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1 Department of Computer Science and Information Systems Thesis Report On-Campus Mobile Guide For walking trail and Art trail Prepared by Xue Jiang (Yuki), B.Sc. Student ID 11086041 Department of Computer Science and Information Systems University of Limerick Prepared under the supervision of Dr. Patrick Healy Version 1.1 May 2013

Thesis report (yuki)

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1    

Department of Computer Science and Information Systems

Thesis Report

On-Campus Mobile Guide For walking trail and Art trail

Prepared by Xue Jiang (Yuki), B.Sc.

Student ID 11086041

Department of Computer Science and Information Systems University of Limerick

Prepared under the supervision of

Dr. Patrick Healy

Version 1.1 May 2013

                 

Page 2: Thesis report (yuki)

 

2    

Table  of  Contents  Introduction  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  4  Project  Idea  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  4  Motivation  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  4  Structure  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  4  

The  project  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  4  What  is  it?  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  4  Why  is  it  important?  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  4  Who  is  it  for?  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  4  Where  will  it  be  used?  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  4  How  will  it  be  made?  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  5  

Research  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  5  Introduction  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  5  Research  questions  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  5  Background  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  5  Using  Mobile  Technology  for  guidance  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  5  

Google  Map  in  the  campus  mobile  guide  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  6  Localization  and  guidance  for  indoor  and  outdoor  using  smart  phone  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  7  Background  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  7  Localization  and  guidance  for  indoor  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  8  Evaluation  criteria   -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  8  How  to  do  the  guidance  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  9  

Notification  system  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  10  Interact  with  users  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  10  

Related  Projects  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  13  Harvard  Guide  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  13  Tree  Tour  in  Oregon  State  University  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  14  Ennis  Walking  Trails  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  16  MIT  campus  tour  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  17  Explorer  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  18  Prototypes  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  21  

Technologies  involved  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  21  Plans  for  the  summer  semester  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  21  Conclusion  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  22  

References  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  23  Appendix  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐  27  

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Table  of  Figures  

Figure  1  Evaluation  criteria  used  to  review  mobile  guide  projects(Kenteris  et  al.  

2011)  ........................................................................................................................................................  9  

Figure  2  The  Babble  interface  from  Book  "Interaction  Design"  .................................  12  

Figure  3  Harvard  University  App  Screenshot  1  .................................................................  13  

Figure  4  Harvard  University  App  Screenshot  2  .................................................................  14  

Figure  5  OSU  App  Screenshot  1  ................................................................................................  15  

Figure  6  OSU  App  Screenshot  2  ................................................................................................  15  

Figure  7Ennis  App  Screenshot  1  ...............................................................................................  16  

Figure  8  Ennis  App  Screenshot  2  ..............................................................................................  17  

Figure  9  MIT  App  Screenshot  1  .................................................................................................  17  

Figure  10  MIT  App  Screenshot  2  ..............................................................................................  18  

Figure  11  Explorer  Screenshot  1  ..............................................................................................  19  

Figure  12  Explorer  Screenshot  2  ..............................................................................................  19  

Figure  13  Explorer  Screenshot  3  ..............................................................................................  20  

 

     

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Introduction  This   report   documents  my   research   and   development   of  my   final   year   project  about  mobile  guides  on  campus,  with  the  focus  on  walking  trail  and  art  trail.      Project  Idea  The  aim  of  this  project  is  to  investigate  the  information  on  campus  and  find  the  information   that   required   by   the   students,   staffs   and   visitors,   explore   the  technologies   involved   in   the   project,   and   then   build   up   the   mobile   guide  application  to  guide  users  on  campus  for  walking  trail  and  art  trail.    Motivation  Because  of  the  modern  lifestyle  highly  rely  on  the  smart  phone,  the  motivation  of  the   project   is   to   explore   the   technology   and   process   of   how   modern   lifestyle  corresponds   with   personal   smart   phone   device   and   make   good   use   of   the  information  on  campus,  in  order  to  self-­‐guide  and  educate  visitors  in  both  indoor  and  outdoor  environment  for  walking  trail  and  art  trail.    Structure  The  project  main  consists  of  two  parts:    the  academic  research  and  the  design  &  develop  process.  

The  project    What  is  it?  This  project  is  mainly  about  to  design  and  develop  a  mobile  guide  based  on  the  Android   system   for  visitors   to   explore   self-­‐guided  walking   trail   and  art   trail   in  university.    

Why  is  it  important?  This  project  will   investigate  and  explore  relation  between  modern   lifestyle  and  popular  smart  phones  (Android  platform  in  this  case),  how  they  correspond  with  each  other.  And  apply  these  techniques  and  process  on  mobile  guides  on  campus  to  guide  visitors.    Who  is  it  for?  This  project  is  mainly  designed  for  student,  staffs  on  campus,  visitors  and  alumni  who  wish  to  do  a  self-­‐guided  walking  trail  or  art  trail.    Where  will  it  be  used?  This  application  is  designed  for  the  university  campus,  it  can  be  used  in  variety  of   places   on   and   around   campus,   for   instance   it   can   be   used   to   guide   people  

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explore   walking   trails   on   campus,   show   them   around   art   gallery,   visit   some  sculptors  and  arboretum  around  campus,  guide  people  to  different  buildings  and  also  help  them  learn  more  about  the  campus.      

