<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards a Concept of Needs-Based Augmented Reality</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Manal A. Yahya</string-name>
          <email>manal.yahya@student.lut.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ajantha Dahanayake</string-name>
          <email>ajantha.dahanayake@lut.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Lappeenranta-Lahti University of Technology</institution>
          ,
          <addr-line>FI-53851 Lappeenranta</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <fpage>10</fpage>
      <lpage>25</lpage>
      <abstract>
        <p>Augmented reality aims to enhance the real world with computer-generated information. AR technology is both attractive and promising. Current AR experiences depend on external elements to launch, such as markers, images, and location. For an AR experience to be more personalized, this research proposes a scheme to trigger AR experiences based on human needs. This approach should enable capturing human needs, analyzing them to select the most suited experiences that fulfill or aids in fulfilling needs. The contribution of this paper includes (1) a study of current AR technologies and triggers, (2) an analysis of human needs into measurable elements (3) a description of a needs-based AR application process.</p>
      </abstract>
      <kwd-group>
        <kwd>Conceptual modeling</kwd>
        <kwd>augmented reality</kwd>
        <kwd>human needs</kwd>
        <kwd>experience trigger</kwd>
        <kwd>ontology</kwd>
        <kwd>satisfiers</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p> Enhances real environments by adding virtual objects.
 Works in real-time and provides interactivity.
 Provides the correct placement of virtual objects within the environment.</p>
      <p>
        AR has many application areas such as education and learning [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], entertainment
and gaming [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], food and beverage industry [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], health care [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], manufacturing [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ],
museums [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], space exploration [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], and tourism [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        The study of augmented Reality incorporates many areas such as tracking,
interaction, display, mobile AR, authoring, visualization, calibration, and rendering [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. AR
literature focuses on the development of the technology components; however, little
attention is devoted to examining personalized experiences. This research aims to
enrich augmented reality paradigms by developing a novel AR experience trigger: A
Need’s trigger. Despite the importance of needs and their satisfaction in human life,
there is still a shortage of incorporating human needs in information systems and tools
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Augmented Reality is a growing field that may benefit from the utilization of
human needs. Similar to the present location, markers, and image recognition triggers,
a basic human need may be utilized to activate a more personalized experience.
      </p>
      <p>This research makes several contributions (1) study augmented reality classifications
and triggers, (2) analyze human needs and transfer them into sensible data elements (3)
present the human needs trigger framework for augmented reality.</p>
      <p>The following sections discuss the state-of-the-art in the different types of AR.
Provide a discussion of the proposed framework. Finally, demonstrates and discusses the
use of this model for creating Needs-based AR experiences.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <p>
        Augmentation is described in previous literature according to human senses [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ];
there is visual, auditory, and tactile augmentation. Each of these is utilized for a
particular goal and requires different hardware. This section presents a literature study on
AR.
2.1
      </p>
      <sec id="sec-2-1">
        <title>Technologies in Augmented Reality</title>
        <p>
          It is essential to understand the general process in an AR system, to realize where each
of the technologies fits and how they function together. This section provides
definitions for the various topics and technologies supporting the AR process (Fig.1). The
general process starts by acquiring an image from the real world and sending it to
computing and storage devices. This image and user interaction gestures are sent to the
tracking technology, which decides what virtual information to display based on the
user’s position, viewing direction, and state of motion. The virtual information is
retrieved from the virtual objects database and sent to the fusion technology that ensures
proper object registration in the real world. The virtual information is then displayed
using the display technology [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. Table 1 provides definitions for the core AR
technologies that remain popular research topics: tracking, interaction and user interfaces,
calibration and registration, display techniques, and AR applications [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ].
        </p>
        <p>Definition
“Methods of tracking a target object/environment via cameras
and sensors, and estimating viewpoint poses.”
“Techniques and interfaces for interacting with virtual
content.”
“Geometric or photometric calibration methods, and method
to align multiple coordinate frames.”
“Display hardware to present virtual content in AR, including
head-worn, handheld, and projected displays.”
“AR systems in application domains such as medicine,
manufacturing, or military, among others.”
