A Taxonomy of Augmented Reality Annotations
Inma García-Pereira
1
, Jesús Gimeno
1
, Pedro Morillo
1
and Pablo Casanova-Salas
2
1
Department of Computer Science, Universitat de València, Spain
2
Institute of Robotics and Information and Communication Technologies (IRTIC), Universitat de València, Spain
Keywords: Augmented Reality, Annotation, Data Model, Taxonomy.
Abstract: Annotations have become a major trend in Augmented Reality (AR), as they are a powerful way of offering
users more information about the real world surrounding them. There are many contributions showing ad hoc
tools for annotation purposes, which make use of this type of virtual information. However, there are very
few works that have tried to theorize on this subject to propose a generalized work system that solves the
problem of incompatibility between applications. In this work, we propose and develop not only a taxonomy,
but also a data model that seek to define the general characteristics that any AR annotation must incorporate.
With this, we intend to provide a framework that can be used in the development of any system that makes
use of this type of virtual elements.
1 INTRODUCTION
Annotation is an essential interaction method in daily
life. Traditionally, people have used handwritten
annotations on paper as a tool to summarize and
highlight important elements of written texts (using
underlined or highlighted words) or to add reminders,
translations, explanations or messages for others in
shared documents (through side notes, for example).
But not only the text or paper-based information is
annotated. In general, any physical object in our
environment can be annotated (Hansen, 2006), for
example: we can paste a Post-it note next to a switch
to explain its functionality.
As text became to be digitized, new tools were
developed in order to take annotations in (and
through) the new computer systems. Subsequently,
the hypermedia systems (Grønbæk, Hem, Madsen, &
Sloth, 1994) and the advantages of the web (Kahan &
Koivunen, 2001) were exploited to enrich the note-
taking processes. With the advent of mobile and
ubiquitous computing devices, digital annotation has
been extended even further. Since the information is
virtual and, therefore, is not physically placed on real-
world objects through paper notes. Instead, it is stored
on servers and different methods are used to identify
the physical objects to which each annotation refers.
A step further in the virtualization of annotations
has been achieved thanks to the development of
Augmented Reality (AR). In fact, annotations are an
intrinsic component of this technology. As described
before, humans leave notes in the physical world to
share information. In parallel, they place texts,
images, audios, etc. in digital format to communicate
through the virtual world. Thanks to the AR, it is
possible to blur the boundary between physical and
virtual world so that virtual information can be
presented in the same location as the element of the
physical world with which it relates.
One of the main advantages of AR is that it has
the ability to contextualize and locate virtual
information. Annotation is one of the most common
uses of AR as it is a powerful way to offer users more
information about the world around them (Wither,
DiVerdi, & Höllerer, 2009). However, until 2009 this
virtual element was not defined in a reasonably
general and well-grounded way to be used in the
future literature. Most of the published works show
applications developed for specific uses and very few
have tried to define and categorize AR annotations.
Once we have reviewed the published literature
on this subject, we have found it is necessary to
complete a study from the point of view of software
engineering that results in a generic data model that
can be used in any type of application with AR
annotations. This generic model attempts to solve the
incompatibility problem that currently exists between
the different AR annotation systems: annotations
made with a specific application can only be seen
with the same application.
412
García-Pereira, I., Gimeno, J., Morillo, P. and Casanova-Salas, P.
A Taxonomy of Augmented Reality Annotations.
DOI: 10.5220/0009193404120419
In Proceedings of the 15th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2020) - Volume 1: GRAPP, pages
412-419
ISBN: 978-989-758-402-2; ISSN: 2184-4321
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
In this paper, we define an AR annotation.
Subsequently, we analyze the characteristics of this
type of virtual element that over the years have been
contributed by different authors. Finally, we develop
a theoretical model that allows defining any AR
annotation.
2 RELATED WORK
Although the term Augmented Reality was not coined
until 1992 in (Caudell & Mizell, 1992), in 1981 Tom
Furness already developed the Super Cockpit system
(Furness, 1986), which can be considered as one of
the first applications with AR annotations. The
system consisted of a see-through head-based display
mounted to the user's helmet through which the pilots
of an airplane could see their environment augmented
with virtual information.
