<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1794-1237</journal-id>
<journal-title><![CDATA[Revista EIA]]></journal-title>
<abbrev-journal-title><![CDATA[Rev.EIA.Esc.Ing.Antioq]]></abbrev-journal-title>
<issn>1794-1237</issn>
<publisher>
<publisher-name><![CDATA[Escuela de ingenieria de Antioquia]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1794-12372010000200011</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[MOBILE AUGMENTED REALITY APPLICATIONS IN DAILY ENVIRONMENTS]]></article-title>
<article-title xml:lang="es"><![CDATA[APLICACIONES DE REALIDAD AUMENTADA MÓVIL EN ENTORNOS COTIDIANOS]]></article-title>
<article-title xml:lang="pt"><![CDATA[APLICAÇÕES DE REALIDADE AUMENTADA MÓVEL EM MEIOS QUOTIDIANOS]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Jaramillo]]></surname>
<given-names><![CDATA[Gloria Elena]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Quiroz]]></surname>
<given-names><![CDATA[Juan Esteban]]></given-names>
</name>
<xref ref-type="aff" rid="A02"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Cartagena]]></surname>
<given-names><![CDATA[Cesar Augusto]]></given-names>
</name>
<xref ref-type="aff" rid="A02"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Vivares]]></surname>
<given-names><![CDATA[Carlos Andrés]]></given-names>
</name>
<xref ref-type="aff" rid="A02"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Branch]]></surname>
<given-names><![CDATA[John Willian]]></given-names>
</name>
<xref ref-type="aff" rid="A03"/>
</contrib>
</contrib-group>
<aff id="A01">
<institution><![CDATA[,Universidad Nacional de Colombia Sede Medellín  ]]></institution>
<addr-line><![CDATA[Medellín ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="A02">
<institution><![CDATA[,Universidad Nacional de Colombia  ]]></institution>
<addr-line><![CDATA[Medellín ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="A03">
<institution><![CDATA[,Universidad Nacional de Colombia  ]]></institution>
<addr-line><![CDATA[Medellín ]]></addr-line>
<country>Colombia</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2010</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2010</year>
</pub-date>
<numero>14</numero>
<fpage>125</fpage>
<lpage>134</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_arttext&amp;pid=S1794-12372010000200011&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_abstract&amp;pid=S1794-12372010000200011&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_pdf&amp;pid=S1794-12372010000200011&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[With the increasing power and miniaturization of mobile devices, emerging areas of study have found in such devices a new form of visualization and interaction. Augmented reality, as a promising metaphor of human-computer interaction, is not the exception. Although mobiles do not offer a feasible solution for several general purpose augmented reality applications, due mainly to hardware and processing limitations, some other applications have successfully used them for displaying virtual graphical information within real surroundings. In this paper, experiences gained with the use of augmented reality in mobile devices as a metaphor of visualization are presented. Specifically, we focus on the need to preserve cultural heritage and propose augmented reality as an interface for visualizing such cultural material. This paper offers two major contributions: the first one related to the fact of visualizing digitalized heritage of Colombian culture by means of an augmented museum and the second one, an enhancement of the user&rsquo;s experience by displaying detailed reconstructed Colombian cultural pieces. We created an augmented museum as a case study and evaluated the viability of using handheld devices for visualization.