augmented reality for graveyards and memorials · augmented reality for graveyards and memorials...
TRANSCRIPT
Augmented Reality for graveyards and memorials
Huiwen Zhang
U6342618
COMP4560
The Research School of Computer Science, CECS Australian National University
25 October 2019
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Acknowledgment
It cost a lot of time to code and evaluate the application and finish this report. Here I
am writing to those who help me a lot during this period of time and express my most
sincere gratitude to them.
First, I will thanks to my supervisor, Henry Gardener, and my tutor, Wanqi Zhao, and
Chris Zhang. They help me a lot to get familiar with Unity3D and AR environment.
They also teach me a lot about project management and report writing skills.
Second, I want to thank my friends, Hongjin Chen, Ruiqi Wang and Peiyang Zhang.
The supply grateful help to me during the tough time and encourage me a lot. They give
me the motivation for keep going.
Finally, I want to thank my parents. They support me to study in ANU, and give me the
confidence to insist.
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Content
Abstract ........................................................................................................................7
1. Introduction ............................................................................................................. 8
1.1 Outline of the project ....................................................................................... 8
1.2 Motivation ....................................................................................................... 8
1.3 Structure of the report.......................................................................................9
2. Background ..............................................................................................................10
2.1 Augmented Reality ........................................................................................10
2.2 Cloud database ...............................................................................................11
2.3 AR and database in daily life ..........................................................................11
3. Project Plan ..............................................................................................................13
4. Implementation ........................................................................................................14
4.1 Development environment .............................................................................14
4.2 User Survey ................................................................................................... 15
4.3 QR Code Scanner .......................................................................................... 16
4.4 Rendering Model .......................................................................................... 19
4.5 Cloud Database ............................................................................................. 21
4.6 Connections and Simple Test ........................................................................ 22
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4.7 User interface design ..................................................................................... 23
5. Evaluation ............................................................................................................... 25
5.1 Cognitive Walkthrough ............................................................................... 25
5.2 Tasks and steps ............................................................................................ 26
5.3 Usability ......................................................................................................27
5.4 Visibility ...................................................................................................... 28
5.5 Function. ...................................................................................................... 30
5.6 Discussion .....................................................................................................31
6. Limitations and Future Work ................................................................................... 32
6.1 Limitations .................................................................................................... 32
6.2 Future Work .................................................................................................. 32
7. Conclusion .............................................................................................................. 33
8. Bibliography ........................................................................................................... 34
9. Appendix.................................................................................................................. 36
Appendix 1 Contract................................................................................................ 36
Appendix 2 Product Screenshot .............................................................................. 38
Appendix 3 Questionnaire ....................................................................................... 40
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Figure Content
Figure 1: definition of Augmented Reality................................................................. 10
Figure 2.1: Result of Survey 1 ..................................................................................... 15
Figure 2.2: Result of Survey 2...................................................................................... 16
Figure 2.3: Result of Survey 3.................................................................................... 16
Figure 2.4: Result of Survey 4...................................................................................... 16
Figure 3.1: Screenshot of Unity 1................................................................................. 17
Figure 3.2: Screenshot of Unity 2................................................................................. 17
Figure 3.3: Screenshot of Unity 3................................................................................. 18
Figure 3.4: Screenshot of Unity 4................................................................................. 18
Figure 4.1: Screenshot of the prototype – QR Code Scanner 1.................................... 19
Figure 4.2: Screenshot of the prototype – QR Code Scanner 2.................................... 19
Figure 5.1: Screenshot of the prototype – Book Model................................................ 20
Figure 5.2: Screenshot of the prototype – Book Model(prototype) ............................. 21
Figure 5.3: Screenshot of the prototype – Book Model(prototype) ............................. 21
Figure 6: Screenshot of the prototype – Cloud Database.............................................. 22
Figure 7: Screenshot of the prototype – Text Input...................................................... 23
Figure 8: Screenshot of the prototype – Welcome page................................................24
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Figure 5.1: Process of Evaluation.................................................................................25
Figure 9.1: Screenshot of the prototype – old version.................................................. 29
Figure 9.2: Screenshot of the prototype – new version................................................. 29
Figure 9.3: Screenshot of the prototype – old version.................................................. 29
Figure 9.4: Screenshot of the prototype – new version................................................. 30
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Abstract
This project investigates how traditional activities to commemorate relatives can be
enhanced with modern technology. With the help of Augmented Reality (AR), it
should be possible to help people commemorate their loved ones over a long term.
