Aj BR 180051
Aj BR 180051
Abstract
________________
Publication Details: Received 06 Sep 2018; Revised 17 Nov 2018; Accepted 23 Nov 2018
Introduction
Augmented Reality (AR), is a technology that allows the superimposition of
computer-generated data registered in 3D to the real world, interactively, and in real-
time (Azuma, 1997). The concept of AR represents one form of Mixed Reality (MR)
and it is a blend between the virtual environment (VE) -virtual reality- and the real
one, where elements from both environments are combined (Milgram & Kishino,
1994; Schmalstieg & Hollerer, 2016). AR is distinct from Virtual Reality (VR),
because VR immerses its user in a complete digital and artificial world. Within the
MR, AR calls for attention as it represents the first step into the virtuality continuum
(VC), by adding virtual elements, being closer to the real environment (Schmalstieg &
Hollerer, 2016). On the extremes of the VC, we found AR and the augmented
virtuality (AV) (closer to the VE), where the VE is enhanced with real world elements
(Milgram & Kishino, 1994; Tamura, Yamamoto, & Katayama, 2001).
AR has the potential to expand human perception and the ability to quickly adapt to
different contexts, thus contributing to the creation of new platforms to deliver
content to a global audience (Hugues, Fuchs, & Nannipieri, 2011). This technology
also creates more transparent, flexible and fluid relationships, which leads to an
increased productivity and the creation of immersive, context-aware and transparent
experiences for people and businesses (Gartner Reports, 2017). Hence its wide
application in domains like gaming or psychology (Bonus, Peebles, Mares, &
Sarmiento, 2017). The Boston Consulting Group (BCG) estimated that more than 80
million of US citizens uses AR, i.e., around one third of smartphones users engage
with AR technology at least monthly (Bona, Kon, Koslow, Ratajczak, & Robins,
2018). Moreover, BCG also found out that retail and fashion companies include/are
prone to include AR in their marketing strategies, because advertisers believe that AR,
in a 2 year period, will impact sales, purchase intent and engagement (Bona et al.,
2018).
The objective of this study is to review the literature produced since 1997. We
highlighted cross-analysed the variables identified by researchers related to the
intrinsic aspects of AR technology that guided the development of AR solutions from
a B&E perspective. Most of such scientific effort has been conducted in the fields of
Education and Computer Sciences, and user research (Bacca, Baldiris, Fabregat, &
Graf, 2014; Billinghurst, Clark, & Lee, 2014; Dey, Billinghurst, Lindeman, & Swan,
2018). However, little attention have been paid to those who use AR as a marketing
tool to improve consumer-brands relationships (Scholz & Duffy, 2018; Scholz &
Smith, 2016), or to develop new methods impacting consumers (Javornik, 2016a). We
To fill this gap in the literature, we conducted a content analysis, whose unit of
analysis were scientific articles (journal and conference papers) retrieved from the
Web of Science (WOS) and Scopus databases, published between 1997-2016.
Our first research question addresses a timeline perspective about the intensity of
production but also the major applications of AR scientific knowledge.
Twenty years after the first systematization of AR (Azuma, 1997), its „ecosystem‟ can
be divided into interfaces, tracking systems, tracking techniques, displays, and
augmented content (see Figure 1).
Interfaces enable the interaction between the user and AR content (Mihelj, Novak, &
Begus, 2014). These may be tangible, collaborative, hybrid, or multimodal
(Carmigniani et al., 2011). Tangibles allow interaction with the virtual content
through physical objects and tools (Chao, Chiu, DeJaegher, & Pan, 2016), whereas
collaborative involves multiple displays that allow several users to work
simultaneously (Tait & Billinghurst, 2015). Hybrids combine complementing
interfaces that create more interaction points in a flexible platform (Manuri, Piumatti,
& Torino, 2015), and multimodal combines tangible with natural user interfaces (e.g.
gesture) (Lv, Khan, & Réhman, 2014).