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Classification of Augmented Reality</title>
        <p>
          There are different types of AR systems and apps depending on the concepts and
technology. The classification of these types is not unified; other research papers classify
the types differently. Edwards-Stewart, Hoyt, and Reger [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ] describe six types of AR
under two main categories: triggered and view-based augmentation. The triggered AR
technologies include marker-based AR, location-based AR, dynamic augmentation,
and complex augmentation. The view-based augmentation includes Indirect and
nonspecific digital augmentations. Table 2 describes the classification mentioned above.
Other classifications divide AR into marker-based, marker-less, outlining AR, and
superimposition AR. The marker-based type of AR depends on a marker that, when
scanned by a camera, triggers an AR experience. The marker may be an image, a
fiducial marker (Fig.2), or a physical object.
        </p>
        <p>Fig. 2. Fiducial Marker
Marker Less AR does not require markers; it uses other triggers such as location-based
AR. The projection-based AR is also markerless and works by projecting digital
information on objects in the user’s environment. Outlining AR uses the special abilities of
cameras in recognizing objects in conditions that may be difficult to recognize for the
eyes and provide guidance in the form of outlines on objects. Superimposition AR
recognizes objects and superimposes virtual information on them. It includes face filters
as done by Instagram and Snapchat.
2.3</p>
      </sec>
      <sec id="sec-2-3">
        <title>Review of Existing Platforms</title>
        <p>This section provides a summary of prominent AR platforms. These platforms offer
complete AR-experience creation capabilities. The focus is on how the different
experiences are triggered. Table 3 summarizes the types of experiences and triggers of the
prominent AR platforms, AWE (Augmented Web Experiences), Zap Works, BlippAR,
Spark AR, Wikitude, and Unity AR.
As clear from the summary above, marker-based AR is the most used type with image
and object recognition. While most platforms enable generic experience creation, some
offer face tracking, location-based, and context-aware capabilities allowing for
customized experiences.
2.4</p>
      </sec>
      <sec id="sec-2-4">
        <title>Triggers</title>
        <p>
          From the previous sections, we observe the variety of AR triggers. Triggers in AR are
“stimuli or characteristics that initiate or trigger the augmentation” [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. Currently, the
top starters of an AR experience are markers, images, physical objects, scene
recognition, movement, location, and sometimes the choice to load an experience. In some
instances, an experience may be initiated by multiple separate triggers [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ].
        </p>
        <p>
          In the future, it is expected that more advanced forms of triggers will be utilized in
augmented reality, such as sound, temperature, smell, voice recognition, and gesture
[
          <xref ref-type="bibr" rid="ref18">18</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Theoretical Framework</title>
      <p>This research proposes the hypothesis, “With advancing sensor technology, basic
human needs are viable triggers for augmented reality experiences.” The goal is to create
a novel paradigm and provide developers with more options to personalize AR
experiences. This section describes the conceptual basis leading to and supporting the
hypothesis.
3.1</p>
      <sec id="sec-3-1">
        <title>Personalization in Augmented Reality</title>
        <p>
          In many cases, AR is used to enhance the user experience in museums and tourism [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]
[
          <xref ref-type="bibr" rid="ref20">20</xref>
          ], education [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ], entertainment, and medicine by adding digital information
to the real environment. These approaches usually focus on the experience and the
object requiring enhancement. Another way to conceive experiences is to concentrate on
the user/users using them. This is the concept of personalization, defined as “a process
that changes the functionality, interface, information access, and content, or
distinctiveness of a system to increase its relevance to an individual or a category of individuals”
[
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. The core elements of personalization definitions are:
 “a purpose or goal of personalization.”
 “what is personalized.” Four aspects of information systems may be personalized:
the information (content), the presentation of information (user interface), the
delivery method (channel), the action
 “the target of personalization.” The target can be a group of individuals or a specific
individual.
        </p>
        <p>
          Personalization enables users to acquire information specific to their “needs, goals,
knowledge, interests or other characteristics” [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. Studying the types of AR
experiences in literature, three primary levels of personalization are evident. The first level is
generic experiences in which no personalization is implemented. The AR experience
displays the same information to all viewers at any time, such as in museum displays.
The second personalization level includes experiences receptive to external factors such
as location and context [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ] [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]. The third level displays information about a specific
user. An example of this is SentiAR1 an AR experience about a patient in a surgery
room or an AccuVein2 device enabling the view of a patient vein in blood sampling.
