interaction and the acceptance of the
activities have to be tested along with the technical restrictions and
accuracy of tracking. In addition to the visualization of the
historical buildings at a predefined historical date, we introduce and
test activities to improve the emotional connection with history and
the understanding of the processes.</p>
      <p>Based on the results, solutions for simple design of such
applications, conclusions about acceptance and sustainability and
other areas of application such as urban planning and tourism shall
be described. Hopefully we can contribute to a future where
ARapplications can help students understand the importance of
historical events as well as enable urban planners to better present
and discuss their visions to those involved, on site and in full scale.
4 https://www.photonengine.com/
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