Pressigout, & Chaumette, 2006). Further, other tracking techniques exist like gesture-
based (Lv et al., 2014) or paper-based (Ryu & Park, 2016).
AR displays, i.e, the components that allow users to have AR experiences, are
organized into four groups. Head-worn displays (HWD) include head-mounted
displays (HMD) (Kress & Starner, 2013) and glasses (Rauschnabel, Brem, & Ivens,
2015). Handheld displays regard portable technologies with adequate processing
capability (e.g., smartphones, tablets) (Carmigniani et al., 2011). Spatial displays
include projectors and holograms (Mihelj et al., 2014), and computer displays create
AR experiences mediated by desktops and laptops with a webcam (Huang & Liao,
2015).
Ideally, AR would augment content from all five senses. However, the available AR
solutions are related to the superimposition of visual artifacts, especially videos,
images, and texts, and few involve a kinesthetic or haptic component (Craig, 2013).
Moreover, there has been an increased investment in mobile devices which makes AR
hardware more accessible (Irshad, Rohaya, & Awang, 2016), and so developing
mobile AR (MAR). MAR is essential in areas such as user interface (UI), user
experience (UX), and app acceptance (Dacko, 2017; Olsson, Lagerstam, Kärkkäinen,
& Väänänen-Vainio-Mattila, 2013).
Figure 1: AR Ecosystem
Media Characteristics
Table 1: Overview of MC
Media Definition Authors
Characteristics
Interactivity The degree to which two or more parties (Kiousis, 2002)
communicate in a technologically mediated
environment synchronously or asynchronously by
exchanging reciprocal messages.
Augmentation The ability of technology to add additional virtual (Billinghurst et al.,
and dynamic capabilities/content to real systems. 2014)
Flow The result of MC that allows a holistic interaction (Csikszentmihalyi,
experience with the environment leading to 1990)
immersion in the activity performed within the
medium.
Telepresence The experience of presence in an environment (Steuer, 1992)
through a medium.
Modality It pertains to the way content is presented (e.g., (Sundar, Xu, & Dou,
image). 2012)
Hypertextuality This is the number of available links. In AR, it is (Javornik, 2016b)
the connections between the different hyperlinks,
devices, and applications.
Connectivity It regards the kind of communication that can be
established (one-to-one, one-to-many).
Location- It concerns the geolocations of users that are
specificity relevant for AR as these data contribute to content
production.
Mobility It relates to the ability to transport devices which is
relevant, with the emergence of the MAR and
wearable technologies.
Virtuality This is an inherent feature of AR that refers to the
capability of the medium to overlap virtual
elements to the real world.
Personalization Envisaged as the process of adapting the medium (Blom, 2000)
regarding functionality, content, and interface to
increase personal relevance.
Agency The degree to which the self feels s/he is a relevant (Sundar, 2008)
actor in the interaction with the environment,
which may influence the content.
Navigability The ability of the user to explore the mediated (Sundar et al., 2012)
environment system and functions.
AR-User Interaction
AR technology is implemented to affect the user and to solve specific problems. Our
second research question tackles the issues about what users‟ need and their context.
As can be observed in this section, these issues have been sensitive topics in the AR
literature.
From an overview of the AR literature we learned that four main motivations lead to
the study and development of AR solutions: hedonic, utilitarian, educational, and
user-technology interaction.
Method
A quantitative content analysis allowed for a systematic and replicable analysis of the
scientific production content, because it is associated with statistical analysis,
permitting to establish relations between the coded contents (Riffe, Lacy, & Fico,
2014).
Data Collection
Journal (JP) and conference papers (CP) on the topic of AR published between 1997-
2016 were analyzed using a method similar to the one applied by ter Huurne et al.
(2017). 1997 was the starting year because the first survey on the subject was
published that year (Azuma, 1997).