        </p>
        <p>This research aims to formulate a roadmap that embeds human needs in AR
experiences to enhance the personalization. In this sense, personalization elements are defined
as:
 Purpose: to trigger AR experiences based on user needs
 Personalized object: the trigger of the AR experience</p>
        <sec id="sec-3-1-1">
          <title>1 https://sentiar.com/ 2 https://www.accuvein.com/</title>
          <p> Target: the user viewing the AR experience</p>
          <p>The following sections explain how these elements are applied in the proposed
system.
3.2</p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>Human needs in Pervasive Environments</title>
        <p>
          The satisfaction of human needs is a core value in pervasive environments. The study
of needs in computing has been around for some time now. This topic is addressed from
many viewpoints:
 Needs representation: Some scholars attempted to represent human needs using
ontologies [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ], others used directed graphs [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ].
 Human needs are identified in several methods: interviews, questionnaires, signal
processing on brain scans, and prediction methods that depend on sentiment
analysis.
 From the literature study, it is clear that technology may provide need satisfaction
by different means, including providing services, social media use [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ] [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ], internet
and mobile use, online relationships, video games, and gamification.
3.3
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>Proposed Concept</title>
        <p>As there are different types of AR experiences with different triggers, this research
proposes to add a new type, which is Needs-based AR. For a Needs-Based AR system,
a human need triggers and starts the AR experience. Manfred Max-Neef’s model will
provide a guide for the categorization of needs. A detailed analysis will enable
knowledge about the required sensors for the different needs and the logic necessary to
transform sensor data into definite needs (Fig. 3). The focus is on how needs trigger
AR rather than how AR satisfies a need. The satisfaction of needs in developing AR
could be the responsibility of experience developers and marketers.</p>
        <p>Augmented Reality
Need Identification</p>
        <p>Logic</p>
        <p>Sensor Data
3.4</p>
      </sec>
      <sec id="sec-3-4">
        <title>Need Analysis</title>
        <p>
          Capturing human needs in a measurable form is a complex endeavour. Therefore, it
requires extensive study and analysis. In this research, Max-Neef’s human-scale
development theory and the proposed human needs matrix [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] (Table 4) are used as a
guideline to explore the various needs and dissect them into measurable elements.
Furthermore, the Need Context Technology (NCT) framework (Table 5) [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] is used to
map relations and tools in the analysis. The aim is to study the technology that supports
need detection, starting with the most basic measurable needs (usually related to health
readings, hunger, stress) and evolving into the most complex needs.
Hence the goal is to provide the logic to respond to situations such as this example:
 If a user needs subsistence on a Being axis, trigger experience A.
 This statement leads to the following questions:

        </p>
        <p>What elements define a need?
 How to measure a need?</p>
        <p>
          A trigger in psychology is a factor that activates a need. There are three types of
needs triggers [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ] (Fig.4):
 Homeostasis Imbalance: is the internal state that reflects a malfunction in the body
processes resulting in a rise of a need. (internal)
a person. (external)
 Incentive: is an external positive or negative environmental stimulus that motivates
 Stimulation: is an activity that causes excitement or pleasure.
        </p>
        <p>Connecting these triggers (Fig.5) with the basic needs and the related technology
(Table 5) forms the foundation for detecting a human need and establishing a need as a
trigger for an AR experience.</p>
        <sec id="sec-3-4-1">
          <title>Need Category</title>
        </sec>
        <sec id="sec-3-4-2">
          <title>Trigger of Need</title>
        </sec>
        <sec id="sec-3-4-3">
          <title>Technology</title>
          <p>
            This section connects the various needs with currently available sensors. To establish
the connection, first, the identification of the major categories of needs triggers: internal
and external (Fig. 6). The internal type relates to a user’s body readings, including
homeostasis, emotions, and stimulation. While the external relates to the surroundings and
the environment, incentives, context, and stimulation, these categories also apply to the
sensor types. Specific body and wearable sensors can be used for internal triggers, such
as Wearable Health Systems (WHS) or Wearable Biomedical Systems (WBS) [
            <xref ref-type="bibr" rid="ref35">35</xref>
            ].
These are termed non-invasive measuring devices that provide continuous monitoring.
The external triggers relate to context and environmental sensors, including location,
temperature, lighting conditions, and sound.
Fig. 6. External and Internal Needs
          </p>
          <p>Triggers
4</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Needs-Based Trigger for Augmented Reality Scenario</title>
      <p>This section details a specific example scenario to explain the needs-based augmented
reality experience, followed by an application process.