How  will  it  be  made?  The   process   of  making   such   an   Android  mobile   application  mainly   consists   of  two  parts,  the  interface  design  and  the  implementation  (coding).  To  design  the  interface  Adobe  Photoshop  will  be  used;  Axure  or  other  prototype  tools12  will  be  required  for  prototyping  work.    To   implement   the  mobile   application,   Eclipse   platform  &   Android   SDK  will   be  used  with  some  supplementary  APIs  (e.g.,  Google  Map  API)  as  well.      

Research    

Introduction  The  literature  reviews  addressed  two  main  issues:  the  mobile  application  design  principles  for  the  mobile  guide  on  campus  and  the  related  technological  choices  during  the  design  process  on  this  area.    Research  questions    

• How  to  promote  multi-­‐dimensional   interactions  when  self-­‐guiding  users  on  campus?  (Millard  et  al.  2008)  

• What  problems  should  be  taken  into  consideration  on  both  the  app  design  process  and  develop  process?  (Kenteris  et  al.  2011)  

• What   kind   of   positioning   technologies   and  map   technologies   should   be  used   to   apply   on   indoor   and   outdoor   guidance,   and   also   how   to   do   the  self-­‐guidance?  (Hammadi  et  al.  2012)    

Background    Using  Mobile  Technology  for  guidance    “Mobile  technology  presents  the  opportunity  to  support  educational  visits  by  providing  both  location-­‐based  information  and  guidance  through  this  information  based  on  the  visitor’s  interests  and  needs.”   (Naismith  et  al.  2005)  

In   their   project   Mobile   Guide   for   University   of   Birmingham’s   Botanic   Garden                                                                                                                  1  http://www.fluidui.com/demos/  2  https://proto.io/en/signup/    

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(Naismith  et  al.  2005),  they  put  in  multimedia  context  to  help  users  read,  listen,  see  and  explore  more  about  the  garden  tour.  They  addressed  that  the  two  ideas  of  user  interests  and  user  needs  are  very   important   in  mobile  guide  design.   It   is  very  common  that  many  of  the  interesting  sites  or  collections  on  the  campus  may  not  be  noticed  by  the  students,  staffs  or  visitors  on  campus,  though  there  are  lots  of  learning  opportunities  within  these  places.  To  avoid  this,  the  mobile  guide  can  make  a  good  use  of  this  information  to  guide  and  assist  visitors.  

Many  universities  or  national   galleries  have   lots  of   art   collections   in   their  own  art   gallery,   to   connect   the   mobile   guide   with   social   media   (e.g.,   Facebook   or  Instagram,  etc)  will  be  able   to  enrich  the  multi-­‐dimensional   interaction(Petrelli  and  Not  2005)  between  visitors  and  information  of  the  on-­‐campus  art  collections  and  popular  visiting  places  through  this  platform.      Google  Map  in  the  campus  mobile  guide      (Kenteris  et  al.  2011)  argued  in  their  paper  that  the  map  usually  is  the  most  basic  and  essential  part  in  mobile  tour  guide,  most  of  the  similar  systems  use  map  as  their  central  part,  and  then  use  navigational  services  and  routing  services  based  on  the  map.  Among  those  systems  some  of  the  campus  maps  were  designed  like  an  infographic  to  show  information  around  campus,  this  kind  of  map  will  not  be  able  to  interact  with  users;  some  of  the  maps  were  based  on  Google  Map,  which  enable  the  users  to  search  and  explore  on  it.    Most  of  the  maps  that  connected  to  Google  map  in  the  mobile  guide  provide  the  overview   and   detail   zoom   levels   features,   the   paper  Designing  LoL@,  a  Mobile  Tourist  Guide  for  UMTS  presented  these  two  levels  by  giving  the  case  of  a  tourist  map  guide  in  the  city  of  Vienna:  include  an  overview  map  of  walking  tour  in  the  city,   and   related   sight-­‐seeing   information   on   some   certain   view   point.   For  example,   the   tourists   would   have   a   prior   experience   by   accessing   sightseeing  information  from  the  mobile  guide  even  when  they  were  in  the  hotel,  and  during  visiting,  the  voice  routing  service  will  read  the  step-­‐by-­‐step  routing  instructions  so   the   tourists   can   concentrate   on   the   view/scenery,   they   are   also   capable   to  upload   photographs   retrieved   from   the   built-­‐in   digital   camera   on   their  mobile  device  (Pospischil  et  al.  2002).  These  kind  of  features  can  be  applied  on  the  mobile  guide  on  campus  as  well,  use  Google  Map   on   campus   as   the   central   part,   highlight   some   popular   routes   for  visitors  to  do  a  pre-­‐visit.    Add  those  features  that  can  guide  users,  educate  users  and  promote  interactions  between  users  and  POIs.          

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Localization  and  guidance  for  indoor  and  outdoor  using  smart  phone    Background    The   positioning   technology   for   localization   can   roughly   be   divided   into   indoor  and  outdoor  two  kinds  of  technology.    

Google   Map   is   being   used   in   most   mobile   apps   for   localization   or   positioning  along  with  GPS   to   improve   accuracy,   and   (Bolic   and  Donko   2012)   pointed   out  OpenStreetMap  as  an  alternative  of  Google  Map,  OpenStreetMap  maps  are  from  open  source  community,  though  it’s  not  as  common  as  Google  Map,  but  it  allow  offline  map  cache  and  customization.    