AR technology can enable memorials to be overlayed with graphical information that
could make it easier to share memories and present recollections in a more vivid and
more intuitive way than using books or photographs. Furthermore, the co-location of
information about the person with their physical memorial could enhance and
motivate the experience of visiting and remembering the relative.
This report describes a prototype AR mobile memorial application. It presents
background research about the potential demand for this application and it also
describes the implementation details of the AR app and the cloud database techniques
that it has used to store and serve data for a memorial. The prototype application has
been developed using Android, Unity 3D, QR code Scanner, cloud database and
rendering techniques to read life stories and visualize them in a book model. There is
an upload section for users to upload more stories into the database. Task-based
evaluation of this prototype is also described.
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1. Introduction
1.1 Outline of the project
This project aims to use AR techniques to solve a problem related to our daily life,
which is about the single form of commemorative event. This application will support
people to upload to store based on could database or read the life stories of others in
memorial based on AR technique. The prototype will be evaluated by experts and
based on tasks.
The prototype application has been designed to run on the Android system and has
been demonstrated on a Google Pixel Phone. Unity3D was used as the main platform
to implement the application and the cloud database is set up independently. A QR
code Scanner was used to simulate and simplify the process of getting a memorial’s
location from GPS and getting the name from tomb through computer vision.
The test and evaluation do not need to go to particular location but need to provide a
QR code which contains the information of the name of the person who are
memorialized and the location of the tomb.
1.2 Motivation
Sometimes it is a painful thing to remember others, including the relatives, parents,
friends. People who come to remember them may want to hear their life stories. When
visiting a Martyrs Cemetery, or abbeys which inter famous celebrity, like
Westminster Abbey, people may want to know their achievements. Nowadays, it is
common for visitors to listen to others telling the stories, listening to a recording or
read the introduction on the wall.
However, AR techniques provides a more convenient and vivid way to learn about
others’ lives so that people can choose a more intuitive way to commemorate others.
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For those who are willing to share the stories of their friends or relatives, they should
have more choices to pass their stories to us. The application should guarantee them
to provide real information and protect their privacy and freedom to share. This
application will be a bridge between people who want to remember others and people
who want to pass on the recollections of people they loved although they have passed
away. They can store their memories in a technical way for a long time reliably and
convenient to share the memories to others to let them know and feel their emotions,
faith and love.
In the future, we can expect that they can choose freely how they want to tell people
their stories, including photos, recordings even videos.
1.3 Structure of the report
There will be four parts in this report. The first part is to introduce the background of
this project. It includes the techniques mentioned above and how they are used in the
similar situations. The second part is implementation. The steps of designing and
developing this application will be specified in this part. It will also mention the
techniques which are used in this application. The third part is evaluation. This part
will describe cognitive walkthrough method and the process and result of the
evaluation. There will then be a description of the improvements that were made to
the app after that walkthrough. The final part is the conclusion and future work. It will
mention and discuss how this application can be improved and the functions that it
might achieve in the future.
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2. Background
2.1 Augmented Reality
Following the definitions of Azuma (1997) and Azuma and colleagues (2001), we
define an ‘AR system as one that combines real and computer-generated information
in a real environment, interactively and in real time, and aligns virtual objects with
physical ones’ (Krevelen, 2007). Augmented reality is a new kind of human-computer
interaction, which is reality-based, and may apply to all kinds of senses. As a
progressing technology, AR technique can now be used in education, maintenance,
design, reconnaissance and other fields (Carmigniani et al., 2010). It is moving from
theory to practice and come into various industries and consumer markets. The fact is
that in contrast to traditional Virtual Reality (VR), the real environment is plays a
dominant role in AR (Carmigniani et al., 2010). There are many fields that AR is
expected to be useful in in the future, such as medical visualization, gaming, path
planning and with mobile instruments.