A purposive sampling was used to search through the WOS and Scopus databases
(Riffe et al., 2014). The set of keywords applied was: “augmented reality,” (as
dependent variable) AND “marketing,” “consumer behavior,” “consumer
psychology” and “business” (as study context), thus creating a sample of the
knowledge built upon the field of AR.
An additional filter was the English language. The initial database consisted of 502
entries (346 from Scopus and 156 from WOS). This database was refined to eliminate
duplicate entries resulting in 459 documents.
In line with the good practices established for this approach, two researchers
conducted a thorough analysis of titles, abstracts, and keywords in the articles to
eliminate any documents whose subject diverged from the purpose (Costa, Soares, &
de Sousa, 2016). This process produced a final data set of 328 documents (166 JP and
162 CP) retrieved from 85 different publications and 109 conference proceedings.
Coding Process
The documents were coded relating to the salient aspects listed in figure 2 as relating
to AR, using a phenomenological approach. This process resulted in the
categorization of the articles accordingly to the following variables: domains of
application, MC, tracking systems, tracking technologies, TC, displays, unit of
analysis, augmented components, operating systems, and motivations to develop AR
solutions.
The variable “domains of application” derived from the categorization created by the
databases. “MC” concerned AR traits that create digital media experiences. “Tracking
systems,” “tracking techniques,” “displays,” and “operating systems” are intrinsic to
AR technology development. “TC” represented the most common topics considered
by the authors to explain the effect of AR on users. The variable “unit of analysis”
reflects the scope of the databases‟ documents. The subtopic “augmented
components” is the specific technical feature augmented by AR implementation.
The criteria for the coding process was the “absence” or “presence” of the subtopic in
the article, i.e., if there was an explicit mention of the subtopic, or it addresses the
definition considered for that subtopic we considered that the subtopic was present in
the document. However, all topics were not exclusive, i.e., in some scientific papers,
the authors discussed more than one subtopic belonging to the same category.
Intercoder Reliability
Two researchers conducted the coding solving the disambiguation issues, potential
discrepancies regarding the coding meanings and the categories involved throughout
the process (Krippendorff, 2004). The ultimate intercoder reliability for two coders
was calculated for all documents using Krippendorff‟s alpha reliability measure
(Hayes & Krippendorff, 2007). The values range from 0.82 to 0.97. The mean value
was 0.89, which was acceptable.
Data Analysis
Two multivariate data analysis techniques were used to identify patterns in the AR
literature: chi-squared automatic interaction detection (CHAID) and a cluster analysis.
The cluster analysis classified the documents contained in the database by the
motivations to develop AR solutions, displays used, and MC so that we could
examine the interdependent relations between the list of coded variables (Hair Jr.,
Black, Babin, & Anderson, 2014). This examination led to the identification and
classification of specific sets of articles into groups with high internal homogeneity
and high external heterogeneity (Hair Jr. et al., 2014).
A two-stage clustering approach was also followed. First, using Ward‟s method
(Ward, 1963) of hierarchical clusters to determine the number of clusters to retain.
Then, we used a nonhierarchical method (K-means algorithm) to overcome possible
chaining effects and to fine-tune the results (Punji & Stewart, 1983).
Results
Evolution of the scientific production on AR between 1997 and 2016
The production of AR scientific literature has grown exponentially since 2013 (see
Figure 3).
In 2000, 2004, 2006, 2008, 2010-2012, and 2015, the number of CP exceeded the
number of articles published in journals. In 2007, 2009, 2013, 2014, and 2016, the
number of JP exceeded the number of publications in conference proceedings.
Figure 3: Evolution of the production of scientific documents between 1997 and 2016
Figure 4 shows the composition of the relevance of subtopics in four selected main
topics of our research aggregated into five-years period groups, illustrating the
evolution of academics‟ interest devoted to specific research subjects that are relevant
for the B&E literature.
