Industrial augmented reality prototypes in the field of art authoring, dissemination, and consumption tools for artistic content on mobile devices with a focus generation Z

Autor/a

Pérez Gómez, Antonia

Director/a

Blat, Josep ORCID

Saldaña Navedo, Eduardo ORCID

Fecha de defensa

2024-10-22

Páginas

366 p.



Departamento/Instituto

Universitat Pompeu Fabra. Departament de Tecnologies de la Informació i les Comunicacions

Programa de doctorado

Programa de Doctorat en Tecnologies de la Informació i les Comunicacions

Resumen

The advent of spatial content and increasingly advanced mixed reality devices is set to revolutionise the manner in which we interact with digital content, becoming the predominant human-computer interface in the not-too-distant future. This thesis investigates the design and development of industrial prototypes using Augmented Reality (AR) technology for mobile devices in the artistic sector, validated through iterative testing with real users. The focus of these prototypes is primarily on the content cre- ation process rather than its dissemination and consumption. The prototypes aim to achieve several key objectives within this scope. Firstly, the thesis seeks to develop beginner-friendly creation tools that do not require technical knowledge for AR content creation. This addresses the need for easy- to-use tools that can be used by a broader audience, allowing more people to participate in AR content creation without the barrier of extensive technical experience. Secondly, the research explores simplified workflows that minimise the need for multiple software tools, consolidating the process into a single platform. This approach aims to facilitate rapid prototyping, iteration, testing, and dissemination, significantly improving efficiency and user experience. Thirdly, the thesis investigates the feasibility of implementing a native AR creation environment, allowing content to be created directly on the final device using AR technology. This approach specifically leverages the capabilities of mobile devices, recognising their widespread use and potential to democratise AR content creation despite their technical limitations. Additionally, the thesis evaluates the acceptance of these authoring, dissemination and consumption prototypes across different generations, specifically comparing Generation Z (i.e. people born between 1997 and 2012) with previous generations. It also assesses the reception of the different prototypes among creators with and without prior technical knowledge in 3D modelling. This comparative analysis provides insights into how different user demographics interact with and perceive AR creation tools. The research involved the development and evaluation of two prototypes, with six associated experiments, each building upon the previous one to incorporate more advanced features and functionalities. The study was structured into two distinct phases: the first dedicated to the par- ticipatory and iterative design of the prototypes, and the second concentrated on the development and evaluation of experiments (four associated with Prototype 1 and two associated with Prototype 2). The first experiment validated basic premises, such as the viability of mobile AR environments for creating 3D models using 6DOF operations compared to traditional desktop platforms. The second to fourth experiments expanded on the first by incor- porating advanced modelling and texturing tools and evaluating usability, workload, creativity support, and overall satisfaction. The fifth experiment introduced advanced features for location-based AR content creation, incorporating multimedia formats such as audio, images, and text. It also included interactive behaviours and assessed the added value of geolocation and dissemination capabilities. The sixth experiment focused on the consumption of artistic content in AR, comparing a 360o virtual museum tour with an AR experience that allowed for free viewpoint interaction within a home environment. Finally, the thesis presents conclusions from the theoretical and practical compon- ents, establishing criteria based on each addressed topic. This comprehensive evaluation provides a foundation for future improvements and applications of AR technology for artistic creation.

Palabras clave

Augmented reality; Mobile AR; Content creation; Artistic sector; Prototyping; Usability evaluation; 3D modelling; Location-based AR; AR

Materias

62 - Ingeniería. Tecnología

Documentos

Este documento contiene ficheros embargados hasta el dia 22-10-2025

Derechos

L'accés als continguts d'aquesta tesi queda condicionat a l'acceptació de les condicions d'ús establertes per la següent llicència Creative Commons: http://creativecommons.org/licenses/by-nc-nd/4.0/
L'accés als continguts d'aquesta tesi queda condicionat a l'acceptació de les condicions d'ús establertes per la següent llicència Creative Commons: http://creativecommons.org/licenses/by-nc-nd/4.0/

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