4.1</p>
      <sec id="sec-4-1">
        <title>Scenario Analysis</title>
        <p>
          A scenario is a “hypothetical story used to help a person think through a complex
problem or system” [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ]. The intention is to use the scenario as an example to explain the
use of the model.
        </p>
        <p>For this scenario, the decision is to use the subsistence need on the being axis. Basic
subsistence needs include the need for food, water, and accommodation. So, the AR
experience developer decides that: when a user is hungry, trigger experience A, an
advertisement for the nearby restaurant.</p>
        <p>Analyzing this scenario, it is possible to have one of these cases:
 There is a homeostatic need for food.
 There is a regular habit of eating at a specific time.
 There is an external incentive that excites the user to have food.</p>
        <p>The homeostatic need requires special sensors to detect the production of the ghrelin
hormone that indicates energy scarcity and hunger and triggers the experience. The
habit may be predicted from previous user activity; therefore, at a particular time every
day, the user needs to eat, and the system predicts that and presents the AR experience.
Detecting context information leads to identifying possible incentives that might cause
hunger, offering an AR experience in this situation, and asking for feedback can
enhance the process of detection and trigger initiation.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Application Process</title>
        <p>Based on the previous scenario, the following application process is developed (Fig. 7).
The process starts with selecting the sensor data, analyzing the data, followed by
predictions that lead to triggering the AR experience. Afterward, collecting user feedback
enhances the analysis and prediction stages.
In order to test this application process, the following prototype architecture is
suggested (Fig. 8). The architecture is composed of the frontend user interface and the
backend experience developer interface. The developer decides the need for which
he/she develops the AR experience. Then collects relevant content in the form of audio,
image, 3d objects, or animation. Then, the designer designs and produces the
experience. These experiences are then saved in the platform database. The user frontend
initiates by creating a user profile and collecting all basic user information. The
application then collects continuous sensor data and analysis possible needs. The analysis
can result in a need-based recognition or prediction. Based on the identified need, an
AR experience is recommended and displayed to the user.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>The present research explores the technologies and classifications of augmented
reality. The research connects the concept of AR with that of human needs. In this case,
the human need is considered as the trigger of the AR experience which provides more
personalized experiences.</p>
      <p>While a need is a primary controller of the experience trigger, it might stir an
argument: if a user has deficiencies in basic human needs, what makes the user capable
of possessing the technology to operate the experience? This question might be
answered in two folds.
 Technology is now reaching many people in various living conditions
 People undergo changing levels of needs daily.</p>
      <p>AR experiences are custom-made for specific reasons; however, these reasons are
usually generic and not user-related, even in the case of personalized AR, the
experiences are product, location, or service related more than user related. This research
questions that from a plethora of AR experiences that shall be available in the future,
how do we make AR more user-specific and find the best experience for a user at a
certain time? This study answers this question by incorporating basic human needs into
the equation. Therefore, the novelty is in connecting the concepts of augmented reality,
needs detection, and satisfier recommendation.</p>
      <p>The goal of this research is to create the means to trigger the experience based on
needs. However, the actual design and the AR experience’s purpose are left to the
creators and designers of the experience.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusions</title>
      <p>To realize needs-based Augmented Reality, it is essential to capture the different human
needs using computing methods. In this paper, the focus is on the automatic detection
of basic needs, and the use of those needs to trigger AR experiences. This research
proposes that with advancing sensor technology, basic human needs are viable triggers
for augmented reality experiences. The goal is to create a novel paradigm and provide
developers with more options to personalize AR experiences. A theoretical framework
that reviews and connects the conceptual basis of the research problem is presented.</p>
      <p>First, a summary of technologies and classifications of AR is provided. A review of
existing platforms is also provided.</p>
      <p>Second, a discussion on a theoretical framework leading to the foundation of the
proposed concept. This is followed by a need analysis and sensor analysis.</p>
      <p>Third, a scenario is presented to demonstrate the proposed concept, followed by the
application process based on the scenario.</p>
      <p>The key and novel contribution of this research is the proposal to incorporate basic
human needs as triggers of augmented reality applications which is significant and
necessary in various domains. For pervasive computing, the combination expands the
variety of research and enables the personalization of experiences. This research is also
practical in marketing, entertainment, and ambient assisted living.</p>
      <p>The proposed framework established based on previous research focuses on needs
analysis. Future work will concentrate on building a user profile that supports the
proposals in this study and testing the framework using a system implementation with a
vision of achieving needs-based AR.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Ronald</surname>
            <given-names>T.</given-names>
          </string-name>
          <string-name>
            <surname>Azuma</surname>
          </string-name>
          :
          <article-title>A survey of augmented reality</article-title>
          .