Among  all  maps  in  nowadays’  mobile  guides,  there  are  raster-­‐based  maps,  which  are   used   to   display   the   location   of   POIs;   another   one   is  GIS-­‐based   vector  map,  which  is  used  for  routing  and  guidance  services.  If  concerned  about  the  outdoor  positioning   and   the   reliability   of   the   technology,   GPS   is   the   better   technology.  (Kenteris   et   al.   2011).“With   only   a   few   exceptions,   GPS   has   been   the   standard  choice  as  outdoor  positioning  technology.”  (Kenteris  et  al.  2011)  But  sometimes,  GPS  cannot  work  very  well  in  indoor  environment  and  urban  places,  Shang  argued  in  their  articles.  

(Hammadi   et   al.   2012)   gave   an   introduction   about   those   common   technology  that  has  been  used  for  nowadays’   indoor  environment  guidance.    Most  of  those  are  listed  as  below:      

• Global  Positioning  System  (GPS):  Based  on  the  global  satellite  positioning  system  (it  is  more  suitable  for  outdoor  environment  to  work  with  Google  Maps  or  OpenStreetMap  (OSM)),  suitable  for  outdoor  environment.    

• Bluetooth:  Bluetooth  is  used  as  a  short-­‐range  communication  technology,  with  good  accuracy  but  high  cost  to  deploy;  not  suitable  for  campus.      

• Radio  Frequency   Identification  (RFID):  expensive   to  deploy,  not  suitable  for  campus  in  this  case  (Sieck  2012).    

• Ultra  Wide  Band   (UWB):   it   is  accurate;  however   the  cost   is   so  high.  Not  suitable  for  campus  in  this  case  (Jianga  et  al.  2011).        

• Near  Field  Communication  (NFC):  Compared  to  above,  may  be  a  suitable  technology  to  use  with  its  high  accuracy  and  low  cost  on  implement.  

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   Localization  and  guidance  for  indoor    For  indoor  environment,  (Hammadi  et  al.  2012)  also  mentioned  that  most  mobile  guide   systems   utilize   NFC   (Near   Field   Communication)   technology   and   QR  (Quick  Response)  Codes,  which  are  low  cost,  to  determine  the  location  as  well  as  to   provide   navigation.   Then   with   the   help   of   the   map   to   determine   the  destination,  calculate  shortest  path,  store  car  parking   location,  give  feedback  to  building   management,   enter   surveys   for   restaurants   and   coffee   shops,   find  nearest  toilet  and  make  donations(Saranyaraj  2013).  

It   is   a   very   common   phenomenon   that   many   of   the   relatively   larger   national  galleries,  and  museums  may  lack  of  tour  guides  to  guide  and  assist  visitors,  way  finding  is  a  particular  challenge  (Tsai  and  Sung  2012).  In  some  of  the  museums,  “diverse  mobile  service  robots”  have  been  employed  as  tour  guides  to  show  the  visitors   around   in   the   exhibition   in   the  museums   and   galleries   (Stricker   et   al.  2012).   It   is   really   interesting   and   attractive,   however   they   cannot   hire   many  robots,  and  visitors  sometimes  tend  to  have  an  individual  or  self-­‐guided  tour.  The   example   Tsai   and   Sung   gave   in   their   paper   that   the   American  Museum  of  Natural  History  designed   a  mobile   guide  Explorer   and  provide   the   feature   “My  Tours”  in  it,  this  enables  user  to  pick  their  own  points  of  interests  and  add  them  in  the  My  Tour,  and  the  app  will  then  show  user  the  direction  from  one  location  to  another.    Not  only   the   larger  galleries(Fevgas  et  al.  2011),   some  of   the  relatively  smaller  ones  may  also  need  this  kind  of  application  to  guide  visitors,  they  usually  do  not  have  a  tour  guide  because  they  don’t  have  a  large  number  of  visitors  occasionally  and  also  visitors  may  come  individually  and  they  may  visit  at  an  uncertain  time.  Using  the  mobile  guides  to  do  a  self-­‐guided  tour  is  thus  becoming  necessary  and  getting  more  and  more  popular  in  recent  years.      Evaluation  criteria    (Kenteris   et   al.   2011)   Argued   in   their   survey   of   electronic   mobile   guides   for  application  designers   that   the  designers  should  consider   the   information  model  in   their   design,   the   types   of   input   and   output  modalities   and   how   the   unique  services   be   implemented;   technology   developers   should   consider   the   platform  they  choose   to   implement   (Android  platform   in   this   case),   the   type  of  network  infrastructure  (both  Wi-­‐Fi  and  3G  in  this  case)  and  also  the  positioning  and  map  technologies(GPS  and  Google  Map  or  OpenStreetMap  for  this)  during  evaluation  criteria.  They  explain  their  idea  of  evaluation  criteria  in  the  figure  below:  

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Figure  1  Evaluation  criteria  used  to  review  mobile  guide  projects(Kenteris  et  al.  2011)  Users  have  different  sensibility  of  recognition  the  navigation  on  the  map:  some  of  the  users  may  good  at  using  looking  at  map;  some  may  not.  To  avoid  the  problem,  additional  form  of  information  should  be  provided  to  help  users  to  find  their  way  when  they  are  unsure  about  certain  trails.  