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[Con el poder creciente y la miniaturización de los dispositivos móviles, nuevas áreas de estudio han encontrado en esta tecnología una nueva forma de visualización e interacción. La realidad aumentada, como una prometedora metáfora de interacción humano-máquina, no es la excepción. Aunque debido ante todo a limitaciones de procesamiento y hardware, los móviles no ofrecen una solución viable para algunas aplicaciones de realidad aumentada de propósito general, otras aplicaciones los han utilizado con éxito para visualizar información gráfica virtual en entornos reales. En este artículo presentamos experiencias adquiridas con el uso de realidad aumentada en dispositivos móviles como metáfora de la visualización. Específicamente, nos concentramos en la necesidad de preservar el patrimonio cultural para proponer la realidad aumentada como una interfaz para visualizar dicho patrimonio. Este artículo presenta dos aportes principales: el primero, la forma de visualización de patrimonio cultural colombiano y el segundo, una mejora de la experiencia del usuario al presentar piezas culturales colombianas detalladas. Se creó un museo aumentado como caso de estudio y se evalúa la viabilidad del uso de dispositivos de mano para la visualización.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Com o poder crescente e a miniaturização dos dispositivos móveis, novas áreas de estudo encontraram nesta tecnologia uma nova forma de visualização e interação. A realidade aumentada, como uma prometedora metáfora de interação humano-máquina, não é a exceção. Embora devido principalmente a limitações de processamento e hardware, os móveis não oferecem uma solução viável para algumas aplicações de realidade aumentada de propósito geral, outras aplicações os utilizaram com sucesso para visualizar informação gráfica virtual em meios reais. Neste artigo apresentamos experiências adquiridas com o uso de realidade aumentada em dispositivos móveis como metáfora da visualização. Especificamente, concentramo-nos na necessidade de preservar o património cultural para propor a realidade aumentada como uma interface para visualizar dito património. Este artigo apresenta duas contribuições principais: a primeira, a forma de visualização de património cultural colombiano e a segunda, uma melhora da experiência do usuário ao apresentar peças culturais colombianas detalhadas. Criou-se um museu aumentado como caso de estudo e avalia-se a viabilidade do uso de dispositivos de mão para a visualização.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[mobile augmented reality]]></kwd>
<kwd lng="en"><![CDATA[visualization]]></kwd>
<kwd lng="en"><![CDATA[augmented museum]]></kwd>
<kwd lng="en"><![CDATA[cultural heritage]]></kwd>
<kwd lng="es"><![CDATA[realidad aumentada móvil]]></kwd>
<kwd lng="es"><![CDATA[visualización]]></kwd>
<kwd lng="es"><![CDATA[museo aumentado]]></kwd>
<kwd lng="es"><![CDATA[patrimonio cultural]]></kwd>
<kwd lng="pt"><![CDATA[realidade aumentada móvel]]></kwd>
<kwd lng="pt"><![CDATA[visualização]]></kwd>
<kwd lng="pt"><![CDATA[museu aumentado]]></kwd>
<kwd lng="pt"><![CDATA[património cultural]]></kwd>
</kwd-group>
</article-meta>
</front><body><![CDATA[  <font face="verdana" size="2"></font>     <p align="center"><font size="4" face="verdana"><b>MOBILE AUGMENTED REALITY   APPLICATIONS IN DAILY ENVIRONMENTS</b></font></p> <font face="verdana" size="2">     <p align="center">&nbsp;</p> </font>     <p align="center"><font size="3" face="verdana"><b>APLICACIONES DE REALIDAD AUMENTADA M&Oacute;VIL EN ENTORNOS COTIDIANOS</b></font></p> <font face="verdana" size="2">     <p align="center">&nbsp;</p> </font>     <p align="center"><font size="3" face="verdana"><b>APLICA&Ccedil;&Otilde;ES DE REALIDADE AUMENTADA M&Oacute;VEL EM MEIOS QUOTIDIANOS</b></font></p> <font face="verdana" size="2">     <p align="center">&nbsp;</p>     <p><b>  Gloria Elena Jaramillo<sup>1</sup>,    Juan Esteban Quiroz<sup>2</sup>,    Cesar Augusto Cartagena<sup>2</sup>,    Carlos Andr&eacute;s Vivares<sup>2</sup>,    John Willian Branch<sup>3</sup></b></p>     <p><sup>1</sup> Ingeniera de Sistemas e Inform&aacute;tica, Mag&iacute;ster en Sistemas e investigadora, Grupo de Investigaci&oacute;n y Desarrollo en Inteligencia Artificial, Universidad Nacional de Colombia Sede Medell&iacute;n. Medell&iacute;n, Colombia. <a href="mailto:jwbranch@unal.edu.co">gejarami@unal.edu.co</a></p>     <p>  <sup>2</sup> Ingeniero de Sistemas e Inform&aacute;tica. Universidad Nacional de Colombia, Sede Medell&iacute;n. Medell&iacute;n, Colombia. <a href="mailto:jequiroz@unal.edu.co">jequiroz@unal.edu.co</a>, <a href="mailto:cacartag@unal.edu.co">cacartag@unal.edu.co</a>, <a href="mailto:cavivaresm@unal.edu.co">cavivaresm@unal.edu.co</a></p>     ]]></body>