AR technology is a combination of a virtual environment and of the real world.
Therefore, compared with VR, there is a better texture in augmented reality
(Krevelen, 2007). Augmented reality also has better interaction. As in VR technique,
that the virtual environment is playing a leading role, users can only accept
information passively. Augmented reality stresses the virtual environment and the real
world, where users can interact with the real world. Therefore, augmented reality is
more interactive.
Figure 1: definition of Augmented Reality
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2.2 Cloud database
This project makes use of a cloud database. In this section, we shall briefly consider
aspects of cloud databases.
The exponential growth of the Internet has led to an explosion of data sources, leading
to storage and data availability issues. It provides on-demand services on a large scale
and simplifies application development and deployment.
Compared with traditional databases, cloud databases have a lower cost than
traditional databases. With cloud-based database, the costs and expenses in hardware
and service implementation can be decreased obviously. Cloud services have
increased scalability and flexibility. It can help to maximize the resources to increase
efficiency and reduce unused space. Could services are more effective. The database
can be accessed from anywhere using any computer, mobile device or browser,
reducing the usage of resources (Deka, 2014).
2.3 AR and database in daily life
As mobile and wearable device increasing dramatically, computing applications are
quickly developing, and people can access the database from anywhere and for any
time. This developing of technique makes it possible to take advantage of application
to interact with the real
environment. Augmented Reality (AR) provides a particularly powerful user interface
(UI) for context-aware computing environments (Höllerer and Feiner, 2019).
These technologies are expected to be more market-oriented and play a greater role in
everyday life. As a more versatile technology, it is not only suitable for advanced
applications, but also to develop more applications through broader and newer ideas.
By applying more vivid and intuitive interactions, AR applications can use more
insights and attitudes to observe or think in the classroom, or even more seriously.
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Technology can be more user-friendly and enhance the user experience of simple
things.
Data management has played an important role in storage regulations and a large
number of mobile devices. Cloud databases have a lower cost, are more scalability,
flexibility and effective. It is more convenient for mobile device to connect. There is
no doubt that cloud databases are more suitable for mobile applications than
traditional databases.
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3. Project Plan
This project is divided into five parts:
1. First, do a survey about the application. The questions include the functions that
users want to have, the UI design style they like, and the content they want to
share. The whole questionnaire can be seen in appendix. This step takes about 2
weeks to do the survey and conclude the result.
2. Develop Scenes in the Unity3D. Here the application uses four scenes to achieve
the welcome page, the text input page, the QR Code Scanner page and the AR
book model page. It takes two weeks.
3. The second part is to develop the QR Scanner part. The core of this part is from
the assets. And I connect the phone camera for it. It takes me 3 to 4 weeks to
adjust that.
4. The third part of this application is set up the cloud database. The core part is to
create chart and connect the database with the QR Code Scanner and the Scene in
Unity3D. It takes about 4 to5 weeks.
5. Design the UI based on the survey. After achieving all the functional part, the UI
is designed based on the survey. The style should be simple and clear. And adjust
the button, warning information and the instrument. It takes one week and it also
be adjusted after evaluation.
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4. Implementation
This part describes the process of the implementation of this prototype, which are
based on the project plan above and introduces the techniques and the tools and assets
that are used. Unity3D is a platform that can help to develop 2D or 3D games. Here
EasyAR SDK are widely used to help build AR scenes and QR Code Scanner. The
core technique in this application is AR and cloud database. Bmob cloud database is
used to set up the own database and connect to the mobile application. The users data
will be store and serve in the cloud database, which are more simple and easier to
corporate with the mobile phone rather than put the local database into server.