Immediately, studies on applications of AR
annotations began to emerge (Feiner, MacIntyre, &
Seligmann, 1992; Rekimoto & Nagao, 1995). Today,
it is a hot topic and there are numerous publications
on this type of development, such as (Bruno et al.,
2019; Chang, Nuernberger, Luan, & Höllerer, 2017;
García-Pereira, Gimeno, Pérez, Portalés, & Casas,
2018). However, the theorization of the concepts
related to AR annotations has been very scarce, since
most of the works focus on the development of ad hoc
tools in different areas of application. That is why the
definition, characterization and categorization of this
type of virtual elements is dispersed in the literature.
One of the first authors to theorize about AR
annotations was Hansen in (Hansen, 2006), who
analyzes the annotation techniques of different
systems, such as: open hypermedia, Web based,
mobile and augmented reality. This aims to illustrate
different approaches to the central challenges that
ubiquitous annotation systems have to deal with.
Subsequently, Wither et al. defined in (Wither et al.,
2009) the concept of annotation in the context of AR.
In their paper, they propose a taxonomy for this type
of virtual elements. Although this work is one of the
most complete to date, in the last decade there have
been new studies that analyze some aspects that were
not contemplated by Wither et al. One of them is
(Tönnis, Plecher, & Klinker, 2013), where the authors
present the main dimensions that cover the principles
of representation of virtual information in relation to
a physical environment through AR. These
dimensions are perfectly applicable to AR
annotations, as we will see later. In (Keil, Schmitt,
Engelke, Graf, & Olbrich, 2018), the authors describe
and categorize the visual elements of AR based on
their level of mediation between the physical and the
virtual world. Again, their concepts can be used to
classify AR annotations.
In this paper, we analyze the contributions made
to date on AR annotations (or on virtual elements
applicable to annotations) with the aim of unifying
them in a data model capable of supporting any type
of AR annotation.
3 DEFINITION OF AR
ANNOTATION
Wither et al. defined in (Wither et al., 2009) the
concept of AR annotation. Theirs objective was to
cover a wide range of uses, so it is a fairly general
definition: “An augmented reality annotation is
virtual information that describes in some way, and is
registered to, an existing object”.
As the authors explain, this definition allows that
virtual information can adopt different formats (texts,
images, sounds, 3D models...). Also, the relationship
between virtual information and the object annotated
can be defined indirectly. This second point presents
discrepancy in the existing literature, since some
authors, such as (Hansen, 2006), consider that an AR
annotation must necessarily be in or next to the object
annotated and clearly related to it. For example: an
arrow that directs a user to a destination is linked to
the final destination, which is the object annotated,
but does not appear next to it or with a clear visual
relationship, so Hansen does not consider it as an
annotation as opposed to Wither et al. In this work,
we use the Wither's point of view since it
encompasses many uses of AR annotations that
would otherwise not be analyzed.
From the definition of Wither et al., we can extract
four basic elements that must be defined when
designing an AR annotation:
1) Virtual information
2) Object annotated
3) Spatial relationship between 1) and 2)
4) What kind of description does 1) of 2)
To clearly differentiate what an annotation is from
what is not, the authors define two essential
components that every AR annotation must
necessarily have: a spatially dependent component
and a spatially independent component. The first one
must link the virtual information with the object that
is being annotated, so it is a relationship between the
virtual world and the physical world. This means that
any annotation must be registered to a particular
existing object and not only to a point in the
A Taxonomy of Augmented Reality Annotations
413
coordinate system. The spatially independent
component implies that there must be some difference
between virtual content and what the user sees from
the physical world. For example, a perfect 3D model
of an object that is used to make occlusions is not an
annotation, even if it was spatially dependent.
Instead, if the same 3D model has some modification
in relation to its physical homonym (it changes a
texture, for example), it would already be considered
an annotation since it adds information and modifies
the user's perception of the physical world.
Figure 1 shows a graphic representation of the
definition given by Wither et al. for an AR annotation
and all the concepts associated
.
Figure 1: Components of an AR annotation.
4 CHARACTERISTICS OF AR
ANNOTATIONS
As explained in the previous section, some studies
present taxonomies to characterize the AR virtual
elements or, more specifically, the AR annotations.
The different visions of each author are explained
below in order to synthesize their contributions later.
Wither et al. present in (Wither et al., 2009) six
orthogonal dimensions that serve to describe and
classify the annotations in a more concrete way:
- Location Complexity: The obligation to have some
spatially dependent component means that all
annotations have an associated location in the
physical world. However, the complexity of this
location can vary greatly from one annotation to
another, from a single 3D point to a 2D or 3D region
or even a 3D model.
