Geographical Visualization Within Augmented Reality Using Visualization of Geographical Data Through Augmented Reality to Locate Nearby City Services
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DEGREE PROJECT IN COMPUTER SCIENCE AND ENGINEERING, SECOND CYCLE, 30 CREDITS STOCKHOLM, SWEDEN 2018 Geographical Visualization Within Augmented Reality Using visualization of geographical data through augmented reality to locate nearby city services MATTIAS LARSSON KTH ROYAL INSTITUTE OF TECHNOLOGY SCHOOL OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE 2 Geographical Visualization Within Augmented Reality Using visualization of geographical data through augmented reality to locate nearby city services MATTIAS LARSSON Master in Computer Science Date: May 30, 2018 Supervisor: Håkan Lane (KTH), Thomas Stjerne (Norconsult Astando) Examiner: Elena Troubitsyna Swedish title: Tillämpning av augmented reality på geografisk data för att förbättra stadens verksamhet School of Electrical Engineering and Computer Science Abstract Augmented Reality is today one of the most popular upcoming technologies most commonly known for its use within games and advertising. The technology is also used in other less known fields such as task support, navigation and sightseeing but still has additional usages to be discovered. This thesis investigates how Augmented Reality can be used to improve locating city services such as public toilets by visualizing data with the technology instead of more traditional 2D means. To establish a basis on how known Augmented Reality is compared to other visualization methods, a quantitative form was set up and answered by 105 persons. A qualitative study was also conducted that included an experiment with ten users, they were interviewed separately and their answers were recorded when they interacted with the Augmented Reality prototype using a think-aloud approach. The experiment was set up to gain more in-depth knowledge about how users experience using an Augmented Reality product to find nearby objects. The experiment was designed based on information content, functionality and performance, presentation and interaction. The experiment ended with a semistructured interview to gather additional results from what the users had experienced during the interaction with the prototype. The participants of the experiment were people that had used a smartphone before and were selected to create diversity for the study based on gender, age and occupation. The results were negative based on the prototype performance but positive towards a functional product according to both the quantitative and qualitative interview results. The conclusion formed was therefore that Augmented Reality has potential to replace conventional 2D means of finding nearby city services but not in its current state. Sammanfattning Augmented Reality är idag en av de mest populära och uppkommande teknikerna och mest känt för dess användning inom spel och annonsering. Teknologin används också inom andra mindre kända områden som uppgift support, navigation och sightseeing men har fortfarande flera användningsområden som inte blivit upptäckta. Den här uppsatsen kommer att undersöka hur Augmented Reality kan användas för att förbättra lokalisering av närliggande stadstjänster som offentliga toaletter genom att visualisera det i Augmented Reality istället för traditionel- la 2D-tekniker. För att etablera hur väl känt Augmented Reality är jämfört med mer kända visualiseringsmetoder utformades ett kvantitativt formulär som besvarades av 105 personer. En kvalitativ studie var också utför som innehöll ett experiment med tio deltagare som inter- vjuades individuellt. Deras svar spelades medan de fick interagera med en Augmented Reality prototyp och utföra en think-aloud metod. Experimentet var designat baserat på informations- innehåll, funktionalitet och prestanda, presentation och interaktion. Experimentet avslutades med en semistrukturell intervju för att samla ytterligare resultat från vad användarna upplev- de under interaktionen med prototypen. Experimentets deltagare baserades på användare som använt en smartphone förut och var utvalda för att skapa mångfald baserat på kön, ålder och sysselsättning. Resultaten var negativa baserat på prototypens prestation men positiva mot en mer funktionell produkt enligt både de kvantitativa och kvalitativa intervjuresultaten. Slut- satsen är därav att Augmented Reality har potential till att ersätta traditionella 2D-tekniker för att hitta närliggande stadstjänster men inte i sitt nuvarande stadie. Contents 1 Introduction 1 1.1 Problem Statement . .2 1.2 Purpose . .2 1.3 Scope . .2 1.4 Ethics and sustainability . .2 2 Background 3 2.1 Augmented Reality . .3 2.1.1 Separations . .4 2.1.2 Development . .5 2.2 User Experience . .5 2.2.1 Augmented Reality User Experience . .7 2.3 Geographic Information Systems . .8 2.4 Related Work . .8 3 Methods 11 3.1 Quantitative Study . 