4.1 Development environment
The develop environment of this application is as below:
Name Version Note
Unity3D 2018.2f or
later
Game Engine, support EasyAR, main development
platform in this project
Bmob cloud
database
v.3.7.0 or
later
User information database, contains name, contains
location, contains stories
OS MacOS Main operation system
Android SDK 24 or later Support AR Core
Android System 7.0 or later Support AR Core
Mac Visual
Studio 2017
Platform to edit code in Unity3D
Google Pixel
Phone 3
Device to run and test prototype, it should support AR
Core
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4.2 User Survey
At the beginning of the project, a user questionnaire was designed to determine the
direction and function of this AR app. The questionnaire included the age of users,
whether they minded sharing the past of relatives or friends publicly, if they wish,
who and what they would like to share, if they do not wish, what is the reason and
what kind of information they would like to learn about from others and, finally, the
style of the UI they could accept. People who accept this survey is about 100, which
are from 18 to over 50. The whole questionnaire can be seen in the Appendix.
The result shows that the elder people would like to share the past with their families,
while younger people would like to show it to strangers. The elder people prefer to
share stories and their experience, while younger people would like to share photos or
videos. The main reason for the people who are not willing to share is that they worry
about their privacy. Almost all the people willing to learn about their family more
than strangers. The top 2 key words of the UI design is simple and warm. After
summarizing the result, we decide the main function of this APP. It includes an
upload function which will focus on protecting the privacy of the clients, and another
part is view part, which you can look at others’ past by their name and the location of
the tomb.
Figure 2.1: Result of Survey 1
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Figure 2.2: Result of Survey 2
Figure 2.3: Result of Survey 3
Figure 2.4: Result of Survey 4
4.3 QR Code Scanner
We need to create a new unity project and import it into the unity package of
"EasyAR_SDK_2.0.0_Basic". After importing, our unity directory interface should
look like this:
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Figure 3.1: Screenshot of Unity 1
We delete the original Main Camera and drag "EasyAR_ImageTracker-1_QRCode-1"
to the panel. Fill in the key of the official website application. Observe the
"EasyAR_ImageTracker-1_QRCode-1" prefab, and compare it with our previous
"EasyAR_Startup" and find a part of "BarCodeScanner".
Figure 3.2: Screenshot of Unity 2
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Figure 3.3: Screenshot of Unity 3
Figure 3.4: Screenshot of Unity 4
The script "QRCodeScannerBehaviour" hanging on it is used to implement the
scanning and recognition function of the QR code. At present, we first implement the
function of scanning the QR code to display text through the EasyAR SDK. We have
prepared the QR code. The next step is to edit the code in unity to implement the
function. First we create a new script under "EasyAR_ImageTracker-1_QRCode-1"
and name it "ARIsEasyBehaviour". In this script file, we implement the first Target
recognition and then scan the QR code to receive the result and implement it on the
screen. For OnTextMessage(), the result is returned and then assigned to textMessage,
and is drawn by OnGUI().
This part actually aims to replace the computer vision technique to get the name of
people we loved and the connection to GPS to get the location of the tomb, so that
simplify the difficulty of developing and test process instead of going to the
graveyard.
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Figure 4.1: Screenshot of the prototype – QR Code Scanner 1
Figure 4.2: Screenshot of the prototype – QR Code Scanner 2
4.4 Rendering Model
We can see that all Renderer components have two members. In Unity3D, the highest
priority rendering order is Camera Depth. Then use sortlayerName and sortingOrder.
We can use cameras of the same depth for all 2D objects (and 3D objects that require
uniform rendering order and particle effects) (you can also use the same camera).
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Then set the sortLayer and sortingOrder of these objects. Contains particles that can
be set directly on the Inspector.
We can use the GetComponent <Renderer>() method to set the value in the script. Of
course, you can also set it up directly through the script.When rendering the book
model, it should consider the shader and the edges of it. Here I use the Book-Page
Curl Pro as the model. This asset supports the shadow on the double pages. Add an
official frame of the book help to make a hierarchical book model. Easy AR also help
to build up this model.