 How  to  do  the  guidance    Navigation   is  also  very   important,   thus  design  additional  elements   for   the  POIs  on  the  map  may  help  visitors  find  the  right  position,  for  instance  add  the  audio  notification,   when   users   getting   close   to   the   points   of   the   interests,   the  notification  will   inform  and  attract  visitor   to   focus  on  some  certain   interest.   In  comparison   with   text   or   message   notification,   audio   notification   may   also   be  very   suitable   for   outdoor   environment,   since   (Naismith   et   al.   2005)   described  that  one  of  their  participants  complained  about  the  sunshine  is  so  bright  in  some  situations  that  the  user  would  not  be  able  to  see  the  screen  clearly,   in  this  case  audio  notification  would  help  to  avoid  the  problem.    (Taher   and   Cheverst   2011)   did   the   study   of   user   preference   for   fixed   display,  they  add  the  graphical  direction  arrows  on  fixed  displays  along  the  user’s  route,  and  most   of   users   prefer   the  way   they  did   this,   they   think   it   is   useful   because  they  need  things  on  the  map  to  reinforce  the  fact  that  they  were  going  right  way.  There   are   also   possibilities   to   document   the   traveling   experience   in   a   more  convenient  way.  (Abowd  et  al.  1997)  gave  an  example  of  a  user  driving  through  a  country  and  result  in  a  trail,  the  trail  will  be  upload  on  a  map  and  if  the  user  click  the   trail  on   the  map   the  revealed  image  will   show  up   to  document   this  driving  trail  memory.  This  is  not  suitable  for  this  project  since  most  of  the  POIs  are  not  reachable  by  driving  but  walking.      

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 Notification  system    Guided   by   the   mobile   guide,   when   the   visitors   arrive   at   certain   points,   the  notification   system  should  be  able   to   recognize   the  place  and  send  notification  regarding   the   place;   more   specific   and   related   information   about   the   interest  should  be  displayed  behind   it   (the  notification  may   include   the  building  detail,  points  of  interests  in  this  part  and  the  notes  left  by  other  visitors,  etc).  (Nair  et  al.  2006)  mentioned  the  idea  of  putting  into  the  fourth  dimension  into  the  location-­‐based  notification  system  (LBNS),  so  that  visitors  may  see,  hear,   touch  and  feel  when  they  arrived  some  certain  points,  visitors  have  the  option  to  pick  up  some  points   of   interests   which   they   preferred,   and   then   the   system  will   generate   a  route  for  visitor  to  walk  through.  The  option  of  clicking  certain  point  of  interest  enables  user  to  access  those  more  specific  information  about  the  POIs.    

 Interact  with  users        User  Interaction  in  Museum  Learning  Scenario    Bring  in  high  technology  to  help  promote  user  interaction  is  also  very  important.  Binyue  and  Yokoi  mentioned  in  their  paper  Promote  Visitor  Interactions  by  Smart  Devices  in  Museum  Learning  Scenario  (Binyue  and  Yokoi  2012)  about  interaction  between   visitors   and   those  museum  object   information   via   smart   devices.   The  embedded  RFID  in  collection  showcase  allows  visitors  to  get  information  onsite  via  smart  phone  or  other  mobile  devices,  which  visitors  outside  will  not  be  able  to  access  those  information.  And  by  providing  Wi-­‐Fi  it  enables  visitors  to  access  more  related  background  knowledge  online  while  they  are  interested  in  some  art  objects   in   the  museum.   This  way   of   interactions   between   each   other  will   also  enrich  the  concept  of  the  objects  in  the  collection  and  promote  interacts  between  visitors  online  and  onsite,  when  onsite  visitors  visit  these  objects  they  are  able  to  share   those   information,   visual   knowledge   and   the   ‘real’   experience   via   their  smart   devices   (e.g.,   smart   phones)   to   the   visitors   who   are   also   curious   in   the  collections   but   will   not   be   able   to   attend   physically.   After   the   visit,   the   smart  device   is   also   a   very   good   platform   for   visitors   to   ask   questions,   put   up   ideas,  photos  and  comments;  this  is  also  a  way  of  transfer  their  onsite  visual  knowledge  into  online  knowledge(Cheverst  et  al.  2000).      User  Interaction  in  Campus  Learning  Scenario    How  to  meet  the  requirement  of  users  is  always  very  important,  we  can  regard  

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the   some   certain   type   of   group   people   as   certain   type   of   information   model,  (Kenteris  et  al.  2011).  The  alumnus  group  is  a  good  example  for  this,  analyzing  their   unique   requirements,   put   certain   type   of   information   they   really   need  during   their   re-­‐visit   to   campus.   Some   applications   for   campus   need   to   take  information   models   into   consideration,   some   may   not.   (Nair   et   al.   2006)   also  argued   in   their  paper   that   they  are  more   focused  on   the   feeling  of   the  visitors,  they   put   specific   information   in   the   application   for   this   certain   group-­‐alumni,  they   may   want   to   see   how   the   campus   has   changed   compared   to   before,   the  building  details,  use  multimedia  method  to  show  them  may  be  want  they  really  want,  things  like  slide  show  to  document  the  changes  of  a  place,  video  or  audio  to  tell  the  story  at  some  place  in  the  history  when  alumni  walk  by,  they  want  their  memory  to  be  re-­‐called  at  that  moment.  When  alumni  walk  around  the  campus  the  system  shall  be  able  to  locate  the  current  position,  this  enables  the  system  to  play  a  slide  show  of  this  place,  tell  alumni  what  changes  have  been  made  in  this  place.  The  system  also  enables  the  alumni  to  leave  a  note  or  comment  and  review  other   alumni’s   notes   as   well.   Another   attractive   function   is   they   can   view   the  slide  show  of  the  place  it  is  the  way  of  “promoting  a  sense  of  time”  in  the  system.  Functions  like  document  routes  that  visitors  have  already  finished,  and  give  the  feedback  of  the  distance  and  time  on  the  map  may  be  another  feature  if  there  are  lots  of  options  for  visitors  to  choose  to  walk.  Visitors  shall  also  be  able  to  upload  images  of  their  interests  during  visit  or  post-­‐visit(Kuflik  et  al.  2011),  these  can  be  part   of   their   memory   saved   on   the   system   which   can   be   re-­‐accessed   by  themselves  or  others  who  want  to  do  a  pre-­‐visit  through  the  mobile  phone.  