<body><![CDATA[<p>  <sup>3</sup> Ingeniero de Minas y Metalurgia, Mag&iacute;ster en Ingenier&iacute;a de Sistemas y Doctor en Ingenier&iacute;a, Universidad Nacional de Colombia Sede Medell&iacute;n. Decano, Facultad de Minas, l&iacute;der L&iacute;nea de Visi&oacute;n por Computador, Grupo de Investigaci&oacute;n y Desarrollo en   Inteligencia Artificial. Universidad Nacional de Colombia Sede Medell&iacute;n. Medell&iacute;n, Colombia.<a href="mailto:jwbranch@unal.edu.co"> jwbranch@unal.edu.co</a> </p>     <p>Art&iacute;culo recibido 27-IX-2010. Aprobado 8-XII-2010</p>     <p>  Discusi&oacute;n abierta hasta junio de 2011</p> <hr /> </font>     <p><font size="3" face="verdana"><b>  ABSTRACT</b></font></p> <font face="verdana" size="2">     <p>  With the increasing power and miniaturization of mobile devices, emerging areas of study have found   in such devices a new form of visualization and interaction. Augmented reality, as a promising metaphor of   human-computer interaction, is not the exception. Although mobiles do not offer a feasible solution for several   general purpose augmented reality applications, due mainly to hardware and processing limitations, some other   applications have successfully used them for displaying virtual graphical information within real surroundings. In   this paper, experiences gained with the use of augmented reality in mobile devices as a metaphor of visualization   are presented. Specifically, we focus on the need to preserve cultural heritage and propose augmented reality as   an interface for visualizing such cultural material. This paper offers two major contributions: the first one related   to the fact of visualizing digitalized heritage of Colombian culture by means of an augmented museum and the   second one, an enhancement of the user&rsquo;s experience by displaying detailed reconstructed Colombian cultural   pieces. We created an augmented museum as a case study and evaluated the viability of using handheld devices   for visualization.</p> </font>     <p>  <font size="2" face="verdana"><b><font size="3">KEY WORDS:</font></b> mobile augmented reality; visualization; augmented museum; cultural heritage.</font></p> <hr />      <p><font size="3" face="verdana"><B>RESUMEN</B></font></p>  <font size="2" face="verdana">      <p>  Con el poder creciente y la miniaturizaci&oacute;n de los dispositivos m&oacute;viles, nuevas &aacute;reas de estudio han encontrado   en esta tecnolog&iacute;a una nueva forma de visualizaci&oacute;n e interacci&oacute;n. La realidad aumentada, como una   prometedora met&aacute;fora de interacci&oacute;n humano-m&aacute;quina, no es la excepci&oacute;n. Aunque debido ante todo a limitaciones   de procesamiento y hardware, los m&oacute;viles no ofrecen una soluci&oacute;n viable para algunas aplicaciones de   realidad aumentada de prop&oacute;sito general, otras aplicaciones los han utilizado con &eacute;xito para visualizar informaci&oacute;n   gr&aacute;fica virtual en entornos reales. En este art&iacute;culo presentamos experiencias adquiridas con el uso de realidad   aumentada en dispositivos m&oacute;viles como met&aacute;fora de la visualizaci&oacute;n. Espec&iacute;ficamente, nos concentramos en   la necesidad de preservar el patrimonio cultural para proponer la realidad aumentada como una interfaz para   visualizar dicho patrimonio. Este art&iacute;culo presenta dos aportes principales: el primero, la forma de visualizaci&oacute;n   de patrimonio cultural colombiano y el segundo, una mejora de la experiencia del usuario al presentar piezas   culturales colombianas detalladas. Se cre&oacute; un museo aumentado como caso de estudio y se eval&uacute;a la viabilidad   del uso de dispositivos de mano para la visualizaci&oacute;n.</p>  </font>     <p>  <font size="2" face="verdana"><B><font size="3">PALABRAS CLAVE: </font></B>realidad aumentada m&oacute;vil; visualizaci&oacute;n; museo aumentado; patrimonio cultural.</font></p> <font face="verdana" size="2"> <hr /> </font>     <p><font size="3" face="verdana"><b>RESUMO</b></font></p> <font face="verdana" size="2">     ]]></body>