Within the topic of MC, “Augmentation” and “Interactivity” are the most dominant
researched topics in the period under analysis. In contrast, from 2007 onwards, we
assist to a decrease in research interest about topics such as “Agency” and
“Personalization”, favoring the study of “Connectivity”, “Telepresence”, and
“Navigability”.
Finally, concerning, researchers have been paying an increased attention to the type of
displays such as handheld displays. Since 2007, research on HWD and computer
displays have dropped, whereas the interest on spatial displays has been kept constant,
despite the decrease observed between 2002 and 2006.
Figure 4: Evolution of the topics “motivation,” “domains of application,” “MC,” and “displays” over 20 years.
Figure 5 shows the most common TC studied in the literature related to the effect of
AR on users. “Affordances” (technology characteristics) is the most present subtopic
(157/328), which indicates that these features are meaningful to the development of
AR solutions. The subtopic “outcome” (72/328) expresses what might be expected
from AR concerning performance in the promotion of collaboration and co-creation
between people and technology.
The subtopic “mediating” aggregates several concepts that involve the relationship
between people and technology (51/328), followed by the cognitive effect on the user
(49/328). Subtopic “value” represents 11.3% of the articles, “behavior” is presented in
9.1%, “attitude” in 8.8%, whereas “decision-making” represents 5.5%. The subtopic
“affective” accounts for only 4.0% of the TC used to study AR phenomena. Overall,
the presence of the above-mentioned subtopics in the literature addresses the type and
frequency of AR concepts affecting users in the period between 1997 and 2016.
We predefine a dependent variable placed in the root node. The connections of the
other subtopics to that leading variable are evaluated by the distance to the root.
Within a continuous hierarchical mode, the closest predictors to the initial node in the
tree are more statistically related to it. Using the “motivation to develop AR
solutions” as the starting focal point, the CHAID algorithm processes the set of
predictor/subtopics (see figure 2) to explain each one of the four motivational goals to
apply AR according to its degree of influence in each successive node/subtopic.
We estimate four models where each one focuses on the main rationale behind the
development of AR solutions (see
Figure 6): (1) Utilitarian experiences; (2) Hedonic experiences; (3) Educational
experiences; (4) Interactions with AR.
For each motivation or subtopic, the algorithm classifies both the statistically relevant
subtopics mentioned in the articles in connection with the previous node benchmark
subtopic and those also significant but absent subtopics.
Six subtopics are structurally associated to each one of the “motivations to develop
AR solutions.” However, we focus our analysis on those subtopics systematically
present in articles devoted to the main motivation and rooted on successive nodes of
each partition.
The CHAID dendrogram shows that the most likely predictor associated with the
“utilitarian experience” motivation is the MC “augmentation.” From the initial
predictor, two nodes are extracted; 59.5% of the articles of that initial node mention
another MC: “modality.” Furthermore, issuing from “modality,” 85.7% of the articles
discuss the “personalization.” In three nodes, all subtopics present are significantly
associated with the dependent variable: “utilitarian experience.”
Two out of the four CHAID models share a common trait: the first and best predictor
concerning the topic of the development of AR solutions is always considered a MC,
except for the “hedonic experience,” and “educational experience.” Still, even in those
motivations, at least one MC (“navigability” and “connectivity”, respectively) is
present in 9.4% (8/85) and 11.3% (6/53) of the scientific production, respectively.
The cluster analysis groups the articles of our database of scientific production if all
variables used for classification have a similar status (Hair Jr. et al., 2014). No
predefined structure was defined. We selected three major topics to categorize into
homogeneous clusters of scientific studies.
“MC” embody the digital media substance of AR. Moreover, the “motivation to
develop AR solutions” defines the logic behind the implementation of AR, and
“displays” captures the technological dimension. In fact, the displays are the most
tangible representations of AR that everybody physically interacts with.
Table 2 shows the degree of presence for each subtopic in the cluster. The
corresponding statistic – chi-square – that was estimated through the cross-tabulation
analysis allows the measurement of the extent to which the subtopic is significantly
discriminating in each cluster.