 The  Babble  Interface    (Rogers   et   al.   2011)3  gave   an   interesting   example   in   the   design   collaborative  technologies   chapter   of   the  book   to   support   awareness,   in   order   to  presenting  the   information   awareness,   the   book   displayed   a   communication   tool   called  Babble   shows   as   in   the   image   below,   the   numbers   of   the   babble   represent   the  number  of  the  participants  in  the  conversation,  the  more  active  a  participant  is  in  the  conversation,  the  closer  the  babbles  towards  to  the  center  of  the  circle.    

                                                                                                               3  In  pp.  128  of  the  book  

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Figure  2  The  Babble  interface  from  Book  "Interaction  Design"  

This  idea  can  be  applied  on  campus  guides  as  well,  The  points  of  interest  (POIs),  can  be  shown  as  many  small  circles  on  the  overview  level  of  the  map,  as  long  as  the   features   like   visitors   check-­‐in,   leave   a   note,   comment,   upload   photographs  are  added   in   the  mobile  guide  system,   the  more   interaction  one  place  get   from  the   visitors,   the  more   popular   the   place  will   be,   and   the   system   can   use   a   red  circle  to  represent  the  popular  POIs,  use  green  or  other  colors  to  represent  the  less  popular  places.   It   is  much  easier   for  the   future  visitors  to  pick  the  point  of  interests   especially   when   the   visitors   may   only   have   limited   time   to   visit   the  campus,  they  may  prefer  to  pick  those  most  popular  places  to  go.    User  Interactions  in  Indoor  Environment    For   indoor   environment   such   as   art   gallery   on   campus,   some   collections   and  artifacts  may  have  significant  meaning  for  the  university,  these  collections  can  be  picked  out  from  many  other  collections  and  put  them  in  a  specific  category  such  as   “Highlight   art   trail   on   campus”,  multimedia   contents   can   be   added   into   the  system   as  well.   (Proctor   and   Burton   2004)   did   an   initial   evaluation   about   the  multimedia  tour  in  their  gallery:  “With  87  percent  saying  that  the  tour  improved  their  visit.  The  most  popular   types  of   content  were   interviews  with  artists  and  videos   of   artist   at   work,   and   audio   commentaries   accompanied   by  images.”  Casual   games   relevant   to   the   museum   collections   are   also   a   popular   way   for  promoting  interactions  between  art  collections  and  the  visitors.  It  also  plays  an  education  role  for  the  visitors  after  visiting  the  museum.          

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Related  Projects  

 The  projects  examples  listed  below  are  all  about  mobile  guides,  some  of  them  are  mobile  campus  guides  which  is  relevant  to  this  project,  some  of  them  are  more  about  mobile  guides  for  exhibitions   in  museums,  mobile  guides  for  the  walking  trails   in   a   certain   city…  however,  Most   of   these  projects   have   really   good  user  interface  design  and   focused  on  promoting  user   interaction  during   the  visiting,  although  not  all  of  them  have  similar  idea  as  this  project,  their  ideas  and  designs  all  inspired  this  project  –mobile  guides  on  campus.        Harvard  Guide    

                                                           

Figure  3  Harvard  University  App  Screenshot  1  

             University   of   Harvard   developed   this   application  Harvard  Guide   for   visitors   to  explore  this  university’s  long  history  and  beautiful  campus;  the  home  screen  was  designed  with   the   image  of   the  main   gate   of  Harvard  University.  And   a   simple  guide  to  explain  the  button  function,  the  starting  points  similar  to  other  guiding  apps,  shown  as  a  list  menu  enable  users  to  pick  up  by  themselves,  after  user  click  in,   the   following   screen   show   the   direction   on   the   map   and   a   half   scree   size  image  of  the  points  of  interest,  once  user  finished  the  point,  there  will  be  a  sign  on   the  map  shown   that  user  have  done   this  point.  And   the  arrow  button   leads  user  to  go  to  next  step,  more  detailed  information  showed  behind  this  place.    

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Figure  4  Harvard  University  App  Screenshot  2  

   

• The  info  button  shows  the  general  description  of  the  stop;    • The   inside   and   out   button   shows   an   insider’s   view  of  Harvard,   this   is   a  

really   good   feature   and   other   application   usually   do   not   this   function,  university   is   a   typical   place   that   some   of   the   area  may   not   open   to   the  public,  this  feature  is  very  useful  for  the  visitors  who  cannot  access  to  the  inside  area.  