<body><![CDATA[<p>  Com o poder crescente e a miniaturiza&ccedil;&atilde;o dos dispositivos m&oacute;veis, novas &aacute;reas de estudo encontraram   nesta tecnologia uma nova forma de visualiza&ccedil;&atilde;o e intera&ccedil;&atilde;o. A realidade aumentada, como uma prometedora   met&aacute;fora de intera&ccedil;&atilde;o humano-m&aacute;quina, n&atilde;o &eacute; a exce&ccedil;&atilde;o. Embora devido principalmente a limita&ccedil;&otilde;es de   processamento e hardware, os m&oacute;veis n&atilde;o oferecem uma solu&ccedil;&atilde;o vi&aacute;vel para algumas aplica&ccedil;&otilde;es de realidade   aumentada de prop&oacute;sito geral, outras aplica&ccedil;&otilde;es os utilizaram com sucesso para visualizar informa&ccedil;&atilde;o gr&aacute;fica   virtual em meios reais. Neste artigo apresentamos experi&ecirc;ncias adquiridas com o uso de realidade aumentada em   dispositivos m&oacute;veis como met&aacute;fora da visualiza&ccedil;&atilde;o. Especificamente, concentramo-nos na necessidade de preservar   o patrim&oacute;nio cultural para propor a realidade aumentada como uma interface para visualizar dito patrim&oacute;nio.   Este artigo apresenta duas contribui&ccedil;&otilde;es principais: a primeira, a forma de visualiza&ccedil;&atilde;o de patrim&oacute;nio cultural   colombiano e a segunda, uma melhora da experi&ecirc;ncia do usu&aacute;rio ao apresentar pe&ccedil;as culturais colombianas   detalhadas. Criou-se um museu aumentado como caso de estudo e avalia-se a viabilidade do uso de dispositivos   de m&atilde;o para a visualiza&ccedil;&atilde;o.</p> </font>     <p><font size="2" face="verdana"><b> <font size="3">PALAVRAS-C&Oacute;DIGO:</font></b> realidade aumentada m&oacute;vel; visualiza&ccedil;&atilde;o; museu aumentado; patrim&oacute;nio cultural.</font></p> <font face="verdana" size="2"> <hr /> </font>     <p><font size="3" face="verdana"><b>1. INTRODUCTION</b></font></p> <font face="verdana" size="2">     <p>  Augmented reality (AR) is defined as a technique   that allows interacting with and visualizing   virtual graphics on the top of the user&rsquo;s view. <a href="#(fig1)">Figure    1</a> shows the Milgram&rsquo;s continuum (Milgram and   Kishino, 1994), in which AR appears as a mixed reality   environment, with one part being real and the other   one virtual, where real environment predominates.</p>       <p align="center"><a name="(fig1)"><img src="img/revistas/eia/n14/n14a10fig1.gif"/></a></p>     <p>The specific characteristics of augmented environments   make that this metaphor of visualization   presents a lot of possibilities for human-computer   interaction and for solving visualization and access   information problems. Since its beginnings, several   areas of study have used AR as a tool for solving these   problems, generating promising applications. For   naming only some examples, medicine has benefited   of AR by reducing the need for invasive treatments   or procedures. A typical practice of AR in this field   consists in superimpose magnetic resonance imaging   (MRI) or computerized tomography (CT) into the   patient&rsquo;s body. <a href="img/revistas/eia/n14/n14a10fig2.gif" target="_blank">Figure 2a</a> shows the reconstructed   model of a skull superimposed into a real one (Mellor, 1995).</p>     <p>  Due to the fact that AR could be used as a   tool for solving information-access problems, AR   presents a really clear application in annotation and   visualization. By means of AR, the user can access   to hidden textual or graphical information, seeing,   for example, an occluded building or to obtain additional   information about it. In tourism and military,   the annotation of unfamiliar places is an important   issue, and augmented reality offers the possibility of   viewing such information by using video or optical   see-through head-mounted displays (HMD), or a   mobile device. Another application, close to the earlier,   relies on manufacturing and repair. Annotations   superimposing in the real user&rsquo;s surrounding could   be instructions used as visual graphical or textual   manuals, making the understanding of the operation   of a machine easier. One of the most cited works in   these fields is H&ouml;llerer and Feiner&rsquo;s work (Feiner,   MacIntyre and Seligmann, 1993; Feiner, MacIntyre   and H&ouml;llerer, 1997; H&ouml;llerer <i>et al</i>., 1999). <a href="img/revistas/eia/n14/n14a10fig2.gif" target="_blank">Figure   2b</a> shows a laser printer maintenance application derived from their work.</p>     <p>  Applications such as cultural heritage, entertainment,   robot path planning, urban modeling,   journalism, and education are also common in   augmented reality.</p>     <p>Additionally, the decrease of the size and increase   of the power and processing in mobile devices   has allowed the implementation of augmented reality   applications in cell phones, PDA, iPad and other   mobile devices. In this aspect, we specify the term   mobile augmented reality. There are two possibilities,   non exclusive, in which this term can be applied.   