Location-based Mobile Augmented Reality Applications: Challenges, Examples, Lessons Learned

Ulm University

Presentation at the 10th International Conference on Web Information Systems and Technologies (WEBIST 2014);

Marc Schickler, Barcelona, Spain, April 05, 2014, 11:30 am

The technical capabilities of modern smartphones more and more enable us to run desktop-like applications with demanding resource requirements in mobile environments. Along this trend, numerous concepts, techniques, and prototypes have been introduced, focusing on basic implementation issues of mobile applications. However, only little work exists that deals with the design and implementation (i.e, the engineering) of advanced smart mobile applications and reports on the lessons learned in this context. In this paper, we give profound insights into the design and implementation of such an advanced mobile application, which enables location-based mobile augmented reality on two different mobile operating systems (i.e., iOS and Android). In particular, this kind of mobile application is characterized by high resource demands since various sensors must be queried at runtime and numerous virtual objects may have to be drawn in realtime on the screen of the smart device (i.e., a high frame count per second be caused). We focus on the efficient implementation of a robust mobile augmented reality engine, which provides location-based functionality, as well as the implementation of mobile business applications based on this engine. In the latter context, we also discuss the lessons learned when implementing mobile business applications with our mobile augmented reality engine.