• The   Fast   facts   button   documents   the   interesting   facts   and   trivia   once  happened  in  this  place,  many  of  them  have  an  interesting  image  to  explain  the  moment  as  well,  it  calls  back  alumni’s  memory  and  help  new  students  learn  better  about  the  place.  

• Innovation   also   for   documenting   big   events   once   happened   here,   help  user  to  understand  more  about  some  significance  place.  

• History  is  there  to  tell  visitors  highlights  and  stories.    

A   lot  of   videos  were  put   into   these   functions;  many  of   them  have  back  ground  music   help   users   to   have   a   nice   experience   of   the   certain  moment   and   certain  place.      Tree  Tour  in  Oregon  State  University    OSU  designed  and  developed   this   application   to  promote   the   awareness  of   the  variety  kind  of  trees  on  campus;  the  interface  is  clean  and  tidy  with  green,  white  and  grey  as  their  basic  three  colors,  very  close  to  nature  forest  color.    

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Figure  5  OSU  App  Screenshot  1  

 The  tour  consists  of  two  separate  tours:  the  longer  one  MU  Grand  Tour  takes  45  minute   and   the   MU   short   Tour   15   minutes.   Once   visitor   start   the   tour,   the  detailed   information   such   as   10   stops,   797   ft.   distance   will   be   shown   on   the  screen,  the  app  lead  visitors  step  by  step,  two  buttons  Tour  and  Map  enable  user  to  switch  between  direction  to  get  to  the  points  of  interest  and  the  description  of  the  tree.  The  map  shows  an  overview  position  of  trees  with  number  and  stops  to  help  visitors  find  the  place.        

                                                   

Figure  6  OSU  App  Screenshot  2  

 The  main  menu  consists  of  three  parts,  the  Tree  Tour  which  is  mentioned  above  and   the  open  map,  displayed  a   sidelight  map   for   campus  with   small   tree   icons  located  in  it,  each  small  icons  enable  visitor  to  click  and  learn  more  since  they  all  connected  to  the  information  page.    

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Reference   enables   visitors   to   search   and   learn   the   common   name   and   the  botanical   name   of   these   trees,   detailed   information   include   the   leaf   type   the  flower  information  and  whether  native  to  Oregon  or  not.        Ennis  Walking  Trails      

                                                                                         

Figure  7Ennis  App  Screenshot  1  

   The   town  of  Ennis   is   full  of  marvelous  public  sculptures  and  works  of  art.  This  application   contains   large   amount   of   information   about   Ennis   to   help   visitors  learn  and  explore  this  town.    This  walking  trail  guide  consists  of  four  historical  walking,  and  categorized  into  different   colors,   each   of   them   has   an   introduction   about   the   history   and   story  information   behind,   as  well   as   the   distance   and   time   it  will   need   to   finish   the  walking  trail.        

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Figure  8  Ennis  App  Screenshot  2  

 Clicking  into  the  points  of  interest  may  be  able  to  see  the  number  of  interests  in  the  walking  trail,  users  can  choose  take  me  to  this  point  to  get  the  directions  to  the  place  through  GPS  map,  sharing  the  point  of  interest  to  friend  on  Facebook,  or  take  a  photo  to  send  by  email,  some  of  the  interest  have  audio  guide.          MIT  campus  tour    

                                                         

Figure  9  MIT  App  Screenshot  1  

 MIT   mobile   campus   guide   is   the   project   that   has   some   similar   ideas   to   this  project  especially  for  some  walking  trails  on  campus.  It  aims  to  let  visitors  have  a  nice   experience   and   learn   the   history   of   different   parts   on   MIT   campus;   the  information   includes  MIT’s  architecture,   artwork,   facilities  etc.   Self-­‐guided   tour  

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and  guided  tours  are  both  provide  on  the  home  screen,  guided  tours  connected  to  the  home  page  of  MIT  website,  include  information  about  the  pickup  points  on  campus  and  tour  guide  meet  up  time.  Self-­‐guided   tour   enables   visitor   to   pick   up   starting   point,   the   app  will   include  some   recommend   points   to   show   visitors   and   step-­‐by-­‐step   guidance   to   guide  them.      

                                                       

Figure  10  MIT  App  Screenshot  2  

 Once  visitor  start  the  tour,  detail  information  will  be  shown  on  the  screen  step  by  step,  leading  visitors  the  direction  to  the  next  stop,  the  timeline  at  the  bottom  of  the  screen  shows  the  number  of  places  have  been  visited  and  there  is  a  button  in  the  middle  of   the  timeline  enable  user   to  switch  between  the  real  map  and  the  detailed  information.  Some  side  trips  are  also  shown  in  the  detailed  information,  visitors  can  have  their  own  flexible  walking  trails.  When  the  tour  ended,  the  last  screen   shows   visitor   the   campus   information,   enable   visitor   to   send   feedback  through  their  smart  phone,  and  also  help  visitors  to  find  a  place  to  eat.    Explorer    Tsai   and   Sung   (2012)   argues   in   their   article  Mobile   Applications   and  Museum  Visitation  that  way  finding  in  the  large  museum  is  a  particular  big  challenge  for  visitors,  many   visitors   these   years  have   the   tendency   to  plan   their   visit   before  they  arrive.    They  may  pick  up  some  points  if  those  POIs  really  attract  them,  but  the   problem   is   imagine   if   they   pick   up   two   points   and   they   are   not   sure   the  amount   of   time   they   will   spend   there,   and   the   way   they   will   get   from   one  exhibition  to  another  one,  what  can  they  do  except  ask  the  staffs  in  the  museum  or  find  the  way  by  themselves.    

