Architecture and Architectural Patterns for Mobile Augmented Reality

Authors

DOI:

https://doi.org/10.18489/sacj.v33i1.908

Abstract

A software architecture codifies the design choices of software developers, which defines a modular
organizational spine for the design of a software artefact. Different architectures may be
specified for different types of artefacts, a real-time interactive artefact, for example, would
have markedly different requirements to those of a batch based transactional system. The use of
software architecture becomes increasingly important as the complexity of
artefacts increases.

Augmented Reality blends the real world observed through a computer
interface, with a computer generated virtual world. With the advent of
powerful mobile devices, Mobile Augmented Reality (MAR)
applications have become increasingly feasible, however the increased power has
led to increased complexity. Most MAR research has been directed towards
technologies and not design resulting in a dearth of architecture and design
literature for MAR. This research is targeted at addressing this void.

The main requirement that a MAR architecture must meet is
identified as being the efficient real-time processing of data streams such as
video frames and sensor data. A set of highly parallelised architectural
patterns are documented within the context of MAR that meet this
requirement. The contribution of this research is a software architecture, codified
as architectural patterns, for MAR.

Author Biographies

Donald Munro, Nelson Mandela University

Donald completed his PhD in the Department of Computing Sciences at the Nelson Madela University. 

Andre Calitz

Professor, Department of Computing Sciences.

Dieter Vogts

Dieter is a Senior Lecturer in the Department of Computing Sciences at the Nelson Mandela University in Gqeberha (formerly Port Elizabeth).

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Published

2021-07-12

Issue

Section

Research Papers (general)