11 3.2 Qualitative Study . 11 3.2.1 Target Group . 11 3.2.2 The Augmented Reality Application . 11 3.2.3 The Experiment . 12 3.3 Collection of Data . 13 4 Results 15 4.1 Quantitative Study . 15 4.2 Qualitative Study . 15 4.3 The Experiment . 16 4.3.1 Think Aloud . 16 4.3.2 Semistructured interviews . 17 4.4 MAR Parameters . 17 4.4.1 Information Content . 18 4.4.2 Functionality and Performance . 18 4.4.3 Presentation . 18 4.4.4 Interaction . 18 5 Discussion 19 5.1 The Results . 19 5.2 The Method . 20 5.3 Future Work . 21 6 Conclusion 22 References 23 Appendices 25 A Quantitative Interview 25 B Post Interview 26 C Quantitative Interview Results 27 D Experiment Participants Quantitative Results 32 2 List of Figures Figure 1 The Sword of Damocles . .1 Figure 2 Fighter jet heads-up-display . .3 Figure 3 Demonstration of Videoplace . .4 Figure 4 Aesthetic experience of participants . .8 Figure 5 Demonstration of the prototype . 12 Figure 6 Demonstration of Experiment Route . 13 Figure 7 Age and gender distribution for the quantitative study . 15 Figure 8 Age and gender distribution for the qualitative study . 16 List of Tables Table 1 AR SDK and their properties . .5 Table 2 Comparison based on tracking . .5 Table 3 Evaluation of known user experience (UX) methods . .7 Table 4 mobile augmented reality (MAR) components and Design Elements . .8 Table 5 Analysed sources . 10 Table 6 Quantitative questions results . 15 Table 7 A segment of the qualitative questions result for the experiments participants 16 List of Acronyms AR Augmented Reality GIS Geographic Information Systems GPS Global Positioning System HMD Head-mounted Displays MAR Mobile Augmented Reality MR Mixed Reality UI User Interface UX User Experience VR Virtual Reality 3 1 Introduction Looking back at history, humanity have made remarkable progress throughout the last centuries within technology and the last three decades is no exception, if anything the phase has been in- creased. Specifically, one area is information technology that has taken significant leaps forward both in the form of hardware and software development [1]. A testament to this fact is Moore’s law which states that every two years the number of transistors in an integrated circuit doubles [2]. The development of computers is one of the most remarkable forms of progress and the ability to put enough processing power into smaller devices such as mobile phones and tablets made them to act like computers. This progress has allowed new technologies to bloom, it enabled a development that earlier was limited by either lack of hardware support or software that had not caught up to speed yet. Augmented reality (AR) is one of these technologies that has recently taken off due to the smartphone integration ofAR. There is an important distinction to be made between virtual reality(VR) andAR as virtual reality (VR) is a way to interact with objects in a virtual world whileAR is a way to view and interact with objects in the real world. The concept ofAR was first defined in 1968 by Ivan Sutherland when he presented the firstAR application called The Sword of Damocles [3]. This application can be observed in Figure1. It took about seven years before the next breakthrough happened which consisted of an application called Videoplace [4], [5]. The application made it possible to interact with theAR environment through the use of movement. The definition of today’sAR was not fully established until 1992 when Tom Caudell and David Mizell presented the definition known today. Figure 1: The Sword of Damocles [6]. RecentlyAR has also gotten more attention due to the releases of games such as Pokémon GO, bringing more interest in this visualization method [7].AR has slowly but steadily been making its way into other areas, such as advertising, task support, navigation, sightseeing and more [8]. This is why more knowledge about the subject as a whole is needed. The purpose ofAR across the different fields is to use the technology as a tool to visualize the world in an alternative way and thus improve the user experience(UX). During the last decades,AR development has progressed forward, but the discussion from aUX perspective has only begun recently. In a review of the current state ofUX research, it was con- cluded that of the 3225 studied articles relating to mobile augmented reality(MAR) collected between 2005 and 2014 only 35 related toUX[9]. With the recent exposureAR has received in combination with more support for the technology, it is vital to start discussing theUX perspective and how applications can be designed to provide the bestUX possible. One solution for measuring MAR is the parameters in the framework presented in a study made in 2015 investigating current UX methods for evaluation of MAR applications [10]. The method consists of the parameters