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Chapter 4
DOI: 10.4018/978-1-4666-8659-5.ch004
ABSTRACT
In this chapter, we present the main interaction design issues that arise during the development of
edutainment scenarios through the use of branded augmented reality (AR) authoring environments. Most
proprietary AR systems ofer limited interaction features within their entry-level version, while licens-
ing unlocks the desired advanced features. In order to overcome this problem we employ experimental
multimedia development methods for the design of content for those platforms, enabling the develop-
ment of fully featured case studies where interaction is implemented both physically and virtually. The
introduction and literature research sections are complemented by selected experimental case studies
that explore the interaction capabilities. It is shown how these may be implemented using limited AR
resources. The chapter concludes with the presentation of the social software perspective of the com-
munication process, as the application areas and the content domain presented in this work feature clear
collaborative potential that needs to be addressed by system design.
INTRODUCTION
The interest for the development of augmented reality (AR) applications has increased in the last few
years, mainly due to the replacement of earlier QR-code technologies (Rowles, 2013) with natural visual
tracking recognition (Kerdvibulvech). This feature clearly offers multiple potential uses as it removes
the need for visible markers: images, drawings, items and physical spaces can be used as markers that
initiate the augmentation. In addition, the wide availability of handheld multimedia-enabled mobile
devices (mobile phones, PDA’s), combined with their increasing processing power and Internet con-
Developing Augmented Reality
Applications Using Branded
Authoring Environments
Ioannis Deliyannis
Interactive Arts Research Lab, Greece
Dalila Honorato
Interactive Arts Research Lab, Greece