Figure 5.1: Screenshot of the prototype – Book Model
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Figure 5.2: Screenshot of the prototype – Book Model(prototype)
Figure 5.3: Screenshot of the prototype – Book Model(prototype)
4.5 Cloud Database
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The first step to set up the database is to design and set up a chart. The chart includes
name string - the name of the memorized ones, address string – the address of the
tomb, story string – the story of the memorized ones. The name string and address
string are the key of the database in case there are too many people have the same
name. As we search the database, we will use these two features gotten from QR
Code Scanner and return the result to the book model.
Here I use the Bmob cloud database. At the very beginning MySQL is chosen as the
local database. However, it is not so convenient to put the database on a server for
mobile application to connect. Using cloud database directly is easier and more
elegant.
Figure 6: Screenshot of the prototype – Cloud Database
4.6 Connections and Simple Test
There are four scenes in this application: the welcome page, the input text scene, the
QR Code Scanner scene, and the book model scene. The buttons are set to connect
these scenes. And the test is about the database:
1. If the database can input the repeated data
2. If the database can input the incomplete data
The QR Code Scanner will be tested to see if it can successfully call the camera of the
mobile phone, and if it can get the information back rightly.
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Figure 7: Screenshot of the prototype – Text Input
4.7 User interface design
Before designing the user interface, we can know from the user surveys that the users
want a clear and warm UI design style. So that I choose a grasses photo as the
background of the welcome page. And the more buttons are put in the scenes to
change freely between different scenes. The book model is chosen by the result that
many people want to know about others life stories and experience. The book is a
good symbol for story readers and fit the principle of clear and warm.
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Figure 8: Screenshot of the prototype – Welcome page
5. Evaluation
The evaluation part is based on cognitive walkthrough. It is a task-based evaluation,
the principle of this kind of evaluation will be introduced in the 5.1 section. The
process of the evaluation for the prototype will be specified in 5.2 section, including
the tasks, steps, result, discussion and the change after evaluation. The evaluation is
expert-based and there is a discussion after that. There are two experts evaluate the
prototype and give them feedback in the discussion.
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5.1 Cognitive Walkthrough
The advantages of using cognitive walkthroughs are the following:
(1) the whole evaluation will focus on the users, about the understanding or
difficulties that they have when using the application
(2) do not need too much user, but some experts
(3) only simple prototypes are needed in the process, and do not need to test all the
process in the real function for this prototype.
Nielsen and Mark have stated, “Cognitive walkthroughs involve simulating a user’s
problem-solving process at each step in the human-computer dialog, checking to see
if the user’s goals and memory for actions can be assumed to lead to the next correct
action” (Polson et al., 2019).
Figure 9: Process of Evaluation
The whole process is based on tasks, and the tasks will be divided into several steps.
For each step, there are several questions:
- Can I see what I need to do?
- Can I do something and understand feedback?
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- Do I know to what to do next?
5.2 Tasks and steps
Here the prototype is divided into 2 tasks, the upload task and the read task.
Task 1 upload task
- Open the application
- Click the “upload the story” button
- Enter the “name” column from keyboard
- Enter the “address” column from keyboard
- Enter the “story” column from keyboard
- Click “upload” button to finish the upload part.
- See the feedback from the scene
- Click “back” button to go home page
Task 2 read task
- Click the “read the story” button
- Scan the QR code
- Check the name and address
- Click “View” button
- Read the story
- Click “Back” button to go back to the home page Or
- Click “Exit” button to exit the application
5.3 Usability
The usability of this application was tested by 4 people (not the developer). They
worked through the whole process of the steps and gave their feedback. The first time
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to connect the database was a little slow, but after that it was smooth. The results of
this evaluation are discussed below.
Problem Description Reason
Not enough
information
There is no information about
which button links to which
target function
A user may get confused because they
do not know which button to push to
implement their requirements. This
will make it difficult for a user to
learn.
less of buttons
The indoor map button is
showed on all types of map.
In other maps, it will not
work and not give feedback.