The first one related to applications in outdoors that   require mobility of the user. This mobile augmented   reality often consists on wearable computers and   special displays for the visualization (video or optical   HMD). In this case, the system should be extremely   robust to tolerate outdoor conditions: lighting   changes, occlusions, and environmental conditions.   The second definition is related to a system that can   or cannot work in structured environments and use   handheld devices for the visualization and interaction.   The second one is the definition that we used for our case study.</p>     <p>  Whatever definition used, working on mobile   applications implies take into account some requirements.   In this part, we follow the requirements presented in H&ouml;llerer and Feiner (2004):</p>     ]]></body>
<body><![CDATA[<p>&bull; Computational platform which generate and   manage virtual and real information. For the   platform choice several factors should be considered:   computing power, form factor and ruggedness   of the overall system, power consumption,   graphics and multimedia capabilities, availability   of expansion and interface ports, memory and   storage space, upgradeability of components,   operating system, software development environments,   technical support and price.</p>     <p>&bull; Display to present the augmented scenario.</p>     <p>&bull; Tracking sensors to obtain information (position   and orientation) of the user&rsquo;s view. This can be   achieved by means of inertial, magnetic, ultrasonic,   or optical sensor (including traditional   cameras).</p>     <p>&bull; Wearable input and interaction technologies that   enable to make selections or access to databases.   Using wearable input is not an obligatory   element of an AR&rsquo;s architecture.</p>     <p>  Currently, these requirements make the creation   of a mobile augmented reality system a challenging   task.</p>     <p>  Taking it into account and considering the potential   applications of AR as an interface that directly   impacts human-computer interaction (HCI), we   resume previous studies in our research group and   propose as a case study the creation of an augmented   museum that not only meets the need for preservation   of cultural artifacts, but also allows high-quality   viewing using all the techniques and technologies   offered by the AR. In the present paper, we report the   experiences gained using mobile augmented reality   as a metaphor for visualization and use of an augmented   museum as a case study. For that purpose,   we present in section 2 some relevant works carried   out in this area. In section 3, we will present our   augmented museum and the methodology used. The   results are shown in section 4, where we conclude.</p> </font>     <p><font size="3" face="verdana"><b>  2. RELATED WORK</b></font></p> <font face="verdana" size="2">     <p>  As we stated in the previous section, due to the   applicability of mobile augmented reality, a lot of works   have existed that use it as a tool or as a study area by   itself. Among those works, we found applications as   SitePack (Nielsen, Kramp and Gr&oslash;nb&aelig;k, 2004), for   visualization of architectural models. In this work, the   mobile AR system is composed of a tablet PC with a   web cam (for visualizing and processing of the visual   information) and a GPS (for tracking requirements).   This tool, thought for outdoors, allows dynamic   creation of virtual objects while assessing the visual   impact of a 3D model in architectural applications.</p>     <p>  In Wagner and Schmalstieg (2003), ARToolkit   is implemented in PDA in a Windows CE platform   as a guiding system for buildings. The authors of this   article state as main limitations the lack of precision   in the generation of graphics, which is attributed to   the absence of support to floating data structures in   mobile devices. To overcome this non-trivial limitation,   in the work proposed by Wagner <i>et al</i>. (2005), Klimt library is proposed. It uses a combination of   OpenGL ES and WGL.</p>     <p>  An alternative solution for overcoming   processing limitation on handheld devices is the   use of client-server architecture. In Pasman and   Woodward (2003), a networking communication is   used for sending a threshold image of the live video   to the server through WLAN or GMS. ARToolkit is   used for tracking and rendering procedures, and   the processed information is sent back to the user.   In Mooser <i>et al</i>. (2007), TriCode markers, fiducials   composed of eight triangles forming 24-bit codes,   are proposed and implemented in a Sony Vaio UX   Micro PC. It has presented good visualization results.   In both approaches, users face the problems of the   delay in the data transmission and a possible data   loss due to connectivity problems.</p>     ]]></body>
