Developing Augmented Reality Multi-Platform Mobile Applications

Developing Augmented Reality Multi-Platform Mobile Applications

Susana Isabel Herrera, Paola Daniela Budan, Federico Rosenzvaig, Pablo Javier Najar Ruiz, María Inés Morales, Marilena del Valle Maldonado, Carlos Antonio Sánchez
DOI: 10.4018/978-1-7998-7010-4.ch016
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Abstract

This chapter presents advances in the software engineering field related to the efficient development of multi-platform mobile applications that require access to the device hardware for 3D marker-based augmented reality functions. After presenting the theoretical background that supports the proposed solutions, the complex problem of the development of AR multi-platform mobile applications is introduced. The problem about how to choose a framework for developing multi-platform applications is described, and a general model for developing mobile applications with AR is proposed. The advances were applied to the field of m-learning. A linear algebra educational practice was designed using MADE-mlearn, and an augmented reality mobile app called AlgeRA was developed using MobileRA methodology. The instantiation of the general model for the development of AlgeRA is reported. It includes the development environment, the programming libraries (to manage 3D objects repositories, patterns readers, rendering of images) and the 3D model.
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1. Introduction

Advances of the research project “Mobile Computing: application development and forensic analysis” of the Research Institute of Computer Science and Information Systems (IIISI), Universidad Nacional de Santiago del Estero (UNSE), are presented in this article.

The research team addresses problems related to the efficient development of multi-platform mobile applications (Fennema et al., 2017), that is, mobile apps that can be run in the most frequently used operating system (OS): Android and iOS. The team works with complex applications that require access to the hardware resources of the mobile device (camera, GPS and accelerometer), in search of an efficient development based on the optimization of time and number of developers. For this purpose, the use of different frameworks that allow create mobile applications, hybrid and native, for various OS from a single web project, has been studied.

Advances of the group in the field of Software Engineering (Budan et al., 2018) are applied to two domains relevant to society: health (Córdoba, 2016) and education (Rosenzvaig et al., 2018; Herrera et al., 2017; Herrera & Sanz, 2014; Herrera et al., 2014). In this case, the design of AlgeRA application, originated from the MADE-mlearn (Herrera et al., 2013) design of an m-learning practice for the Linear Algebra course, is presented. The application uses Augmented Reality (AR) to exemplify Systems of Linear Equations; it also has tools for collecting, in groups and collaboratively, field data for modelling such Systems.

The findings are considered useful for software engineering practitioners developing these types of applications, mainly in the field of education. The general conceptual model provides a map that shows which are the main elements to be considered while developing this kinds of applications. And also an example of how to instantiate this general model into a concrete model is given with AlgeRA.

The chapter is organized as follows: Section 2 describes the referential frameworks necessary to understand the problem and the design of the application. Section 3 briefly describes the design of an m-learning practice of Linear Algebra, which uses AR. Then, in Section 4 the development of AlgeRA application is presented while the problem of the development of this type of types is considered. The MobileRA methodology was used for the development. A comparison of the different multi-platform mobile frameworks is made; and a general conceptual model for developing multi-platform mobile applications using AR is proposed. Also, the instantiation of the general model for the development of AlgeRA is described, as well as the 3D model used. Finally, the preliminary results and conclusions of the study are presented in Section 5.

Key Terms in this Chapter

ImaColab: A responsive web application. It consists of a collaborative group educational game based on images captured in everyday life that represent elements or situations indicated by the teacher. It is a competition based on student scores with a solid foundation and feedback from teachers. The application calculates the best image of each group; and, finally, the best image of the entire practice.

Multi-Platform Mobile Applications: Mobile apps that can be run in the most frequently used operating system.

M-Learning: A mode of learning that arises from the mediation of mobile technologies in the learning process.

AlgeRA: A MADE-mlearn application that aims provides support for the following two activities: a) to exemplify Systems of Linear Equations, b) to model everyday situations using Systems of Linear Equations.

Augmented Reality: A technology that adds to the perception and interaction with the real world, since it provides an augmented real environment with additional information generated by the computer or a mobile device.

Educ-Mobile: An educational, collaborative and mobile game. It consists of three synchronous games. Students form teams of 2 or 3 members and select a leader. It´s a competition among groups that involves following different paths with stations with questions to be solved. The questions are both individual (multiple-choice) and group questions (clues-riddles). Points are accumulative and the winning team is picked based on the team total score and the time spent playing.

Framework: A set of procedures and tools to realize a task in order manner.

MADE-M-Learn: A systemic and ecological framework for the analysis, design and evaluation of m-learning experiences, that include the application for m-learning development.

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