When a user uses the outdoor map or
2D map, it may be confusing because
these buttons do not work, and the
user may use it and have no feedback.
No enough
guidelines or
instructions
There are no guidelines and
instructions telling the user
how to use application
People who use the application will
get confused about how to use this
map.
No obvious
feedback from
the system
There is no obvious feedback
after user push buttons.
A user may get confused when they
push buttons but get no feedback,
even the prototype has finished the
button function.
5.4 Visibility
The visibility of the application could be improved. In the text input scene, the
feedback should be bigger and more intuitive. The name of the column should be
changed from ‘address’ into ‘location of memorial’, which is clearer for users. The
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instrument in the input column should change from ‘Enter text here’ into ‘When
known, enter details here’. A tittle should be added like ‘Remember story of a
person’. And the sequence of input should be ‘person’, ‘relationship’, ‘story’ and
‘memorial location’. There should be more instruments in the QR Code Scanner
scene. Those changes for UI can improve the HCI experience and help to increases
the
Figure 10.1: Screenshot of the prototype – old version
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Figure 10.2: Screenshot of the prototype – new version
Figure 10.3: Screenshot of the prototype – old version
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Figure 10.4: Screenshot of the prototype – new version
5.5 Function
Functionally, the application can be divided into two applications, which can specify
the different functions and give users different authority, such as some of users as the
reader, can only read the data from the database. And some of the users which are as
the uploader, can edit the information in the database. For privacy, the database need
to add more columns like ids, and add more logic about the insert and search
operation.
5.6 Discussion
The discussion about the evaluation is about how to improve those problems. Some of
the solution is given above. Some of the solution are fixed after the evaluation. And
the database part is difficult, so that the new design of that will be the future work.
But more chart will be needed, and the logic should be more perfect, such as the
choice of the key in the database.
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6. Limitations and Future Work
6.1 Limitations
The limitation of this application is the chart of the cloud database. The key of the
chart limits the authority about the users. So, the users have to input the information
correctly and have no authority to change the database. The UI is a simple book
model, which may not fit the needs of the users. Also, the QR Code Scanner is using
to replace the computer vision technique to read the name form the tomb and get the
location from the GPS. So this prototype only use QR Code to test and evaluate, but
not the real situation.
6.2 Future Work
The whole application actually can be divided into two applications. The upload part
can give more authority to users so that they can change the data they uploaded. Also,
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the QR Code Scanner part should be computer vision technique, which can read the
name of the memorized ones. And the database is expected to store more kind of data
rather than text, such as photos, radios, even videos. One day the users can choose
freely what they want to show to the viewers. Finally, the UI design is expected to
change by the uploader. They can design their own style to pass the information to the
viewers.
7. Conclusion
This application achieves that the application for graveyards and memorials. It
supports that AR techniques can be used for memorial activities. Unity 3D and
EasyAR are used to establish the prototype. The cognitive walkthrough are used to
evaluate the whole application by two experts. Based on the result of the evaluation,
we fix some problems in the UI design and the functions can be improved in the
future.
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8. Bibliography
Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E. and Ivkovic, M.
(2010). Augmented reality technologies, systems and applications. 1st ed. [ebook]
Springer Science+Business Media, pp.341-343. Available at:
https://www.csd.uoc.gr/~hy469/files/panels/Augmented_reality_technologies_system
s_and_applications.pdf [Accessed 11 Sep. 2019].
Deka, G. (2014). A Survey of Cloud Database Systems. 1st ed. [ebook] IEEE
Computer Society, pp.50-56. Available at:
https://pdfs.semanticscholar.org/cc35/3ac11af278aa60569e8093a82663fdb24699.pdf
[Accessed 18 Sep. 2019].
Höllerer, T. and Feiner, S. (2019). Mobile Augmented Reality. 1st ed. [ebook] Taylor
& Francis Books Ltd, pp.2-4. Available at:
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http://web.cs.wpi.edu/~gogo/courses/imgd5100_2012f/papers/Hollerer_AR_2004.pdf
[Accessed 15 Sep. 2019].