- Location Movement: of the virtual part of the
annotation (not of the physical element annotated or
of the animations contained in the virtual
information). The freedom of movement of virtual
information and the allowed distance from its
anchoring depend on the application and, where
appropriate, on the user's preferences.
- Semantic Relevance: Indicates how the virtual
information of a given annotation and anchoring are
related. The descriptors that provide more direct
information about the annotated element and have a
greater semantic relevance are those that name or
describe it. On the contrary, those descriptors that add
information, modify the annotated physical element
or guide the user usually provide information that is
not directly related to the anchoring and have less
semantic relevance.
- Content Complexity: This dimension can vary
greatly from one annotation to another: from those
that are a single point that marks an object of interest
to that whose content is an animated 3D model with
sound. The complexity of the content can be
determined both by the amount of information
transmitted by the annotation to the user and by the
visual complexity of the annotation itself.
- Interactivity: Wither et al. differentiate between
four levels of interactivity: annotations that the user
can only view but without interacting with them,
annotations with which the user can interact but
without editing or adding information, annotations
whose content can be modified and annotations that
the user can create when using the system.
- Annotation Permanence: An annotation does not
always has to be visible to the user, as in cases where
you want to avoid information overload. To control
the permanence of an annotation, the authors list five
basic strategies: permanent annotations, time-
controlled permanence, user-controlled permanence,
permanence based on the user's location and filtered
annotations based on the information and current
status of the application and the user.
Wither et al. compare their six dimensions of AR
annotations with the four challenges for ubiquitous
annotations described in (Hansen, 2006), which are:
- Anchoring: The linking of the virtual information
with the annotated physical object is essential and the
precision with which it is carried out is decisive in
achieving a communication objective.
- Structure: The data model used by the
identification technologies to link the virtual
information with the annotated elements must be
general enough to: 1) allow any object that has been
identified to be annotated and linked and 2) to be able
to use different anchoring techniques.
- Presentation: Hansen differentiates between three
types of virtual information presentation: presented in
the annotated object, separated from the annotated
object but in its environment and completely
separated from the annotated object.
- Editing: Providing the user with the ability to edit
the annotations displayed or generate new ones is
very desirable in certain scenarios, therefore
developers should not limit themselves to annotation
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414
systems that only allow the user to consult the
information previously loaded into the system.
As Wither et al. point out, the Anchor, Structure
and Presentation challenges defined by Hansen
describe how and where an annotation is placed in
relation to the object that it annotates, so they are
directly related to what they call Location complexity
and Location movement. For its part, Hansen’s
challenge of Editing is directly linked to the
Interactivity dimension of Wither et al. Hansen's
work does not take into account the information
contained in the annotations, only its relation to the
annotated objects and with the user. Wither et al.,
instead, adds the dimensions of Semantic relevance,
Content complexity and Annotation permanence in
order to evaluate the content of the annotation and its
temporal dimension.
As a complement to the six orthogonal
dimensions of Wither et al., the work of (Tönnis et al.,
2013) presents five other dimensions that cover the
representation principles of virtual information in AR
related to the physical environment. Therefore, the
authors do not speak specifically of annotations but
their classification complements that of Wither et al.
and can be extrapolated to the scope that concerns us.
These dimensions are:
- Temporality: It depends on the existence of the
virtual information, regardless of whether it is within
the field of vision or not. The authors differentiate
between permanently represented information and
information that occasionally exists in the augmented
world, as it depends on specific events.
- Dimensionality: Methods used to visualize and
integrate virtual information in the physical
environment: 2D or 3D.
- Viewpoint Reference Frame: Method to represent
the virtual information in relation to the point of view
of both the user and the virtual camera of the system.
They differentiate between: egocentric (first person),
exocentric (third person) and egomotion (displaced).
- Mounting and Registration: Spatial relationship
between virtual information and the physical world.
Mounting refers to what virtual information is linked
to (user, environment, world or multiple).
Registration is the technical part of the mounting, that
is: how to accurately determine a location in the
physical world (the anchoring) to place the virtual
information.
- Type of Reference: The extent to which a virtual
object refers to an element of the physical world. This
dimension depends on the visibility of physical
objects. The authors differentiate three types of
references: direct (physical objects and their
augmented information are visible to the user),
indirect (virtual information reveals hidden physical
objects) and pure (virtual objects provide references
to physical objects that are not in the field of view).
Tönis et al. compare their dimensions with those
of Wither et al. The authors relate their dimension of
Temporality with that Wither et al. call Annotation
permanence. However, we believe that, although they
are related concepts, it is interesting to study them
separately because the Wither et al. classification is
based on the fact that an annotation does not always
have to be visible to the user while that of Tönis et al.
depends on the existence of the annotation, regardless
of whether it is within the field of vision or not.
