Android Augmented Reality Applications in Extensible, Flexible, and Adaptable Architecture

  • Tiago Araújo Federal University of Pará
  • Nikolas Carneiro Federal University of Pará
  • Brunelli Miranda Federal University of Pará
  • Carlos Santos Federal University of Pará
  • Bianchi Meiguins Federal University of Pará

Abstract


This work aims to present an architecture for Android Mobile Augmented Reality (MAR) applications which has to be extensible, flexible and adaptable. Extensible to allow the addition of new functionalities in the application; flexible to allow the change of content/data generating custom applications; and adaptable to the many mobile devices screen sizes. For this reason, we considered an architecture based on the MVC pattern adapted to the context of Android mobile platform, in this adaptation the business logic get out the controller layer and reaches the view layer, in so doing, the controller layer becomes responsible only for managing the request between the model and view layers, ensuring the application modularization. Also, the Fragments user interface pattern was utilized, aiming to a better adaptation to the many mobile devices screen sizes. Furthermore, we applied the Remote Proxy design pattern, for abstraction of data source (local or remote), and the Facade design pattern to facilitate the use of queries and filters in data. Finally, we present usage scenarios with different data and screen size devices to validate the proposed architecture.

Keywords: Realidade Aumentada, Aplicações Móveis, Arquitetura

References

Cawood, S., Fiala, M. 2008. Augmented Reality: A Pratical Guide. Pragmatic Bookshelf, (Dallas, Texas, USA, Jan, 2008).

de Sá, M., Churchill, E. 2012. Mobile Augmented Reality: A Design Perspective. Human Factors in Augmented Reality Environments. Springer, (New York, NY, USA), 139-164.

Dünser, A. et al. 2007. Applying HCI principles to AR systems design. Mixed Reality User Interfaces: Specification, Authoring, Adaptation (MRUI'07) Workshop Proceedings. (Charlotte, NC, USA), 37-42.

Fowler, M. 2002. Patterns of Enterprise Application Architecture. Addison-Wesley Longman Publishing Co. Inc, (Boston, MA, USA, Nov, 2002).

Gamma, E. et al. 1994. Design Patterns: elements of reusable object-oriented software. Addison-Wesley Longman Publishing Co., Inc, (Boston, MA, USA, Nov, 1994).

Grubert, J., Grasset, R. 2013. Augmented Reality for Android Application Development. Packt Publishing Ltd., (Birmingham, UK, Nov, 2013).

Joorabchi, M. et al, 2013. Real Challenges in Mobile App Development. International Symposium on Empirical Software Engineering and Measurement. ACM / IEEE, (Baltimore, Maryland, USA, Out 10-11, 2013), 15-24.

Martínez, H. et al. 2014. Drivers and Bottlenecks in the Adoption of Augmented Reality Applications. Journal of Multimedia Theory and Application. Vol. 2, No. 1, 27-44.

Nudelman, G. 2013. Android Design Patterns: Interaction Design Solutions for Developers. John Wiley & Sons Inc. (Indianapolis, Indiana, Mar, 2013).

Potel, M. 1996. MVP: Model View Presenter The Taligent Programming Model for C++ and Java. Taligent Inc.

van Krevelen D. W. F., Poelman R. A Survey of Augmented Reality Technologies, Applications and Limitations. The International Journal of Virtual Reality. Vol. 9, No. 2. (June 2010), 1-20.

Wasserman, Anthony I. 2010. Software Engineering Issues for Mobile Application Development. Proceedings of the FSE/SDP Workshop on Future of Software Engineering Research (Santa Fe, New Mexico, USA), 397-400
Published
2015-05-26
ARAÚJO, Tiago; CARNEIRO, Nikolas; MIRANDA, Brunelli; SANTOS, Carlos; MEIGUINS, Bianchi. Android Augmented Reality Applications in Extensible, Flexible, and Adaptable Architecture. In: BRAZILIAN SYMPOSIUM ON INFORMATION SYSTEMS (SBSI), 11. , 2015, Goiânia. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2015 . p. 63-70. DOI: https://doi.org/10.5753/sbsi.2015.5802.