<body><![CDATA[<p>  Archeology and cultural heritage have been   areas frequently tackled in augmented reality applications,   some works are published by Bederson (1995),   Papageorgiou <i>et al</i>. (2000), White <i>et al</i>. (2004), Damala,   Marchal and Houlier (2006), and Thum, Demiris   and M&uuml;ller (2006). MAGIC (Mobile Augmented Group   Interaction in Context) is presented in Renevier and   Nigay (2001); this system is based on a Pen PC, HMD,   magnetometer and a GPS. Unlike earlier works,   MAGIC is collaborative, allowing interaction of several   users simultaneously. Additionally, users can add   graphical objects to the system&rsquo;s database.</p>     <p>  In Colombia, although using cutting-edge   mobiles is very common, AR is yet a new research   area. In museums, for example, the use of AR for the   interaction and visualization is really new. For that   reason, in this paper, we evaluate the impact of such a new metaphor in that specific application.</p> </font>     <p><font size="3" face="verdana"><b>  3. METHODOLOGY FOR THE   CREATION OF A MOBILE   AUGMENTED MUSEUM</b></font></p> <font face="verdana" size="2">     <p>  This research is divided into three stages: the   first one related to the process of creating the virtual   version of the cultural pieces, the second one related   to the visualization of the pieces in an enhanced or   augmented environment, and finally the implementation of the system in the handheld device.</p>     <p><b>  3.1 Creation of the virtual cultural   objects</b></p>     <p>  One key aspect in the creation of a visually   realistic augmented environment lies on the virtual   models. In order to work with realistic models we do   not directly create the virtual cultural models using   any graphical pipeline. On the other hand, we follow   a strategy based on tridimensional reconstruction of   the real pieces in order to obtain more fine detailed   and realistic models. This stage is subdivided in   several stages including data acquisition from the   real pieces, registration, adjustment, integration,   and segmentation. These stages were developed   following the methods and techniques described in Branch (2007).</p>     <p>  Bearing in mind that the physical interaction   with cultural heritage objects is, in most of the   cases, impossible due to the material and natural   deterioration, we pretend to avoid direct handling   of the piece by getting information of them using   non-contact sensors, particularly lasers. After data   acquisition carried on the scanning stage using a   laser, we obtained a set of range images partially   overlapped, which are registered for obtaining   only one tridimensional view of the object. For doing   that, we implemented a genetic algorithm that   matches the range views. Because of the morphology   of the real object, it is possible to make errors   in the data acquisition stage which are reflected in   holes and redundant data. In the integration stage   those errors are corrected. Finally, a mathematical   model is adjusted to the model data attained from the integration.</p>     <p>  The pieces used were reconstructed following   the method mentioned, and fine detailed was   obtained implementing the contributions in the   reconstruction process reported in Branch (2007), namely: the implementation of a genetic algorithm   in the registration stage, a robust method for automatically   filling holes in the integration stage, and   squaring of the triangular meshes in the adjustment.   <a href="#(fig3)">Figure 3</a> shows some of the reconstructed pieces with   the mentioned process.</p>     <p align="center"><a name="(fig3)"><img src="img/revistas/eia/n14/n14a10fig3.gif"/></a></p>     <p><b>3.2 Augmented reality environment</b></p>     ]]></body>