          <source>Presence: Teleoperators &amp; Virtual Environments</source>
          ,
          <volume>6</volume>
          ,
          <fpage>355</fpage>
          -
          <lpage>385</lpage>
          (
          <year>1997</year>
          ). doi:
          <volume>10</volume>
          .1162/pres.
          <year>1997</year>
          .
          <volume>6</volume>
          .4.355.
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Carmigniani</surname>
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Furht</surname>
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Anisetti</surname>
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ceravolo</surname>
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Damiani</surname>
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ivkovic</surname>
            <given-names>M.:</given-names>
          </string-name>
          <article-title>Augmented reality technologies, systems and applications</article-title>
          .
          <source>Multimedia Tools and Applications</source>
          ,
          <volume>51</volume>
          ,
          <fpage>341</fpage>
          -
          <lpage>377</lpage>
          (
          <year>2011</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Azuma</surname>
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Baillot</surname>
            <given-names>Y.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Behringer</surname>
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Feiner</surname>
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Julier</surname>
            <given-names>S.</given-names>
          </string-name>
          , MacIntyre B.:
          <article-title>Recent advances in augmented reality</article-title>
          .
          <source>IEEE Computer Graphics and Applications</source>
          ,
          <volume>21</volume>
          ,
          <fpage>34</fpage>
          -
          <lpage>47</lpage>
          (
          <year>2001</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Dunleavy</surname>
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dede</surname>
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Augmented reality teaching and learning</article-title>
          .
          <source>In: Handbook of research on educational communications and technology</source>
          , pp.
          <fpage>735</fpage>
          -
          <lpage>745</lpage>
          . Springer (
          <year>2014</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Patricio</surname>
            <given-names>J. M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Costa</surname>
            <given-names>M.C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Carranca</surname>
            <given-names>J.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Farropo</surname>
            <given-names>B.</given-names>
          </string-name>
          :
          <article-title>SolarSystemGO-An augmented reality based game with astronomical concepts</article-title>
          .
          <source>2018 13th Iberian Conference on Information Systems and Technologies (CISTI)</source>
          .
          <source>IEEE</source>
          , 1-
          <fpage>3</fpage>
          (
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Waltner</surname>
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Schwarz</surname>
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ladstätter</surname>
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Weber</surname>
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Luley</surname>
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bischof</surname>
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lindschinger</surname>
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Schmid</surname>
            <given-names>I.</given-names>
          </string-name>
          , Paletta L.:
          <article-title>Mango-mobile augmented reality with functional eating guidance and food awareness</article-title>
          .
          <source>International Conference on Image Analysis and Processing</source>
          . Springer,
          <fpage>425</fpage>
          -
          <lpage>432</lpage>
          (
          <year>2015</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Khor</surname>
            <given-names>W. S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Baker</surname>
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Amin</surname>
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chan</surname>
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Patel</surname>
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Wong</surname>
            <given-names>J</given-names>
          </string-name>
          .:
          <article-title>Augmented and virtual reality in surgery-the digital surgical environment: Applications, limitations and legal pitfalls</article-title>
          .
          <source>Annals of translational medicine</source>
          ,
          <volume>4</volume>
          (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Frigo</surname>
            <given-names>M. A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>da Silva</surname>
            <given-names>E.C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Barbosa</surname>
            <given-names>G.F.</given-names>
          </string-name>
          :
          <article-title>Augmented reality in aerospace manufacturing: A review.“</article-title>
          .
          <source>Journal of Industrial and Intelligent Information</source>
          ,
          <volume>4</volume>
          (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Hammady</surname>
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ma</surname>
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Temple</surname>
            <given-names>N.</given-names>
          </string-name>
          :
          <article-title>Augmented reality and gamification in heritage museums</article-title>
          .
