AUGMENTED REALITY FOR ENCOURAGING ENVIRONMENTALLY SUSTAINABLE BEHAVIORS: A SURVEY
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paper_title: Organizational Motivations for Green IT: Exploring Green IT Matrix and Motivation Models

paper_content:

The environmental impact of information and communications technologies (ICT) might be a two way street. On the one hand, each stage of the ICT lifecycle has a potential to contribute to the damage of the environment. On the other hand, ICT can provide some of the best tools not only in measuring and reporting greenhouse gas emissions, waste and water use within core enterprise and value chain processes but also in reducing them. The application of environmental criteria to ICT is commonly referred to as Green IT. It is attracting IT management's interest but has hardly been researched. This paper aims to explore the extent to which Green IT has penetrated business consciousness. The contributions of the paper reset on offering a snapshot of Green IT diffusion, on proposing and empirically exploring a Green IT Matrix and Motivation classifications and on testing some of the theoretical propositions regarding the influence of institutional forces and organizational motivations in the adoption of Green IT.
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paper_title: Knowledge Societies: Information Technology for Sustainable Development

paper_content:

1: Building Innovative 'Knowledge Societies'. 2: Innovation Systems and the Science and Technology Base. 3: ICT Indicators of Developing Country Participation in 'Knowledge Societies'. 4: Building National Information Infrastructures - Producing the Components. 5: Promoting Access to National Information Infrastructures. 6: Using ICTs for Sustainable Development. 7: Capability Building for Innovative 'Knowledge Societies'. 8: Employment, Gender Issues, and International Trade in Services. 9: Intellectual Property in the New 'Knowledge Societies'. 10: National ICT Strategy Formation. 11: International Institutions and Governance for 'Knowledge Societies'. 12: Toward National Strategies for Knowledge-Based Development. 13: Innovative 'Knowledge Societies' for Sustainable Development
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paper_title: IT for green and green IT: A proposed typology of eco-innovation

paper_content:

This article is in support of the development of an ecological economic framework. It discusses, from an interdisciplinary perspective, the increasing use of green IT and their applications (IT for green). IT and sustainable development have had a concomitant rise and reach. The future world emerging from their respective interpretations enables, in both cases, a shift from today's questionable industrial capitalism towards post-industrial capitalism. This paper addresses the following questions: What is known about green IT and IT for green? Are smart solutions (buildings, energy grids, transport) always beneficial to an ecological economy? And, if so, in what ways? In the first part of this article, we analyse the economic, social and environmental impact of IT and argue for the need for green applications of green IT in order to achieve sustainable outcomes. The second part focuses on the managerial dimension of eco-innovation theory and presents one of the distinctive features of green applications of green IT: the collective organisation of innovation. A typology of eco-innovation aimed at reconciling IT development and green growth is then proposed explicitly addressing four kinds of changes towards sustainable development: technological, social, institutional and organisational innovation.
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paper_title: A Spatially Augmented Reality Sketching Interface for Architectural Daylighting Design

paper_content:

We present an application of interactive global illumination and spatially augmented reality to architectural daylight modeling that allows designers to explore alternative designs and new technologies for improving the sustainability of their buildings. Images of a model in the real world, captured by a camera above the scene, are processed to construct a virtual 3D model. To achieve interactive rendering rates, we use a hybrid rendering technique, leveraging radiosity to simulate the interreflectance between diffuse patches and shadow volumes to generate per-pixel direct illumination. The rendered images are then projected on the real model by four calibrated projectors to help users study the daylighting illumination. The virtual heliodon is a physical design environment in which multiple designers, a designer and a client, or a teacher and students can gather to experience animated visualizations of the natural illumination within a proposed design by controlling the time of day, season, and climate. Furthermore, participants may interactively redesign the geometry and materials of the space by manipulating physical design elements and see the updated lighting simulation.
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paper_title: What is Sustainability

paper_content:

Sustainability as a policy concept has its origin in the Brundtland Report of 1987. That document was concerned with the tension between the aspirations of mankind towards a better life on the one hand and the limitations imposed by nature on the other hand. In the course of time, the concept has been re-interpreted as encompassing three dimensions, namely social, economic and environmental. The paper argues that this change in meaning (a) obscures the real contradiction between the aims of welfare for all and environmental conservation; (b) risks diminishing the importance of the environmental dimension; and (c) separates social from economic aspects, which in reality are one and the same. It is proposed instead to return to the original meaning, where sustainability is concerned with the well-being of future generations and in particular with irreplaceable natural resources—as opposed to the gratification of present needs which we call well-being. A balance needs to be found between those two, but not by pretending they are three sides of the same coin. Although we use up natural resources at the expense of future generations, we also generate capital (including knowledge) which raises future well-being. A major question is to what extent the one compensates for the other. This debate centres around the problem of substitutability, which has been cast into a distinction between ‘weak’ and ‘strong’ sustainability. It is argued that these two do not need to be in opposition but complement one another.
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paper_title: Augmented reality: an application of heads-up display technology to manual manufacturing processes

paper_content:

The authors describe the design and prototyping steps they have taken toward the implementation of a heads-up, see-through, head-mounted display (HUDset). Combined with head position sensing and a real world registration system, this technology allows a computer-produced diagram to be superimposed and stabilized on a specific position on a real-world object. Successful development of the HUDset technology will enable cost reductions and efficiency improvements in many of the human-involved operations in aircraft manufacturing, by eliminating templates, formboard diagrams, and other masking devices. >
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paper_title: The Concept of Environmental Sustainability

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This paper reviews the current status of the debate about the concept of environmental sustainability and discusses related aspects of growth, limits, scale, and substitutability. While the paths leading to environmental sustainability in each country or sector will differ, the goal remains constant. But this conceptualization is far from an academic exercise. Ensuring, within less than two human generations, that as many as 10 billions people are decently fed and housed without damaging the environment on which we all depend represents a monumental challenge.
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paper_title: Towards the Sustainable Corporation: Win-Win-Win Business Strategies for Sustainable Development:

paper_content:

From the sustainable development policies of far-sighted governments to the increasing environmental awareness—and cynicism—of consumers, a range of pressures is being brought to bear on business to improve its environmental performance. This article traces the development of some of those pressures, highlighting industries in the firing line, and examining some of the concerns of consumers. It looks at the ways in which companies can turn the environment game into one in which they, their customers, and the environment are all winners. It also explores the rapidly expanding area of corporate environmental reporting, including forms of environmental disclosure, target audiences, and leading exponents of the field.
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paper_title: Atom Tracker: Designing a Mobile Augmented Reality Experience to Support Instruction About Cycles and Conservation of Matter in Outdoor Learning Environments

paper_content:

We describe a mobile augmented reality (AR) experience called Atom Tracker designed to help middle school students better understand the cycling of matter in ecosystems with a focus on the concept of conservation of matter and the processes of photosynthesis and respiration. Location-based AR allows students to locate virtual "hotspots," where they interact with multiple representations including vision-based AR animations of virtual atoms during ecological processes such as photosynthesis and physical LEGO® -based representations of molecules. This design case describes the design rationale, the iterative design process, the context for implementation, and reflections on the success and limitations of the Atom Tracker AR experience. An augmented reality interface was chosen due to theoretical support for its utility in supporting interaction with multiple representations (both physical and virtual) of atoms and molecules, the ability to condense and expand temporal and spatial scales associated with ecological processes, and its ability to explicitly situate these representations in real-world contexts that could support learning. Two significant design challenges that we recognized were (a) appropriately leveraging narrative, student engagement and agency when designing around the topic of atoms and molecules, which are inanimate and invisible; and (b) designing for engagement with both virtual and physical resources available during the experience.
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paper_title: Understanding Augmented Reality: Concepts and Applications

paper_content:

Augmented reality is not a technology.?Augmented reality is a medium. Likewise, a book on augmented reality that only addresses the technology that is required to support the medium of augmented reality falls far short of providing the background that is needed to produce, or critically consume augmented reality applications.?One reads a book.?One watches a movie.?One experiences augmented reality.?Understanding Augmented Reality addresses the elements that are required to create compelling augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change.?The underlying principles for creating exciting, useful augmented reality experiences are timeless. ::: ::: ??Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption-but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling!? In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the content of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium. ::: ::: Understanding Augmented Reality addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality.? By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today's technology.? At the same time, ample examples are provided that show what is possible with current technology. ::: ::: ::: ::: ::: ::: ::: Explore the different techniques, technologies and approaches used in developing AR applications. This book helps untangle the seemingly endless different approaches that are being taken in the market today. ::: ::: ::: ::: Learn from the author's deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of the traps that catch new developers and users of augmented reality experiences. ::: ::: ::: ::: Some AR examples can be experienced from within the book using downloadable software ::: ::: ::: ::: Associated website includes: additional cool application examples available for download, links to interesting applications, and videos that support the points being made in the book. ::: ::: Table of Contents ::: ::: ::: Chapter 1? What is Augmented Reality? ::: Chapter 2? Augmented Reality Concepts ::: Chapter 3? Content is Key! Augmented Reality Content ::: Chapter 4? Augmented Reality Hardware ::: Chapter 5? Augmented Reality Software ::: Chapter 6? Interaction in Augmented Reality ::: Chapter 7? Mobile Augmented Reality ::: Chapter 8? Augmented Reality Applications ::: Chapter 9 The future of Augmented Reality
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paper_title: Understanding Augmented Reality: Concepts and Applications

paper_content:

Augmented reality is not a technology.?Augmented reality is a medium. Likewise, a book on augmented reality that only addresses the technology that is required to support the medium of augmented reality falls far short of providing the background that is needed to produce, or critically consume augmented reality applications.?One reads a book.?One watches a movie.?One experiences augmented reality.?Understanding Augmented Reality addresses the elements that are required to create compelling augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change.?The underlying principles for creating exciting, useful augmented reality experiences are timeless. ::: ::: ??Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption-but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling!? In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the content of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium. ::: ::: Understanding Augmented Reality addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality.? By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today's technology.? At the same time, ample examples are provided that show what is possible with current technology. ::: ::: ::: ::: ::: ::: ::: Explore the different techniques, technologies and approaches used in developing AR applications. This book helps untangle the seemingly endless different approaches that are being taken in the market today. ::: ::: ::: ::: Learn from the author's deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of the traps that catch new developers and users of augmented reality experiences. ::: ::: ::: ::: Some AR examples can be experienced from within the book using downloadable software ::: ::: ::: ::: Associated website includes: additional cool application examples available for download, links to interesting applications, and videos that support the points being made in the book. ::: ::: Table of Contents ::: ::: ::: Chapter 1? What is Augmented Reality? ::: Chapter 2? Augmented Reality Concepts ::: Chapter 3? Content is Key! Augmented Reality Content ::: Chapter 4? Augmented Reality Hardware ::: Chapter 5? Augmented Reality Software ::: Chapter 6? Interaction in Augmented Reality ::: Chapter 7? Mobile Augmented Reality ::: Chapter 8? Augmented Reality Applications ::: Chapter 9 The future of Augmented Reality
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paper_title: Understanding Augmented Reality: Concepts and Applications

paper_content:

Augmented reality is not a technology.?Augmented reality is a medium. Likewise, a book on augmented reality that only addresses the technology that is required to support the medium of augmented reality falls far short of providing the background that is needed to produce, or critically consume augmented reality applications.?One reads a book.?One watches a movie.?One experiences augmented reality.?Understanding Augmented Reality addresses the elements that are required to create compelling augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change.?The underlying principles for creating exciting, useful augmented reality experiences are timeless. ::: ::: ??Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption-but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling!? In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the content of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium. ::: ::: Understanding Augmented Reality addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality.? By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today's technology.? At the same time, ample examples are provided that show what is possible with current technology. ::: ::: ::: ::: ::: ::: ::: Explore the different techniques, technologies and approaches used in developing AR applications. This book helps untangle the seemingly endless different approaches that are being taken in the market today. ::: ::: ::: ::: Learn from the author's deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of the traps that catch new developers and users of augmented reality experiences. ::: ::: ::: ::: Some AR examples can be experienced from within the book using downloadable software ::: ::: ::: ::: Associated website includes: additional cool application examples available for download, links to interesting applications, and videos that support the points being made in the book. ::: ::: Table of Contents ::: ::: ::: Chapter 1? What is Augmented Reality? ::: Chapter 2? Augmented Reality Concepts ::: Chapter 3? Content is Key! Augmented Reality Content ::: Chapter 4? Augmented Reality Hardware ::: Chapter 5? Augmented Reality Software ::: Chapter 6? Interaction in Augmented Reality ::: Chapter 7? Mobile Augmented Reality ::: Chapter 8? Augmented Reality Applications ::: Chapter 9 The future of Augmented Reality
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paper_title: Understanding Augmented Reality: Concepts and Applications

paper_content:

Augmented reality is not a technology.?Augmented reality is a medium. Likewise, a book on augmented reality that only addresses the technology that is required to support the medium of augmented reality falls far short of providing the background that is needed to produce, or critically consume augmented reality applications.?One reads a book.?One watches a movie.?One experiences augmented reality.?Understanding Augmented Reality addresses the elements that are required to create compelling augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change.?The underlying principles for creating exciting, useful augmented reality experiences are timeless. ::: ::: ??Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption-but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling!? In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the content of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium. ::: ::: Understanding Augmented Reality addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality.? By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today's technology.? At the same time, ample examples are provided that show what is possible with current technology. ::: ::: ::: ::: ::: ::: ::: Explore the different techniques, technologies and approaches used in developing AR applications. This book helps untangle the seemingly endless different approaches that are being taken in the market today. ::: ::: ::: ::: Learn from the author's deep experience in virtual reality and augmented reality applications to succeed right off the bat, and avoid many of the traps that catch new developers and users of augmented reality experiences. ::: ::: ::: ::: Some AR examples can be experienced from within the book using downloadable software ::: ::: ::: ::: Associated website includes: additional cool application examples available for download, links to interesting applications, and videos that support the points being made in the book. ::: ::: Table of Contents ::: ::: ::: Chapter 1? What is Augmented Reality? ::: Chapter 2? Augmented Reality Concepts ::: Chapter 3? Content is Key! Augmented Reality Content ::: Chapter 4? Augmented Reality Hardware ::: Chapter 5? Augmented Reality Software ::: Chapter 6? Interaction in Augmented Reality ::: Chapter 7? Mobile Augmented Reality ::: Chapter 8? Augmented Reality Applications ::: Chapter 9 The future of Augmented Reality
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paper_title: An indoor thermal environment design system for renovation using augmented reality

paper_content:

Abstract The renovation projects of buildings and living spaces, which aim to improve the thermal environment, are gaining importance because of energy saving effects and occupants' health considerations. However, the indoor thermal design is not usually performed in a very efficient manner by stakeholders, due to the limitations of a sequential waterfall design process model, and due to the difficulty in comprehending the CFD simulation results for stakeholders. On the other hand, indoor greenery has been introduced to buildings as a method for adjusting the thermal condition. Creating a VR environment, which can realistically and intuitively visualize a thermal simulation model is very time consuming and the resulting VR environment created by 3D computer graphics objects is disconnected from the reality and does not allow design stakeholders to experience the feelings of the real world. Therefore, the objective of this research is to develop a new AR-based methodology for intuitively visualizing indoor thermal environment for building renovation projects. In our proposed system, easy-to-comprehend visualization of CFD results augment the real scenes to provide users with information about thermal effects of their renovation design alternatives interactively. Case studies to assess the effect of indoor greenery alternatives on the thermal environment are performed. In conclusion, integrating CFD and AR provides users with a more natural feeling of the future thermal environment. The proposed method was evaluated feasible and effective.
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paper_title: An invisible height evaluation system for building height regulation to preserve good landscapes using augmented reality

paper_content:

Preserving good landscapes such as historical buildings, temples, shrines, churches, bridges, and natural sceneries is important. Recently, destruction of good landscapes from multiple viewpoints due to construction of high rise buildings has been reported. To regulate structures such as high rise buildings and high voltage transmission towers, the government or public agencies have established or are going to constitute height regulations for building and structures surrounding the location of interest. In order to check whether some portions of high structures are visible or not behind the locations of interest from multiple viewpoints, it is necessary to make a 3D model representing geography, existing structures and natural objects using 3D CAD or Virtual Reality (VR) software. However, it usually takes much time and cost to make such a 3D model. Thus, in this research, we propose a new method using Augmented Reality (AR). In this method, a number of 3D virtual rectangular objects with a scale are located on the grid of 3D geographical model. And then, the CG models are displayed in an overlapping manner with the actual landscape from multiple viewpoints using the AR technology. The user measures the maximum invisible height for each rectangular object at a grid point. Using the measured data, the government or public agencies can establish appropriate height regulation for all surrounding areas of the locations of interest. To verify the proposed method, we developed a system deploying ARToolKit and applied it to the Convention Center of Osaka University, deemed as a scenic building. We checked the performance of the system and evaluated the error of the obtained data. In conclusion, the proposed method was evaluated feasible and effective.
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paper_title: Off the Paved Paths: Exploring Nature with a Mobile Augmented Reality Learning Tool

paper_content:

Mobile augmented reality (MAR) is an increasingly popular technology for enhancing how people interact with and learn about the environment and objects in the physical world. However, little is known about what aspects of a MAR interface can enhance student learning and engagement. Building on field observations and interviews with experts, and formative studies on how mobile learners navigate spaces using different interfaces, the authors have designed, built, and evaluated the GreenHat MAR application to help students learn about biodiversity and sustainability issues in their natural environment. The authorsâ€™ evaluation of the GreenHat MAR prototypes suggests that in comparison to a digital map on the same smartphone, MAR encouraged students to more carefully scrutinize physical field sites, and led them to make more personal discoveries to the subject matter being learned. They present the iterative design process, results from the authorsâ€™ studies, and discuss the implications for the design of mobile learning tools.
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paper_title: Atom Tracker: Designing a Mobile Augmented Reality Experience to Support Instruction About Cycles and Conservation of Matter in Outdoor Learning Environments

paper_content:

We describe a mobile augmented reality (AR) experience called Atom Tracker designed to help middle school students better understand the cycling of matter in ecosystems with a focus on the concept of conservation of matter and the processes of photosynthesis and respiration. Location-based AR allows students to locate virtual "hotspots," where they interact with multiple representations including vision-based AR animations of virtual atoms during ecological processes such as photosynthesis and physical LEGO® -based representations of molecules. This design case describes the design rationale, the iterative design process, the context for implementation, and reflections on the success and limitations of the Atom Tracker AR experience. An augmented reality interface was chosen due to theoretical support for its utility in supporting interaction with multiple representations (both physical and virtual) of atoms and molecules, the ability to condense and expand temporal and spatial scales associated with ecological processes, and its ability to explicitly situate these representations in real-world contexts that could support learning. Two significant design challenges that we recognized were (a) appropriately leveraging narrative, student engagement and agency when designing around the topic of atoms and molecules, which are inanimate and invisible; and (b) designing for engagement with both virtual and physical resources available during the experience.
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paper_title: Augmented Reality Environmental Monitoring Using Wireless Sensor Networks

paper_content:

Environmental monitoring brings many challenges to wireless sensor networks: including the need to collect and process large volumes of data before presenting the information to the user in an easy to understand format. This paper presents SensAR, a prototype augmented reality interface specifically designed for monitoring environmental information. The input of our prototype is sound and temperature data which are located inside a networked environment. Participants can visualise 3D as well as textual representations of environmental information in real-time using a lightweight handheld computer.
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paper_title: Implementing Smart Urban Metabolism in the Stockholm Royal Seaport: Smart City SRS

paper_content:

For half a century, system scientists have relied on urban metabolism (UM) as a pragmatic framework to support the needed transition toward sustainable urban development. It has been suggested that ...
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Title: AUGMENTED REALITY FOR ENCOURAGING ENVIRONMENTALLY SUSTAINABLE BEHAVIORS: A SURVEY

Section 1: Introduction
Description 1: Provide an overview of sustainable development, the impact of Information Technology (IT) on sustainability, and introduce the potential of augmented reality (AR) in encouraging environmentally sustainable behaviors.

Section 2: Sustainability
Description 2: Define the concept of sustainability, discuss the debates among scholars, and introduce environmental sustainability.

Section 3: Augmented Reality
Description 3: Explain the basics of augmented reality (AR), including its technical requirements, types of displays, tracking systems, input and interaction methods, processors, and software.

Section 4: The use of AR applications for encouraging environmentally sustainable behaviors
Description 4: Review various AR applications that encourage environmentally sustainable behaviors, categorize them into environmental simulation, edutainment, and ambient awareness, and provide examples.

Section 5: Discussion
Description 5: Discuss the levels of encouragement provided by different types of AR applications towards environmentally sustainable behaviors, and analyze the technologies used in these applications.

Section 6: Conclusion
Description 6: Conclude by summarizing the potential of AR in promoting environmentally sustainable behaviors and highlighting the need for further development and exploration in this field.