<body><![CDATA[<p>      Once we had the virtual pieces we integrated       them in the augmented reality system. One important       aspect in the creation of any augmented environment       is what virtual objects should appear and in what       position, in order to simplify this non-trivial issue we       follow a well-known method reported in the literature       consisting in placing artificial marks, commonly       binary marks, in the scene; the system can identify       those marks and associate a virtual object.</p>     <p>      The common process of creating an augmented       environment using artificial marks consists       firstly in identifying some aspects of the mark, in our       case lines forming squares or rectangles and from       them extract features that can be used in the tracking       process. A frequent limitation reported in the literature       when using artificial marks is that if part of the       mark is occluded the system fails. In our particular       application, we avoid possible occlusions, eliminating       the need to move the mark, by carefully placing the       marks and allowing the user to move freely in the       scene and around the mark.</p>     <p>      After the process of identifying the squares or       rectangles, the intersections of those lines (vertices)       become the input of the tracking stage. Tracking is       an important part of the system because of what we       mentioned, the user can move freely and that relative       movement implies that the 3D coordinates of the       mark relative to the user are changing in real time,       so it is necessary to know during the augmentation       process the coordinates in which the features (vertex       of the square) are located.</p>     <p>      Up this point, all the process has been completely       geometric and no virtual object has been       associated. Once we have estimated the coordinates       in which the real object (mark) is located, the image       in the mark is compared with the images pre-loaded       in the system. The virtual object associated to that image       is rotated according to the coordinates estimated,       in order to appear coherently in the mark position,       by means of a simple matrix operation using graphical       pipelines and finally it is rendered. The described       process is summarized in <a href="#(fig4)">figure 4</a>.</p>     <center>     <p align="center"><a name="(fig4)"><img src="img/revistas/eia/n14/n14a10fig4.gif" /></a></p> </center>     <p><b>3.3 Handheld augmented reality     system</b></p>     <p>      The last part of this proposed augmented museum       consists in a greater degree of interaction by       embedding the system in a mobile device. This stage       is not simply to embed the system in a new platform,       since several aspects should be considered such       as interface ports, multimedia capabilities, power       consumption, technical support, price, and mainly       graphical support and an operating system. It is for       those aspects that this stage cannot be isolated from       the other ones, and all aspects considered to create       the previously described system were orientated to       perform in a mobile platform. We use an Android       device in this part because of its support to render       graphics from OpenGL pipeline, and its robust and       integrated operating system that allows the creation       of mobile applications. At this point, a limitation       we found was the size of the display. Although the       system also runs in a conventional PC, we do not       use it as a visualization display since movements       could be restricted, and for some users, such as kids,       portable computers may be uncomfortable and not       ergonomic. <a href="#(fig5)">Figure 5</a> shows the architecture implemented       in this paper.</p>     <p align="center"><a name="(fig5)"><img src="img/revistas/eia/n14/n14a10fig5.gif"/></a></p>     <p>      Because of the nature of this application, quantitative       results about the visual perception are difficult       to present. Because of this is why we implemented       methods reported in the literature in order to evaluate       the impact of this augmented museum in users       (Baber <i>et al</i>. 2001; Damala <i>et al</i>., 2008). In general,       surveys are a suitable strategy to demonstrate the       hypothesis about the use of AR as interface of interaction.       Quantitative evaluation of the performance       consisted of surveys that asked about aspects such as       efficiency, acceptation to the technology, ergonomics,       and usability.</p>     ]]></body>