          <source>Joint International Conference on Serious Games</source>
          . Springer,
          <fpage>181</fpage>
          -
          <lpage>187</lpage>
          (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Boy</surname>
            <given-names>G. A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Platt</surname>
            <given-names>D.:</given-names>
          </string-name>
          <article-title>A situation awareness assistant for human deep space exploration</article-title>
          .
          <source>International Conference on Human-Computer Interaction</source>
          . Springer,
          <fpage>629</fpage>
          -
          <lpage>636</lpage>
          (
          <year>2013</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Han</surname>
            <given-names>D.</given-names>
          </string-name>
          , tom
          <string-name>
            <surname>Dieck</surname>
            <given-names>M.C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Jung</surname>
            <given-names>T.</given-names>
          </string-name>
          :
          <article-title>User experience model for augmented reality applications in urban heritage tourism</article-title>
          .
          <source>Journal of Heritage Tourism</source>
          ,
          <volume>13</volume>
          ,
          <fpage>46</fpage>
          -
          <lpage>61</lpage>
          (
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>Zhou</surname>
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Duh</surname>
            <given-names>H.B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Billinghurst</surname>
            <given-names>M.:</given-names>
          </string-name>
          <article-title>Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR</article-title>
          .
          <year>2008</year>
          7th IEEE/ACM International Symposium on Mixed and
          <article-title>Augmented Reality</article-title>
          . IEEE,
          <fpage>193</fpage>
          -
          <lpage>202</lpage>
          (
          <year>2008</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <surname>Human</surname>
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fahrenbach</surname>
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kragulj</surname>
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Savenkov</surname>
            <given-names>V.</given-names>
          </string-name>
          :
          <article-title>Ontology for representing human needs</article-title>
          .
          <source>Knowledge Engineering and Semantic Web</source>
          . Springer International Publishing, Cham,
          <fpage>195</fpage>
          -
          <lpage>210</lpage>
          (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <surname>Livingston</surname>
            <given-names>M. A.</given-names>
          </string-name>
          :
          <article-title>Evaluating human factors in augmented reality systems</article-title>
          .
          <source>IEEE Computer Graphics and Applications</source>
          ,
          <volume>25</volume>
          ,
          <fpage>6</fpage>
          -
          <lpage>9</lpage>
          (
          <year>2005</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <surname>Juan</surname>
            <given-names>C.</given-names>
          </string-name>
          , YuLin W.,
          <string-name>
            <surname>Wei</surname>
            <given-names>S.</given-names>
          </string-name>
          :
          <article-title>Construction of interactive teaching system for course of mechanical drawing based on mobile augmented reality technology</article-title>
          .
          <source>International Journal of Emerging Technologies in Learning</source>
          ,
          <volume>13</volume>
          (
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          16.
          <string-name>
            <surname>Kim</surname>
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Billinghurst</surname>
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bruder</surname>
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Duh</surname>
            <given-names>H.B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Welch</surname>
            <given-names>G.F.</given-names>
          </string-name>
          :
          <article-title>Revisiting trends in augmented reality research: A review of the 2nd decade of ISMAR (</article-title>
          <year>2008</year>
          -
          <fpage>2017</fpage>
          ).
          <source>IEEE Transactions on Visualization and Computer Graphics</source>
          ,
          <volume>24</volume>
          ,
          <fpage>2947</fpage>
          -
          <lpage>2962</lpage>
          (
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          17.
          <string-name>
            <surname>Edwards-Stewart</surname>
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hoyt</surname>
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Reger</surname>
            <given-names>G.</given-names>
          </string-name>
          :
          <article-title>Classifying different types of augmented reality technology</article-title>
          .
          <source>Annual Review of CyberTherapy and Telemedicine</source>
          ,
          <volume>14</volume>
          ,
          <fpage>199</fpage>
          -
          <lpage>202</lpage>
          (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          18.
          <string-name>
            <surname>Bower</surname>
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Howe</surname>
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>McCredie</surname>
            <given-names>N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Robinson</surname>
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Grover</surname>
            <given-names>D.</given-names>
          </string-name>
          :
          <article-title>Augmented reality in education-cases, places and potentials</article-title>
          . Educational Media International,
          <volume>51</volume>
          ,
          <fpage>1</fpage>
          -
          <lpage>15</lpage>
          (
          <year>2014</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          19. He
          <string-name>
            <given-names>Z.</given-names>
            ,
            <surname>Wu</surname>
          </string-name>
          <string-name>
            <given-names>L.</given-names>
            ,
            <surname>Li</surname>
          </string-name>
          <string-name>
            <surname>X.R.</surname>
          </string-name>
          :
          <article-title>When art meets tech: The role of augmented reality in enhancing museum experiences and purchase intentions</article-title>
          .
