Page 219 - Kaleidoscope Academic Conference Proceedings 2021
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Session 5: Augmented reality and machine learning for future spatial applications and services
S5.1 Building a distributed XR immersive environment for data visualization*
Fernando Beltrán and Jing Geng (University of Auckland, New Zealand)
We present a novel way to support business organizations' decision-making in the context of
analysis of network data sets. For such a purpose we built a mixed-reality, multi-user platform,
which we named Aroaro and can be deployed on different virtual reality and augmented reality
devices. In Aroaro, users can experience data visualization, either individually or as part of a team.
With a set of lab tasks designed to lead lab subjects to analyze the network information while
immersing into the rich virtual environment, our approach belongs to the nascent area of
immersive analytics. We assume a business unit has already procured some network data set and
been tasked with problems that need to reveal information about the network's connectivity
properties. This paper is concerned with how a business unit achieves problem solving
(decisionmaking) when relying on immersive analytics. Our approach combines a high-quality
virtual environment such as Aroaro, its data visualization engine and the analytics afforded by
concepts of network centrality in a network. We report on preliminary results of having lab
subjects experience two visualization environments: a 3D visualization system on a 2D-flat screen
and our mixed-reality, multi-user platform for network data visualization.
S5.2 Assessment of spatial intervention of public spaces by locative augmented reality games players
Fadzidah Abdullah and Mohd Faredzuan Mohd Noor (International Islamic University Malaysia,
Malaysia); Mohd Raziff Abdul Razak (British Malaysian Institute, University Kuala Lumpur,
Malaysia)
Augmented Reality (AR) games appear to have had a massive growth in the era of the Fourth
Industrial Revolution (IR 4.0). Locative AR games require the usage of big spaces for gamers to
move around. Nevertheless, there is a question of whether public spaces are suitable for the spatial
intervention of locative AR games players. Spatial intervention may become an issue among the
public regarding accessibility, permeability, openness, centrality, and sense of security. This paper
assesses the public perceptions of the spatial intervention of public spaces by locative AR games
players. Researchers conducted this research by using both qualitative and quantitative
approaches. The primary data was obtained based on observation and survey questionnaires, whilst
the secondary data was collected using desk research. The findings of this research could help city
authorities to consider formulating new design criteria of public spaces that are safe for both AR
games' players and the public.
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