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A model for in-situ augmented reality

content creation based on storytelling and gamification


Fernando Vera, J. Alfredo Sánchez
Laboratory of Interactive and Cooperative Technologies
Universidad de las Américas Puebla
Puebla, México
{fernando.verapo, alfredo.sanchez}@udlap.mx

ABSTRACT indirect, view of a physical, real world environment whose


Augmented Reality (AR) has the potential to improve the user elements are augmented by computer-generated sensory input such
experience in different contexts. This paper describes SituAR, a as sound, video, graphics or GPS data [4].
model designed to facilitate the creation of stories with Nowadays, with the Web 2.0, website’s content from Facebook,
gamification elements and AR content. Our approach on AR Twitter, YouTube and others, is constantly updated, since users are
content creation is based on storytelling elements to augment the continuously adding information to the social platforms. The
context in points of interest (POIs). We report preliminary work and creation of augmented reality content can potentiate the integration
discuss the main components of the model such as social media, with social media. The user could create in-situ points of interest,
storytelling, gamification, augmented reality and multimedia. Our add new information to the real world from their experiences, and
emphasis is on empower users to become authors in order to create share that information with other people. Augmented reality
content in different scenarios. We are exploring new ways of browsers allow users to view the content added to reality, however,
interaction to improve the user experience in POIs and promote the user interaction is limited by the fact that they may only provide
cultural heritage through stories. In this paper, the inception of additional information about the context. With social media
SituAR is discussed in addition to support scenarios and elements, the user would stop being merely a consumer of
preliminary prototypes. technology and would instead become a prosumer. Tentatively, this
means augmented reality would have greater social acceptance.
CCS Concepts
Human-centered computing → Human computer interaction The remainder of the paper is organized as follows: Section 2
(HCI). Computing methodologies → Mixed / augmented reality discuss related work; section 3 presents a study focused on the
context exploration; section 4 describes support scenarios based on
Keywords the previous study, section 5 introduces the conceptual design and
Augmented reality, authoring tool, user generated content, section 6 validates the model through preliminary prototypes.
storytelling.
2. RELATED WORK
1. INTRODUCTION This section justifies the importance of a platform for augmented
This paper presents progress on a model for Augmented Reality reality annotations. We based our approach on the notion of points
content creation with a storytelling approach. We are interested in of interest (POI’s). One of our main concerns is how to represent
using the social networks paradigm in order to create AR content the information with AR markers and geo-location, in which [2] is
in a collaborative way. described as a floating label using GPS coordinates and it is one of
the most frequently used techniques. We can use geolocation and
The aim of the project is the exploration of AR authoring tools in markers to deploy augmented reality. Geolocation uses the GPS
order to create a model where the user can create and interact with signal of a mobile device; markers display content in real time [8].
augmented reality in-situ. Therefore, we have posed the following
research questions based on the current research topic and interests QR codes are one kind of marker which allow the user to deploy
of the scientific community. augmented reality content. The URL is stored in the code and we
can access that information with a mobile device in order to watch
Is it possible to develop an AR platform that allows users to or download associated content. It is important to use a mobile
strengthen their social network through stories and cultural device such as a smartphone with GPS technology in order to use
information? Is it possible to improve the user experience in a city navigation maps in real time. In [1] it describes the process of
with augmented reality? We are exploring new techniques for AR reaching a destination by overlaying arrows on the screen, which
content authoring in order to tell if it is possible to convert an AR shows the user the best route.
consumer to an AR prosumer.
Recently there have been projects [10] that merge augmented
There is a need to expand the context with information, we propose reality with social media. This fusion is called AR 2.0, and is a trend
situAR, a model to create interactive stories to add value in the user because of the impact of social media.
experience at POIs in order to promote cultural heritage. It is
noteworthy that a variation of user-centered design is used as a We have heard about smart devices that are interconnected (Internet
methodology in the research project. of Things), and devices with augmented reality, such as Google