          <source>Tourism Management</source>
          ,
          <volume>68</volume>
          ,
          <fpage>127</fpage>
          -
          <lpage>139</lpage>
          (
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          20.
          <string-name>
            <surname>Serravalle</surname>
            <given-names>F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ferraris</surname>
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Vrontis</surname>
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Thrassou</surname>
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Christofi</surname>
            <given-names>M.:</given-names>
          </string-name>
          <article-title>Augmented reality in the tourism industry: A multi-stakeholder analysis of museums</article-title>
          .
          <source>Tourism Management Perspectives</source>
          ,
          <volume>32</volume>
          ,
          <issue>100549</issue>
          (
          <year>2019</year>
          ). doi:https://doiorg.ezproxy.
          <source>cc.lut.fi/10</source>
          .1016/j.tmp.
          <year>2019</year>
          .
          <volume>07</volume>
          .002.
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          21.
          <string-name>
            <surname>Billinghurst</surname>
            <given-names>M.:</given-names>
          </string-name>
          <article-title>Augmented reality in education. New horizons for learning</article-title>
          ,
          <volume>12</volume>
          ,
          <fpage>1</fpage>
          -
          <lpage>5</lpage>
          (
          <year>2002</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          22.
          <string-name>
            <surname>Chen</surname>
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Liu</surname>
            <given-names>X</given-names>
          </string-name>
          ., Cheng W.,
          <string-name>
            <surname>Huang</surname>
            <given-names>R.:</given-names>
          </string-name>
          <article-title>A review of using augmented reality in education from 2011 to 2016</article-title>
          . In: Innovations in smart learning, pp.
          <fpage>13</fpage>
          -
          <lpage>18</lpage>
          . Springer (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          23.
          <string-name>
            <surname>Fan</surname>
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Poole</surname>
            <given-names>M.S.</given-names>
          </string-name>
          :
          <article-title>What is personalization? perspectives on the design and implementation of personalization in information systems</article-title>
          .
          <source>Journal of Organizational Computing and Electronic Commerce</source>
          ,
          <volume>16</volume>
          ,
          <fpage>179</fpage>
          -
          <lpage>202</lpage>
          (
          <year>2006</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          24.
          <string-name>
            <surname>Zimmermann</surname>
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Specht</surname>
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lorenz</surname>
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Personalization and context management. User modeling and user-adapted interaction</article-title>
          ,
          <volume>15</volume>
          ,
          <fpage>275</fpage>
          -
          <lpage>302</lpage>
          (
          <year>2005</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          25.
          <string-name>
            <surname>Paavilainen</surname>
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Korhonen</surname>
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Alha</surname>
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Stenros</surname>
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Koskinen</surname>
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mayra</surname>
            <given-names>F.</given-names>
          </string-name>
          :
          <article-title>The pokémon GO experience: A location-based augmented reality mobile game goes mainstream</article-title>
          .
          <source>Proceedings of the 2017 CHI conference on human factors in computing systems.</source>
          ,
          <fpage>2493</fpage>
          -
          <lpage>2498</lpage>
          (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          26.
          <string-name>
            <surname>Tahara</surname>
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Seno</surname>
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Narita</surname>
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ishikawa</surname>
            <given-names>T.</given-names>
          </string-name>
          :
          <string-name>
            <surname>Retargetable</surname>
            <given-names>AR</given-names>
          </string-name>
          :
          <article-title>Context-aware augmented reality in indoor scenes based on 3D scene graph. 2020 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)</article-title>
          . IEEE,
          <fpage>249</fpage>
          -
          <lpage>255</lpage>
          (
          <year>2020</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          27.
          <string-name>
            <surname>Ghadiri</surname>
            <given-names>N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Nematbakhsh</surname>
            <given-names>M.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Baraani-Dastjerdi</surname>
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ghasem-Aghaee</surname>
            <given-names>N.:</given-names>
          </string-name>
          <article-title>A context-aware service discovery framework based on human needs model</article-title>
          .