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They  gave  an  example  of  American  Museum  of  Natural  History,  in  order  to  help  visitors   solve   this   problem:   they   developed   a  mobile   application   explorer,   and  add  the  feature  “My  Tour”.    

                                                                                           

Figure  11  Explorer  Screenshot  1  

The   interface   above   is   the   application   Explorer;   the   first   screen   contains   four  parts  of  information:  find  exhibition,  museum  tours,  food  &  shops  and  restroom  &  exit.  The  list  menus  under  the  popular  category  list  all  the  popular  exhibitions.  They  all  contain  the  feature  of  locating  current  place  and  then  sharing  to  friends,  add  the  bookmark  and  mark  as  visited.    

The  interface  list  below  is  the  map  function.  All  the  exhibition  information  shows  by  different   floors,   the   infographic   tells  visitors   the  overview   location  of   in   the  museum.  

                                                                                       

Figure  12  Explorer  Screenshot  2  

The   following   interface   shows   the   feature   “My   Tour”,   the   add   Exhibit   button  enables   visitors   to   add   their   preferred   exhibit   from   all   the   exhibits   in   the  museum,  in  this  way  visitors  build  up  their  personal  tour.  

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This   feature   uses   location-­‐aware   mobile   technologies   to   provide   turn-­‐by-­‐turn  instructions  between  two  points  within  the  museum,  allowing  visitors  to  design  their  own  visitation  routes.  Tsai  and  Sung  (2012)  

 

                                                                                     

Figure  13  Explorer  Screenshot  3  

                                                                                                           Although  the  Explorer  was  designed   for   the  museum,  many  of   the  design   ideas  still  inspired  this  project,  for  instance:  how  they  allocate  their  information  on  the  home   screen   to   meet   the   users’   requirement   is   quite   important,   they   add   a  category  named   ‘popular’   to   list   all   the  popular   exhibits   enable   visitors   to   find  them   easily,   they   promoted   user   interaction   very   well   because   they   enable  visitors  to  build  their  own  tours.  

 

Methodology/  User  studies      The   design   process   will   include   academic   research   of   previous   projects   and  relevant  articles,  scenarios,  building  tasks  and  the  first  design  prototype.  Many  iterations  of  the  design  are  necessary.  It   is   important  to  test  users  by  the  low   fidelity-­‐prototype   and   get   feedback   from   them.   Try   to   understand   more  about   the   user,   make   the   design   character   attractive   to   users,   and   at   the   end  build  up  the  high-­‐fidelity  prototype,  and  finish  the  final  design.  The   evaluation   methods   include   analysis,   observation,   interviews,   and  questionnaires;   a  video  camera  will  be  used   to   record  participants   so   that   it   is  enable   to   observe   the   user   reaction   when   they   interact   with  mobile   guide   on  campus.  

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         Prototypes    Low-­‐fidelity  prototype—Interface  sketch  and  paper  prototype  Sketch   the  mobile   interface   after   the   initial   research   and   analyze,   get   the   user  feedback,  keep  sketching,  evaluate  and  revise  the  project.    High  Fidelity—Axure  and  Eclipse    After  the  user  evaluation,  the  prototype  is  revised  enough  for  users  to  use,    The   interface   of   the   application  will   be   designed   in   the   Adobe   Photoshop   and  mock  up  in  the  Axure.  Then  continue  to  do  user  valuation,  testing  and  iteration  until  get  a  satisfied  prototype.  After  the  prototype  is  highly  developed,  the  application  can  then  be  developed  in  Eclipse  with  Android  SDK  platform  accordingly  to  implement  features  implied  by  the  design  process.    

 

Technologies  involved      To  design  and  develop  the  Android  mobile  app  as  described  above,  following  is  list  of  the  technologies/software  involved:    

• Prototype  tools:  Adobe  Photoshop,  Axure,  etc  • Eclipse  with  Android  SDK:  Java  as  the  programming  language  • SQLite:  store  information  in  mobile  phone  • Google  Map  APIs:  outdoor  localization        • Web  Server:  store  images  etc  to  save  space  in  phone  

       

 

Plans  for  the  summer  semester      See  appendix    

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Conclusion    This  project  documents   the  design  process  and   implement   ideas  on   the  mobile  guide   on   campus,   explored   the   similar   projects   previously,   analyzed   the   good  features   to   promote   user   interaction,   the   literature   review   covered   the  information   for   application   design   process   and   technology   develop   process,  these  research  all  set  a  solid  foundation  for  future  work  on  this  project.          

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References  

Abowd,  G.  D.,  Atkeson,  C.  G.,  Hong,  J.,  Long,  S.,  Kooper,  R.  and  Pinkerton,  M.    (1997)  'Cyberguide:  a  mobile  context-­‐aware  tour  guide',  Wirel.  Netw.,  3(5),  421-­‐433.  

 

Binyue,  C.  and  Yokoi,  S.  (2012)  Promote  visitor  interactions  by  smart  devices  in  museum  learning  scenario,  translated  by    376-­‐379.  

 

Bolic,  D.  and  Donko,  D.  (2012)  Model  and  implementation  of  mobile  interactive  guide,  translated  by    1-­‐4.  