glass, which is a wearable computer with an optical head-mounted
Milgram and Kishino defined mixed reality as "anywhere between display that is being developed by Google. But mobile devices such
the extrema of the virtuality continuum”, which gives users a way as smartphones and tablets are the ultimate tools for the use of
to conceptualize the different mixes of realities in terms of how the augmented reality applications [5].
virtual and the real combine [9]. AR is defined as a live, direct or
Hansen proposed a taxonomy (Figure 1) for annotations that We found an opportunity to create an augmented reality platform
associates information with places [6]. for points of interest enhanced to a social network in order to
generate information in real time. This proposal has elements of
social media, cloud computing and augmented reality. The idea is
to create dynamic content, and the user will feed the service by
using social networks. We explored cloud computer platforms such
as Windows azure and amazon services in order to access
multimedia elements from any location. Markers will be used to
connect with the application. There are services to create markers
such as Qodify, Daqri, Begrious and Grvoice. Markers can be used
with a QR code, a Microsoft tag or an augmented reality tag. In a
real scenario it will not be necessary to update the information of
the city because the users would be able to create annotations, add
Figure 1. Taxonomy for presenting annotations content and share that information with other people.
Our approach is on attached annotations where the end-user and the The works described in the previous section have been developed
point of interest are co-located. to create augmented reality content in the real world considering
different multimedia elements, such as text, audio, video or 3D
FitzGerald created a user generated content (UGC) for location-
models, but those platforms do not take advantage of social media
based learning, where users actively create content and publish it
by creating AR annotations. Also, most of the authoring tools are
on the web and location awareness [3]. Väätäjä et al. explored AR
addressed to developers, not an end user. We propose a model to
for user-generated hyperlocal news content to support and enrich
create in-situ AR content in order to promote social interaction and
crowdsourcing, sharing and consuming of hyperlocal news content
cultural information using augmented reality technology. The goal
created by the readers [12].
is to improve user experience through AR by involving the social
Langlotz et al. introduced the concept of Augmented Reality 2.0 network to create AR content in a natural way for people without
(Figure 2). Their work describes the trend where users are programming skills.
becoming content creators and not only consumers. This is one of
the main characteristics of the social web [7]. 3. CONTEXT EXPLORATION
A qualitative study was performed in order to understand the user’s
perception in a context with augmented reality. We applied surveys
to the users that focused on the way people interact with points of
interest (Figure 4). The purpose of the context exploration was to
understand the characteristics and problems that users discover on
points of interest and the degree level of the acceptance of
technologies such as mobile devices and augmented reality.
Figure 2. Augmented reality authoring tool
The Figure 2 describes actions that can be made into objects. In this
example, the application can copy an object such as a building and
paste it where the user wants to locate it.
Several efforts have been made to make augmented reality
approachable for the average user, e.g., AR games in mobile apps. Figure 4. Interview with participants
However, they don’t take advantage of social media elements and Three potential users were interviewed to determine their interest
folksonomies. Also, some AR applications are not focused on and the way they interact in the important places of a city; such as
exploring the user interaction at POIs. museums and historical places. The purpose of the interviews was
Commercial applications are able to show POI’s nearby with to learn how people interact in POIs. Then, a scenario was created
attached stories and can take users from one point or location to with the use of technology, mainly augmented reality in points of
another. Nevertheless, they are not connected with a social network interest. Seven participants were evaluated, as a result of the
that can allow users to contribute comments, rate the places and add evaluation, the participants described their perception of the
multimedia elements of a POI’s such as videos, images or audio. concept, the elements missing, and their interest in AR content
The main platforms focused on AR content creation are Sekai creation (Figure 5).
camera, Layar, Wikitude, Junaio, Aurasma, Metaio and Google
Goggles (Figure 3). The limitations with these applications is that
the information is uploaded before use or they are desktop-based.
• It helps to make • Add Games • Create pictures,
decisions • Interact with description,
• It needs content to learn location, reviews
Content Creation