          <source>Service-Oriented Computing - ICSOC 20</source>
          . Springer Berlin Heidelberg, Berlin, Heidelberg,
          <fpage>404</fpage>
          -
          <lpage>409</lpage>
          (
          <year>2007</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          28.
          <string-name>
            <surname>Abramovich</surname>
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Theory of needs and problems</article-title>
          . (
          <year>2020</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          29.
          <string-name>
            <surname>Zhu</surname>
            <given-names>Y.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chen</surname>
            <given-names>H.</given-names>
          </string-name>
          :
          <article-title>Social media and human need satisfaction: Implications for social media marketing</article-title>
          .
          <source>Business Horizons</source>
          ,
          <volume>58</volume>
          ,
          <fpage>335</fpage>
          -
          <lpage>345</lpage>
          (
          <year>2015</year>
          ). doi://doiorg.ezproxy.
          <source>cc.lut.fi/10</source>
          .1016/j.bushor.
          <year>2015</year>
          .
          <volume>01</volume>
          .006.
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          30.
          <string-name>
            <surname>Houghton</surname>
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Pressey</surname>
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Istanbulluoglu</surname>
            <given-names>D.</given-names>
          </string-name>
          :
          <article-title>Who needs social networking? an empirical enquiry into the capability of facebook to meet human needs and satisfaction with life</article-title>
          .
          <source>Computers in Human Behavior</source>
          ,
          <volume>104</volume>
          ,
          <issue>106153</issue>
          (
          <year>2020</year>
          ). doi:https://doi-org.
          <source>ezproxy.cc.lut.fi/10</source>
          .1016/j.chb.
          <year>2019</year>
          .
          <volume>09</volume>
          .029.
        </mixed-citation>
      </ref>
      <ref id="ref31">
        <mixed-citation>
          31.
          <string-name>
            <surname>Max-Neef</surname>
            <given-names>M.A.</given-names>
          </string-name>
          :
          <article-title>Human scale development</article-title>
          . Apex Press, New York u.a (
          <year>1991</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref32">
        <mixed-citation>
          32.
          <string-name>
            <surname>Yahya</surname>
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dahanayake</surname>
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>A needs-based personalization model for context aware applications</article-title>
          .
          <source>Frontiers in Artificial Intelligence and Applications</source>
          ,
          <volume>292</volume>
          ,
          <fpage>63</fpage>
          -
          <lpage>82</lpage>
          (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref33">
        <mixed-citation>
          33.
          <string-name>
            <surname>Max-Neef</surname>
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Elizalde</surname>
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hopenhayn</surname>
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Development and human needs. Reallife economics: Understanding wealth creation</article-title>
          , ,
          <volume>197</volume>
          -
          <fpage>213</fpage>
          (
          <year>1992</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref34">
        <mixed-citation>
          34.
          <string-name>
            <surname>Myers</surname>
            <given-names>D.G.</given-names>
          </string-name>
          : Psychology. Worth Publishers, New York (
          <year>2013</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref35">
        <mixed-citation>
          35.
          <string-name>
            <surname>Andreoni</surname>
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Standoli</surname>
            <given-names>C.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Perego</surname>
            <given-names>P.</given-names>
          </string-name>
          :
          <article-title>Defining requirements and related methods for designing sensorized garments</article-title>
          .
          <source>Sensors</source>
          <volume>16</volume>
          (
          <year>2016</year>
          ). doi:
          <volume>10</volume>
          .3390/s16060769.
        </mixed-citation>
      </ref>
      <ref id="ref36">
        <mixed-citation>
          36.
          <string-name>
            <surname>Cem Kaner J. D.</surname>
          </string-name>
          :
          <article-title>An introduction to scenario testing</article-title>
          . Florida Institute of Technology, Melbourne, ,
          <fpage>1</fpage>
          -
          <lpage>13</lpage>
          (
          <year>2013</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref37">
        <mixed-citation>
          37.
          <string-name>
            <surname>Yahya</surname>
            <given-names>M. A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dahanayake</surname>
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Augmented reality for human needs: An ontology</article-title>
          .
          <source>Frontiers in Artificial Intelligence and Applications</source>
          ,
          <volume>333</volume>
          ,
          <fpage>275</fpage>
          -
          <lpage>294</lpage>
          (
          <year>2020</year>
          ).
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>