Cluster 1: Headset AR
This cluster assembles the AR publications with the highest incidence of “displays”
subtopics “HWD” (69.6%) and “spatial displays” (47.8%). All papers focus on
“interaction with AR” (100.0%) as the main motivation to apply AR. The MC
“mobility” (78.3%) and “navigability” (52.2%), besides “interactivity” and
“augmentation” are predominant in this cluster.
Cluster 2: General
Cluster 3: Mobile AR
Cluster 4: Utility-related AR
Compared to other groups, the most frequent articles dealt with the “educational
experience” AR application in this cluster. “Interactivity” (95.6%) is the most
representative MC.
Table 2: Subtopic presence within cluster regarding MC, displays and motivations to develop AR solutions
Cluster 1 Cluster 2 Cluster 3 Cluster 4 Cluster 5 Cluster 6 Cluster 7 Total per cluster
N % N % N % N % N % N % N % N %
Interactivity (𝛘2= 138.284) 20 87.0 11 19.0 15 34.9 29 33.0 35 92.1 43 95.6 2 6.1 155 47.3
2
Augmentation (𝛘 = 225.763) 20 87.0 4 6.9 41 95.3 84 95.5 37 97.4 42 93.3 32 97.0 260 79.3
2
Flow (𝛘 =55.177) 8 34.8 5 8.6 0 0.0 4 4.5 15 39.5 10 22.2 0 0.0 42 12.8
Telepresence (𝛘2= 62.039) 3 13.0 4 6.9 1 2.3 5 5.7 19 50.0 9 20.0 1 3.0 42 12.8
2
Hypertextuality (𝛘 = 85.748) 11 47.8 2 3.4 2 4.7 3 3.4 0 0.0 18 40.0 1 3.0 37 11.3
2
Modality (𝛘 = 68.634) 11 47.8 0 0.0 6 14.0 5 5.7 3 7.9 17 37.8 0 0.0 42 12.8
2
Connectivity (𝛘 = 155.223) 5 21.7 0 0.0 2 2.7 3 3.4 28 73.7 30 66.7 4 12.1 72 22.0
2
Location-specificity (𝛘 = 161.878) 7 30.4 4 6.9 36 83.7 0 0.0 1 2.6 9 20.0 2 6.1 59 18.0
2
Mobility (𝛘 = 161.479) 18 78.3 5 8.6 30 69.8 0 0.0 0 0.0 19 42.2 0 0.0 72 22.0
2
Virtuality (𝛘 = 68.708) 9 39.1 3 5.2 2 4.7 9 10.2 22 57.9 10 22.2 2 6.1 57 17.4
2
Personalization (𝛘 =44.428) 9 39.1 3 5.2 6 14.0 15 17.0 20 52.6 10 22.2 2 6.1 65 19.8
2
Agency (𝛘 =98.742) 10 43.5 2 3.4 9 20.9 5 5.7 19 50.0 8 17.8 25 75.8 78 23.8
Navigability (𝛘2=149.868) 12 52.2 2 3.4 23 53.5 1 1.1 5 13.2 2 4.4 27 81.8 72 22.0
2
Head-worn Displays (𝛘 =50.815) 16 69.6 12 20.7 3 7.0 17 19.3 7 18.4 1 2.2 6 18.2 62 18.9
Handheld displays (𝛘2=136.952) 7 30.4 22 37.9 42 97.7 27 30.7 8 21.1 43 95.6 1 3.0 150 45.7
2
Spatial displays (𝛘 =52.634) 11 47.8 4 6.9 0 0.0 21 23.9 12 31.6 2 4.4 15 45.5 65 19.8
2
Computer displays (𝛘 =48.171) 1 4.3 8 13.8 1 2.3 34 38.6 14 36.8 1 2.2 10 30.3 69 21.0
2
Utilitarian experience (𝛘 =65.493) 20 87.0 26 44.8 37 86.0 77 87.5 33 86.8 21 46.7 30 90.9 244 74.4
2
Hedonic experience (𝛘 =53.065) 11 47.8 7 12.1 8 18.6 15 17.0 23 60.5 19 42.2 2 6.1 85 25.9
2
Educational experience (𝛘 =34.469) 2 8.7 6 10.3 5 11.6 10 11.4 3 7.9 21 46.7 6 18.2 53 16.2
2 100. 100.