 

Cheverst,  K.,  Davies,  N.,  Mitchell,  K.  and  Friday,  A.  (2000)  'Experiences  of  developing  and  deploying  a  context-­‐aware  tourist  guide:  the  GUIDE  project',  in  Proceedings  of  the  6th  annual  international  conference  on  Mobile  computing  and  networking,  Boston,  Massachusetts,  USA,  345916:  ACM,  20-­‐31.  

 

Fevgas,  A.,  Tsompanopoulou,  P.  and  Bozanis,  P.  (2011)  iMuse  Mobile  Tour:  A  personalized  multimedia  museum  guide  opens  to  groups,  translated  by    971-­‐975.  

 

Hammadi,  O.  A.,  Hebsi,  A.  A.,  Zemerly,  M.  J.  and  Ng,  J.  W.  P.  (2012)  Indoor  Localization  and  Guidance  Using  Portable  Smartphones,  translated  by    337-­‐341.  

 

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Jianga,  S.,  Shengsheng,  Y.,  Fuqiang,  G.,  Zhanya,  X.  and  Liangfeng,  Z.  (2011)  A  mobile  guide  system  framework  for  museums  based  on  local  location-­‐aware  approach,  translated  by    1935-­‐1940.  

 

Kenteris,  M.,  Gavalas,  D.  and  Economou,  D.  (2011)  'Electronic  mobile  guides:  a  survey',  Personal  Ubiquitous  Comput.,  15(1),  97-­‐111.  

 

Kuflik,  T.,  Stock,  O.,  Zancanaro,  M.,  Gorfinkel,  A.,  Jbara,  S.,  Kats,  S.,  Sheidin,  J.  and  Kashtan,  N.  (2011)  'A  visitor's  guide  in  an  active  museum:  Presentations,  communications,  and  reflection',  J.  Comput.  Cult.  Herit.,  3(3),  1-­‐25.  

 

Millard,  D.  E.,  Lewis,  R.  and  Howard,  Y.  (2008)  'LBWiki:  a  location-­‐based  Wiki',  in  Proceedings  of  the  4th  International  Symposium  on  Wikis,  Porto,  Portugal,  1822270:  ACM,  1-­‐5.  

 

Nair,  S.,  Kumar,  A.,  Sampat,  M.,  Lee,  J.  C.  and  McCrickard,  D.  S.  (2006)  'Alumni  campus  tour:  capturing  the  fourth  dimension  in  location  based  notification  systems',  in  Proceedings  of  the  44th  annual  Southeast  regional  conference,  Melbourne,  Florida,  1185558:  ACM,  500-­‐505.  

 

Naismith,  L.,  Sharples,  M.  and  Ting,  J.  (2005)  'Evaluation  of  CAERUS:  a  context  aware  mobile  guide',  Proceedings  of  mLearn  2005-­‐Mobile  technology:  The  future  of  learning  in  your  hands,  Cape  Town,  South  Africa.  

 

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Petrelli,  D.  and  Not,  E.  (2005)  'User-­‐Centred  Design  of  Flexible  Hypermedia  for  a  Mobile  Guide:  Reflections  on  the  HyperAudio  Experience',  User  Modeling  and  User-­‐Adapted  Interaction,  15(3-­‐4),  303-­‐338.  

 

Pospischil,  G.,  Umlauft,  M.  and  Michlmayr,  E.  (2002)  'Designing  LoL@,  a  Mobile  Tourist  Guide  for  UMTS',  in  Proceedings  of  the  4th  International  Symposium  on  Mobile  Human-­‐Computer  Interaction,  758125:  Springer-­‐Verlag,  140-­‐154.  

 

Proctor,  N.  and  Burton,  J.  (2004)  'Tate  modern  multimedia  tour  pilots  2002-­‐2003',  Learning  with  Mobile  Devices:  Research  and  Development.’London:  Learning  and  Skills  Development  Agency,  127-­‐30.  

 

Rogers,  Y.,  Sharp,  H.  and  Preece,  J.  (2011)  Interaction  design:  beyond  human-­‐computer  interaction,  Wiley.  

 

Saranyaraj,  D.  (2013)  The  virtual  guide  for  assisted  tours  using  context  aware  system,  translated  by    211-­‐213.  

 

Sieck,  J.  (2012)  Location  Based  Services  and  Museum  Information  Systems,  translated  by    663-­‐666.  

 

Stricker,  R.,  Muller,  S.,  Einhorn,  E.,  Schroter,  C.,  Volkhardt,  M.,  Debes,  K.  and  Gross,  H.  (2012)  Interactive  mobile  robots  guiding  visitors  in  a  university  building,  translated  by    695-­‐700.  

 

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Taher,  F.  and  Cheverst,  K.  (2011)  'Exploring  user  preferences  for  indoor  navigation  support  through  a  combination  of  mobile  and  fixed  displays',  in  Proceedings  of  the  13th  International  Conference  on  Human  Computer  Interaction  with  Mobile  Devices  and  Services,  Stockholm,  Sweden,  2037405:  ACM,  201-­‐210.  

 

Tsai,  H.  and  Sung,  K.  (2012)  'Mobile  Applications  and  Museum  Visitation',  Computer,  45(4),  95-­‐98.  

 

 

 

 

 

 

 

 

 

 

 

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Appendix