Moreover, Tönis et al. relate their dimension of
Dimensionality to the Semantic Relevance and
Content complexity of Wither et al. However, Tönis
et al. differentiate between 2D and 3D information
objects while the Wither’s classification is much
more detailed. The Viewpoint reference frame
dimension is exclusive to Tönis et al. since it is a
generic concept of AR. For its part, the Type of
reference dimension is described by Tönis et al. as a
sub concept within the Semantic relevance dimension
of Wither et al., so it might be interesting to study
these two dimensions separately (Wither et al. focus
more on how the content of the annotation contributes
to the object annotated while Tönis et al. focus more
on the relationship between them). Finally, the
dimension of Mounting and registration are related to
the dimensions of Location complexity and Location
movement but, again, Wither et al. granulate the
problem much more.
To complete the dimensions presented by Wither
et al. and Tönis et al., it is also important to analyze
the recent work of (Müller, 2019). His study focuses
on how to represent information with AR to support
manual procedure tasks. Although his work speaks, in
general, of information and focuses on a very specific
use of AR, its definitions and classifications can be
applied to the specific case of AR annotations. Müller
describes seven characteristics:
- Spatial Relation: Virtual information is spatially
related and located in the physical world, which
implies a link between physical and virtual objects
and the registration of virtual information in specific
coordinates of space.
- Connectedness: Virtual information is connected to
the physical world not only spatially but also
semantically.
- Discrete Change: Virtual information may be
subject to change over time.
- Manipulability: It is possible to interact and edit
virtual information through software. However, it
A Taxonomy of Augmented Reality Annotations
415
should be borne in mind that this may cause a loss of
relevant spatial information.
- Combination: The combined view that the user has
of the virtual information and the environment varies
depending on their own point of view and, therefore,
is not always controllable. In the same way, the
environment can change making the perception of
information objects not as precise as intended.
- Fluctuation: The difficulties in achieving a precise
and stable alignment of the physical world with the
virtual world mean that the combination of virtual
information, the environment and the point of view is
affected by uncontrollable fluctuations.
- Reference Systems: Virtual information can be
placed and oriented using a different reference system
than the one used to locate its anchoring. The authors
differentiate two basic types of reference systems:
world and spectator coordinate systems.
The characteristics described by Müller are much
more generic and less detailed than the dimensions
presented by Wither et al. and Tönis et al., although
they are related and can give us new nuances at
certain points, as will be seen in the next section.
The generic definitions and categorizations
described above contrast with other works that
perform classifications at a lower level, as is the case
of (Keil et al., 2018). The objective of this work is to
describe, categorize and organize the visual elements
of AR to later discuss the level of mediation achieved
by each of them and their suitability according to their
context of use. The visual elements identified by Keil
et al. in this work are the following:
- Annotations and Labels: In this category, the
authors include 1) labels connected to the anchoring
by means of a line and whose position can be relative
to the element annotated or fixed on the screen and 2)
elements such as icons that are always placed in the
anchoring, oriented towards the user and that they can
behave as objects that trigger events or display more
information once they are activated. Thus, the authors
group under this category the elements that extend the
physical world by adding information even if they do
not visually fit the augmented object.
- Highlights: Zones, objects or parts of objects that
are visually highlighted through the use of its shape
(for example: a table drawer is illuminated to attract
the user's attention to it). The purpose of this type of
elements is emphasize the physical world.
- Aids, Guides and Visual Indicators:
Complementary visual elements, such as arrows or
other markers, guiding elements or metaphorical
indicators, such as light effects. They are usually 2D
or 3D sprites or geometries, animated or not, that are
anchored to particular points of interest. They
emphasize caution and attention to certain details that
would otherwise go unnoticed by the user.
- X-ray: Additive elements that show hidden,
occluded or imperceptible structures. The illusion is
created by artificially removing the occlusive parts of
the objects of the physical world. These visual
elements reveal spatial and semantic relationships
between hidden and visible objects.
- Explosion Diagrams: Additive elements that show
the relationship or the order of assembly of several
parts of an object. Like the previous ones, it can be
seen as an additional layer that enriches the current
scene. It is necessary to ensure that the virtual element
coexists in a consistent way with its physical
homonym, without disorder, ambiguity or occlusion.