Interaction with AR (𝛘 =72.307) 23 27 46.6 41 95.3 72 81.1 38 38 84.4 31 93.9 270 82.3
0 0
Discussion
From the pool of scientific publications developed between 1997 and 2016, we have
tried to understand what the main topics and the logic underlying the associations
within the 328 articles are. The categorization process identifies 10 major topics
covering several attributes such as domains of AR application, theoretical framework,
digital media aspects, motivations to develop AR solutions, and technical dimensions
(displays, components, operating systems, tracking and system techniques). We
deliberately select the subtopics of “motivations to develop AR solutions” and try to
understand the network of connections the researchers considered in their studies
when investigating AR.
A substantial part of the scientific corpus of the literature produced in the studied 20
years involves CP from Computer Science and Engineering which are the main areas
of investigation of AR. However, JP is almost reaching the CP status with an equal
distribution of the publications (an aspect that we highlighted by emphasizing JP over
CP).
Concerning the domain of application, the academic research topics have become
more diversified due to the multiple applications that AR has started to offer.
The results from the multivariate analysis show the instrumental role of the “MC”
topic in motivating the creation of AR solutions. Regardless of the intensive presence
of this topic in academic studies on AR, we naturally detect 13 subtopics that show
the relevance of the topic.
Additionally, despite our database indicates otherwise, the use of HMD is a trend that
is projected to rise in the next few years (e.g.: the studies of Liao, 2016; Rauschnabel
et al., 2015, that did not appeared at the time of the data collection) due to the
applications of headsets in the healthcare and industrial jobs. Within the tracking
technologies, image is still the most used tracking technique. Nonetheless, we witness
an increased use of sensor, location, and gesture-based techniques, which is in line
with the investment in the development of ML AR solutions (Kasapakis & Gavalas,
2017).
Apparently, AR studies have not stimulated the development of a new and more
precise theoretical framework. We do not notice a dominant theory or theoretical
concept that is consistently discussed in association with any main motivation to
develop AR solutions or other technical dimensions.
This study provides a focused overview of 20 years of research on AR, showing how
this technology is being incorporated in our society, focusing on the type of AR
solutions that have been developed in the fields of B&E.
This study has some limitations that justify further research. The first is the
phenomenological limitations derived from using a content analysis as the method.
When filling the gap between technical aspects of AR and their effect on the user, it
was developed a coding system based on the analysis of previous studies in other
areas. Therefore, despite reaching acceptable values of intercoder reliability, there is
always the risk of biased interference from the researchers.
Secondly, this study is based on two databases: WOS and Scopus. This could be
complemented by using other databases (e.g., ProQuest), which might broaden the
scope of the investigation, creating a larger data set, and increasing the validity of the
results.
Thirdly, since our goal was to understand the inferences that might be drawn from AR
applications in digital media, future research could adapt the search keywords to other
research goals.
In summary, despite these limitations, this study clarifies some important questions
about the technology of AR, thus constituting a benchmark for researchers and
companies interested in AR as a communication medium.
Acknowledgements
This research was financed by the European Regional Development Fund (ERDF)
and the North Portugal Regional Operational Programme in the framework of the
project “NORTE-01-0145-FEDER-000020”, and by Portuguese Public Funds through
Fundação para a Ciência e Tecnologia (FCT) in the framework of the Ph.D. grant
SFRH/BD/131191/2017.
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