Hornbæk, K. (2009). Dogmas in the assessment of usability evaluation methods. 1st
ed. [ebook] Journal Behaviour & Information Technology, pp.97-110. Available at:
https://www.tandfonline.com/doi/full/10.1080/01449290801939400?casa_token=FA
VEelhufUYAAAAA:W_CZFtrLMhYG5yOfUWlwSCJbbIYLJ6R71BJZ6ZCHkLBEs
dz4UgjPjsJdvD8RVdKFdGu-z1LDvaioD28 [Accessed 25 Sep. 2019].
Krevelen, D. (2007). Augmented Reality: Technologies, Applications, and
Limitations. 1st ed. [ebook] pp.1-2. Available at:
https://www.researchgate.net/profile/Rick_Van_Krevelen2/publication/292150312_A
ugmented_Reality_Technologies_Applications_and_Limitations/links/56ab2b4108ae
d5a01359c113/Augmented-Reality-Technologies-Applications-and-Limitations.pdf
[Accessed 11 Sep. 2019].
Polson, P., lewis, C., Rieman, J. and Wharton, C. (1992). Cognitive Walkthroughs: A
Method for Theory-Based Evaluation of User Interfaces. 1st ed. [ebook] Boulder,
pp.2-4. Available at:
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.20.3404&rep=rep1&type=
pdf [Accessed 20 Sep. 1992].
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9. Appendix
1 Contract
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2 Product Screenshot
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3 Questionnaire
User Survey
The following questions may be related to privacy and sensitive topics, and we
sincerely apologize if you offend your importance or feel uncomfortable. Thank you
very much for your time!
The questionnaire is about the user needs survey of the APP to be developed. The
content of the APP is about sharing or understanding the life experiences or family
stories of the family or strangers in the past based on the name and address of the
tombstone.
1. Your age is
a. Under 18 years old
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b. 18-30 years old
c. 30-40 years old
d. 40-50 years old
e. Over 50 years old
2. Are you willing to use the app to share the past of your loved ones?
a. Yes
b. no
3. If you are willing to share, you are more likely to share with the family's
descendants or strangers.
a. Family descendants
b. stranger
4. If you are willing to share, what kind of content do you prefer to share?
*If you have chosen another, please fill in your answer in the blank space.
a. Past life experiences and stories of loved ones
b. Want to share with the younger generation
c. Family inheritance, such as family training, etc.
d. Past photos, images, audio, etc.
e. other________________
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5. If you don't want to share, what is your reason?
*If you have chosen another, please fill in your answer in the blank space.
a. For privacy reasons
b. For religious or other reasons
c. other_______________
6. Are you willing to use the app to learn about the past of others or other people in
your family?
a. Yes
b. no
7. If you are willing to use, you are more inclined to understand or remember your
family or stranger.
a. family
b. stranger
8. What more do you expect to know about their lives?
*If you have chosen another, please fill in your answer in the blank space.
a. Family inheritance, such as ancestral training, genealogy, etc.
b. The story or experience of a loved one
c. Past photos or images, audio, etc.
d. other_______________
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9. If you do not want to use it, the reason for your question is
*If you have chosen another, please fill in your answer in the blank space.
a. Religious or other beliefs
b. other________________
20. Do you mind adding elements of QR code or other information records to the
production of tombstones with APP affiliates?
a. Mind
b. do not mind
11. If you mind, are you willing to accept some alternatives, such as placing some
brands with QR codes that do not affect the overall layout?
*If you have other acceptable options, please fill in the blanks
a. Mind
b. do not mind
c. Other acceptable options ____________________
12. Do you mind if the app uses names on tombstones, photos and other elements to
determine identity information?
a. Mind
b. do not mind
13. What do you want the interface style of this app to be?
*If you have chosen another, please fill in your answer in the blank space.
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a. Serious
b. Warm
c. concise
d. Appropriate and lively, does not highlight the too heavy atmosphere
e. other______________
14. In addition to the above features, what do you want it to have?
If there is no specific answer, you can fill in the no.