- Transmedia Material: Audiovisual material that
can take any form, from sprites to video sequences.
These elements overlap in the user's view and align
with a real object and its viewing context.
As can be seen, all these virtual elements
described by Keil et al. fit the definition given by
Wither et al. for annotations, provided they have a
spatially dependent component and a spatially
independent component. Therefore, if we call the first
classification of Keil et al. "Icons and labels" (instead
of "Annotations and labels"), we can use this
taxonomy to categorize more accurately the
annotations described generically by Wither et al.
Besides, Keil et al. define three basic objectives
that can be achieved thanks to them: extending
,
emphasizing or enriching the physical world. These
objectives are closely related to the Semantic
relevance dimension of Wither et al.
5 DATA MODEL
Once analyzed the most relevant contributions on the
characteristics of the AR virtual elements and,
specifically, of the AR annotations, it is essential to
obtain a unique model that brings together all this
information. As described in the previous section, the
proposals analyzed complement each other but often
the information is overlapped and repeated. The next
step is to decide which characteristics are selected,
which are combined and which are discarded. As a
result of this synthesis task, a data model capable of
characterizing any type of AR annotation has been
obtained. With this, it is intended that the design of
AR annotation systems will be much more transversal
than the ad hoc tools developed to date.
All the conceptual connections that exist between
the works analyzed in the previous section (Hansen,
2006; Keil et al., 2018; Müller, 2019; Tönnis et al.,
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416
2013; Wither et al., 2009) are reflected in Figure 2a.
It shows the characteristics and dimensions described
by each author and how they interrelate with each
other. From the analysis of all these interrelations, all
characteristics have been classified based on the type
of information they provide about the AR
annotations. In Figure 2 the characteristics have been
marked in different colors according to the category
to which they belong, leaving without color those that
do not contribute any new concept and, therefore, are
included in what other authors have already
explained. The blue characteristics refer to concepts
related to the content of the annotations, the green
ones have to do with the spatial dimension, the yellow
ones with the temporal dimension and the red ones
with the interactivity. These four axes are explained
later. The three characteristics marked in purple are
generic concepts of AR, so they will not be included
as specific to the annotations. Finally, those that have
been marked in dark green have more to do with the
technical part than with the conceptual part of the
annotations, so they will not be discussed here.
Once all the characteristics have been classified
and analyzed, those that are redundant or that can be
included in more generic ones have been eliminated.
In addition, some interrelations have been modified
to identify which characteristics are going to be
treated together and which are separately. The result
of this analysis is shown in Figure 2b.
Based on this analysis and the result obtained in
Figure 2b, the essential characteristics that must be
defined during the design of an AR annotation are
presented below. These characteristics are grouped
around four axes: the content, the location (both of the
anchoring and of the virtual information), the
temporality and interaction allowed to the user.
To design the content of an annotation, it is
essential to define, on the one hand, its functionality
(extend, emphasize or enrich the physical world) in
order to choose between annotations that name,
describe, add, modify or direct. On the other hand, it
is necessary to determine the degree of complexity
that it will have, taking into account the amount of
information and its visual composition. Once these
two aspects are delimited, it is necessary to choose
what type of annotation will be developed (labels,
icons, highlights, aids, indicators, X-rays, explosion
diagrams or transmedia material).
In addition to the content, it is essential to make a
good design of the spatial dimension of the
annotation. To do this, the location of the anchoring
and the location of the virtual information must be
defined. Both must have a reference system that they
do not necessarily have to share, for example: the
anchoring of an annotation can use the coordinate
system of the world while virtual information can use
the one of the user and move following him or her. In
addition, virtual information can use a reference
system for position and a different one for orientation,
for example: a label that is located at a fixed point in
the world but is always user-oriented. The possible
reference systems are: user, physical object and
world. Besides the reference system, the degree of
complexity of the anchoring location must be
Figure 2: Conceptual relationship, classification (a) and synthesis (b) of the AR annotations characteristics.
A Taxonomy of Augmented Reality Annotations
417
determined. On the other hand, the location of the
virtual information must have limited both its
freedom of movement and the distance to which it can
be from its anchoring. Depending on this distance and
the characteristics of the application, it may be
necessary to draw a line or some type of connector
between the virtual information and the anchoring.