conection with • Add maps to and ranking


social media navigate • Rewarding
Ideal Scenario

• It could have • Add near services (gamification)


problems with • Add interactive • Intuitive
gamification information in • Create narratives
Concept

• It is Interesting museums • Create videos in


but it have to be • Add stories historical places
easy to use.

Figure 3. AR commercial apps Figure 5. Results of the scenario evaluation


The participants mentioned that AR technology in POIs is attractive Also, the user is able to share annotations with contacts and receive
and engaging for tourists. It is important to add more information notifications about nearby places or elements.
in museums to promote cultural heritage. The participants of the
study showed interest to create content by sharing pictures, videos, SituAR aims to create new ways of interaction by sharing and
anecdotes and sharing their experience in historical places. designing experiences at POIs. The core of the model is the AR
However, two of them were more excited to visualize content but content which the user could locate in different contexts. Moreover,
not to create it. users will be able to share their knowledge creating stories. In order
to create a story, there are specific components in the storytelling.
The information obtained was analyzed to understand the user’s The narrative and the characters are the core of the story. However,
interaction in points of interest, such as museums and archeological the sequence component gives the structure to the story. The
sites. Concept validation was necessary to detect elements for the gamification component allows the user to add game mechanics to
concept design. the story to enhance other users.

4. SUPPORT SCENARIOS Social Media


We named our platform “SituAR”, which is a user-defined
augmented reality that integrates social media elements such as Publish Stories
comments, ranking and sharing. Also, it will allow the user to
perform some actions such as copy, paste, move, rotate, and scale Share Narrative Augmented Reality annotation
3D models. SituAR can be used in different contexts. Table 1 Characters
Rank
outlines the application of the different multimedia elements. Sequence Multimedia Objects
Comment Gamification
Table 1. Support scenarios of multimedia elements

Figure 6. SituAR model


The user can visualize and locate multimedia objects in the
environment. Every multimedia element (audio, video, pictures)
will be represented by objects. For example, if a tourist wants to
share an old picture of a monument, the image will be represented
by a 3D object related with pictures. The AR annotations will be
symbolized with 3D objects in the location.
This annotation system can be applied in different contexts. For We propose a structure to create stories. Narrative, characters,
example, in real estate the architects could copy-paste a house to sequence and gamification allow users to tell a story including the
show the client how it’s going to look when the project is finished. main characters of the story. Also, the sequence is needed to have
In tourism, the users could interact with information related to the different locations and scenarios. Finally, we add the gamification
context such as the story behind a painting, the visualization of a component where users can gain points when they create stories
video when the user is close to a place where a movie was filmed, and interact with others. These stories will use AR annotations to
or taking of pictures with a 3D model that represents a specific provide a new way of interaction to the users. Moreover, SituAR
museum. gives the tools to create the stories and AR annotations.
We created a storyboard in order to show the problems that people We have users at the top of the model represented by social media.
have when they are in a specific POI. It also illustrates how the AR The users will be able to publish, share, rank, and comment stories.
annotations will work in-situ and off location. SituAR will be the AR authoring tool that helps the user to design
new experiences and it proposes this elements:
The main problem of museums is the lack of information in objects
of interest. We are looking forward to have smart cities and SITUAR = {Users, Stories, Augmented Reality, Multimedia}
augmented reality technology; we can help to achieve that goal by
giving more information about the context within which the user  Users = {Publish, share, rank, comment}
can interact. The storyboard highlights four challenges: How is the  Stories = {Narrative, Sequence, Characters,
user going to interact with AR technology? What kind of AR [Gamification]}
content is going to be created by the user? How will the interaction  Augmented reality = {AR annotation, Multimedia}
be off location? Which are the social media elements that the user  Multimedia = {Text, Audio, Video, Pictures, 3D
is familiar with? It is important to consider each of these elements Objects}
in the conceptual design of a platform for AR content creation.
6. VALIDATION BASED ON
5. SITUAR UNDERLYNG MODEL
We propose a conceptual design (Figure 6), which describes all the PRELIMINARY PROTOTYPES
components of SituAR and how the user interacts with them. The In order to validate the situAR model, we created a high-end
model is based on content creation and visualization. The user can prototype which includes: User content creation and the
create AR annotations in an open space in a natural way. We visualization of two different scenarios (“Hacienda UDLAP” and
defined two main features; Social and Multimedia elements. Taking “La Catrina”).
advantage of the social web, we included some actions that the user The goal of the prototype is to represent the components of the
is already familiar with. SituAR allows people to enrich the model. The prototype includes options to upload pictures, videos,
platform with comments as well as rank comments and annotations. audio or a story related with the context. These elements will be
geo-located so people could interact with the stories in-situ. The interact in small spaces. The use of content based location will be
users would be able to visualize AR nearby. for open spaces. The AR content created by the user using the
platform is called AR annotation. This annotation can be a
The prototype starts with the login interface. The user can sign up, multimedia element such as text or the merge of different types of
then log in into the application. The main interface (Home) is multimedia.
represented with the information that your contacts have shared.
Also, it shows the stories nearby in order to interact with them. The SituAR encourage users to visualize and create stories in-situ and
map shows the nearest stories considering the user’s location. The with mobile devices. This will allow visitors to learn more about
profile has the information related with the user such as number of their surroundings and foment exercise.
stories published, contacts, among others. There is a gamification
section where users can see the trophies they have achieved. As future work, the prototype will be evaluated with potential users.
The prototypes will have all the functions described on the SituAR
model. We will make a redesign of the prototype based on the
results of the user experience evaluation and we will continue
exploring new ways of interaction and an intuitive way to create
AR content. In the near future, users can interact with SituAR using
different mobile devices such as smartphones, tablets or AR glasses
in order to see the digital elements in the real world.