<body><![CDATA[<p>      The surveys were conducted individually       preventing group findings could affect the results       and change trends. Since criteria such as acceptation       and usability may change depending on aspects       such as age and relation with the technology, we       evaluated the performance taking into account two       groups of different ages, the first one between 17       and 25 year old, and the second one between 27       and 39 years old. In the group A (17-25 year old),       we found that users were comfortable with the experience       of an augmented museum. Additionally,       they were able to associate it with other applications       that also used augmented reality as metaphor of       visualization. Averaged results of the evaluation are       given in <a href="#(tab1)">table 1</a>.</p>     <p align="center"><a name="(tab1)"><img src="img/revistas/eia/n14/n14a10tab1.gif"/></a></p>     <p>      Results of the final handheld augmented reality       system are shown in <a href="img/revistas/eia/n14/n14a10fig6.gif" target="_blank">figure 6</a>.</p> </font>     <p><font size="3" face="verdana"><b>4. CONCLUSIONS AND FUTURE   WORK</b></font></p> <font face="verdana" size="2">         <p>      In this paper we presented experiences gained       from the implementation of a mobile augmented       reality system using as a case study an augmented       museum. Although in Colombia approaches such       as high-quality images and videos alongside the       use of haptic interfaces have been proposed for the       visualization of reconstructed 3D pieces, no work has been reported that used augmented reality for       the visualization of cultural artifacts. It opens new       possibilities of research not only in visualization but       also in human-computer interaction. In addition, as       it was established in the section 3.3 this technology       has good acceptance by the users and becomes an       attractive technology for them.</p>         <p>      Being aware of the impact and usefulness of       augmented environments, in this paper we present a       prototype of an augmented reality system that seeks       as an objective the popularization of this technology       not only as an objective itself, but as a tool for solving       problems of visualization or interaction in daily environments.       This work is a contribution to the research       on new human-computer interaction techniques that       presents good results, but there is yet much work to       do. Further research, in which we are working on,       should be done in techniques that eliminate the need of using artificial marks in the scene.</p>         <p>      Currently, the authors of this article are working       on natural features in regions extracted from the       eigenvalues of the frame and the user selects manually       the position in which the virtual object should       appear. In this proposed approach, 3D coordinates       are estimated from affine projection as proposed in       Pang <i>et al</i>. (2006). Another topic which we are working       on is about the optimization in the rendering and       possible handling of 3D complex models in limited resources, specifically, handheld hardware.</p> </font>     <p><font size="3" face="verdana"><b>      REFERENCES</b></font></p> <font face="verdana" size="2">     <!-- ref --><p>      Baber, Chris; Bristow, Huw; Cheng, Sean-lee, Hedley, Anna;       Kuriyama, Yuri; Lien, Marc; Pollard, James and Sorrell,       Phil (2001). &quot;Augmenting museums and art galleries&quot;.       13rd <i>Conference on Human-Computer Interaction Interact</i> 2001. pp. 439-447. 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<ref-list>
<ref id="B1">
<nlm-citation citation-type="confpro">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Baber]]></surname>
<given-names><![CDATA[Chris]]></given-names>
</name>
<name>
<surname><![CDATA[Bristow]]></surname>
<given-names><![CDATA[Huw]]></given-names>
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