In the temporal dimension of the application,
three aspects must be taken into account. The first one
is variability, that is: how virtual information changes
over time. The second one is visibility, since an
annotation does not have to always be visible to the
user. There are five strategies to control the visibility
of annotations: fixed (virtual information is always
visible), temporary (they are only visible at a specific
moment and for a certain time), spatial (they are
visible when the user is in a certain location), on
demand (it is the user who controls which annotation
is visible at each moment) and filtered (the visibility
of the annotation depends on the current state of the
application and the user). The third one is existence,
that is: if virtual information exists constantly
(regardless of whether it is always visible or if it is
only shown in certain circumstances) or if, on the
contrary, only exists as a result of certain events.
Finally, in the design phase of an AR annotation,
the degree of interaction that is allowed to the user
must be determined. For this, it is necessary to choose
between: annotations that are created offline and that
are static (they can only be viewed but not interact
with them); annotations that are interactive but cannot
be edited; annotations that can be edited; and
annotations that are created online by the users, who
choose both the content and the location.
Figure 3 shows the four essential axes that must
be defined when designing an AR annotation and the
characteristics of each of them. From this taxonomy
of the AR annotations, a data model has been
designed with the aim of being able to support any
type of AR annotation, regardless of its typology,
functionality and device in which it is developed and
with which it visualized. The simplified class diagram
representing this data model is shown in Figure 4.
In our model, the proposed main class is
“Annotation”, which has as its attributes, among
others, an object of the following classes: “Anchoring
location”, “Virtual information location”, “Content”
and “Visibility”. In addition, annotations that are
editable have a collection of “Annotation” objects
whose purpose is to store the history of changes.
Other important attributes of this class are the author
and the creation date. It also has the necessary
methods to manage the subscription to certain events
of the application. The “Visibility” class allows
managing the permanence of the annotation, whether
fixed, temporary, spatial, on demand or filtered.
Figure 3: Main characteristics to be defined when designing
an AR annotation.
Figure 4: Data model of an AR annotation.
The “Anchoring location” and “Virtual
information location” classes inherit their attributes
from the “Location” class. One of them is a
“Reference system” object for the anchoring position
and virtual information respectively. In addition, the
“Anchoring location” object has an attribute to store
coordinates that allow the anchoring to be positioned
correctly based on the chosen reference system.
These coordinates can be from a simple point in space
to a complex cloud of points. The “Virtual
information location” object has an additional
attribute of the “Reference system” class to know the
orientation of the virtual information. In addition, it
has attributes to store the minimum and maximum
distance of the virtual information to the anchoring
and/or the user, the allowed area where virtual
information can be placed and, in the case of existing,
the visual union of the virtual information with the
anchoring.
Depending on the complexity and functionality of
the annotation, designers choose the type of AR
GRAPP 2020 - 15th International Conference on Computer Graphics Theory and Applications
418
annotation to implement. Following the recent work
of (Keil et al., 2018), our class diagram differentiates
between “Label”, “Icon”, Highlighted”, “X-ray”,
“Aids / Indicator / Guide”, “Explosion diagram” or
“Transmedia material”. All these objects inherit from
the “Content” class, which requires developers to
define a set of key-value pairs. In our data model, this
is defined by a set of “Property” objects within the
“Content” class. This “Property” class, in addition to
the id, name and type attributes, has a set of “Value”
objects, with their respective id and value attributes.
In this way, any type of annotation can be
implemented based on a list of properties.
6 CONCLUSION AND FUTURE
WORK
This work presents a study and characterization of
AR annotations from the point of view of software
engineering. To do this, different works have been
analyzed that theorize, in general, on virtual elements
in AR or, in particular, on AR annotations. After the
analysis of the existing literature, a taxonomy of the
AR annotations has been obtained, which proposes to
classify the characteristics of these virtual elements
around four axes: content, location, temporality and
interaction. This has been done based on a generic
definition of AR annotation that encompass all virtual
element that meets the requirement proposed in
(Wither et al., 2009): having a spatially dependent
component and a spatially independent component.
This taxonomy has allowed us to propose a data
model capable of supporting any type of AR
annotation, regardless of the hardware used. After this
first model proposal, the next step will be to
implement a system based on a more detailed version
of the class diagram proposed and perform the
relevant tests to perfect it. Thanks to this, we could
offer a final solution to the incompatibility problem
of AR annotation systems. Due to the increase in
applications that make use of AR annotations, we
believe that having a common framework is of great
importance as it facilitates the work of developers and
offers users greater transversality when interacting
with different types of AR annotations.
ACKNOWLEDGEMENTS
I.G-P acknowledges the Spanish Ministry of Science,
Innovation and Universities (program: “University
Teacher Formation”) to carry out this study.
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