8. REFERENCES
[1] K. Akaho, T. Nakagawa, Y. Yamaguchi, K. Kawai, H. Kato,
and N. Shogo, (2011). “A study and evaluation on route
guidance of a car navigation system based on augmented
reality,” Proceeding HCII’11 Proceedings of the 14th
international conference on Human-computer interaction:
towards mobile and intelligent interaction environments -
Figure 7. SituAR home page Volume Part III, pp. 357–366.
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by placing 3D objects in the environment. It is divided by scenes presenting geospatial tags in location-based augmented reality.
where the user can add dialogs to the characters. In these scenes the Personal and Ubiquitous Computing, vol. 15, no. 6, pp. 641–
user can add different items in order to create a gamified story. 647.
[3] FitzGerald, E. 2012, Creating user-generated content for
location-based learning: an authoring framework. Journal of
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[4] Graham, M., Zook M. and Boulton, A. 2012. Augmented reality
in urban places: contested content and the duplicity of code.
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[5] Gervautz M. and Schmalstieg, D. 2012. Anywhere Interfaces
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[6] Hansen, F.A. 2006. Ubiquitous annotation systems. In
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[7] Langlotz, T., Mooslechner, S., Zollmann, S., Degendorfer, C.,
Reitmayr, G. and Schmalstieg, D. 2012. Sketching up the
Figure 8. SituAR content creation interface
world: in situ authoring for mobile augmented reality. Personal
In order to engage people with SituAR, users are able to earn points and ubiquitous computing, 16(6), 623-630.
when they create a story.
[8] Madden, L. (2011). Professional Augmented Reality Browsers
for Smartphones. John Wiley & Sons, p. 360.
7. CONCLUSION AND ONGOING WORK
SituAR proposes a platform to create augmented reality content. In [9] Milgram, P. and Kishino, A. F. 1994. Taxonomy of Mixed
this platform, we involve the user to be the author of in-situ stories. Reality Visual Displays. IEICE Transactions on Information
and Systems. pp. 1321–1329.
Storytelling and gamification give an important value to the
platform’s content. Mainly, because visitors can interact in an [10] Schmalstieg, D., Langlotz, T., & Billinghurst, M. 2011.
immersive way with the POIs of a city. They can share their Augmented Reality 2.0. In Virtual Realities (pp. 13-37).
experiences and knowledge while they learn more about their Springer Vienna.
context through interactive stories. At the beginning, we focused [11] Väätäjä, H.K., Ahvenainen, M.J., Jaakola, M.S, and Olsson,
our research on the AR authoring. Nevertheless, all the information T. D. 2013. Exploring augmented reality for user-generated
that the users create should be useful to the platform to build stories. hyperlocal news content. In CHI'13 Extended Abstracts on
The use of augmented reality markers it has been contemplated to Human Factors in Computing Systems (pp. 967-972). ACM.

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