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dc.contributor.authorSamson, Frank
dc.date.accessioned2025-02-25T08:35:29Z
dc.date.available2025-02-25T08:35:29Z
dc.date.issued2024-08
dc.identifier.urihttps://dspace.nm-aist.ac.tz/handle/20.500.12479/2918
dc.description.abstractThis study focused on developing an accessible Augmented Reality (AR) application to enhance indoor navigation, using a case study of learning institutions. A case of The Nelson Mandela African Institution of Science and Technology and Baden-Wuerttemberg Cooperative State University institutions were selected for this study. The project’s objectives included gathering requirements for the development and understanding of the challenges faced by students, staff, and visitors who can be visually or non-visually impaired while navigating indoors in unfamiliar buildings. The project's significance lies in its potential to enhance indoor mobility, and accessibility, save time, and foster innovation in education technology. The application aims to create a more inclusive learning environment by improving indoor navigation. Primary data were collected through interviews and focus group discussions, creating a foundation requirement for developing the application. The study used Scrum Agile methodology to develop the application and web portal from the collected user requirements. The application was designed to run on smartphones and further, a web-based portal was designed for staff to update their visitor availability status. Development tools such as Unity, Microsoft Visual Studio, PHP, Python, and APIs were used. This study highlights the challenge of indoor navigation in higher learning institutions and the limited effectiveness of current solutions, especially for people with disabilities particularly the visually impaired. Leveraging AR technology, known for enhancing real-world perception by overlaying virtual content on top of users' real-world views, a user-friendly and accessible indoor navigation application was developed. 80% of the results demonstrated the effectiveness and usability of the application, with positive feedback from users highlighting its potential to transform the indoor navigation experience. In conclusion, the study underscores the need for further research to enhance indoor navigation, localization, and accessibility for a diverse range of users and use cases. ien_US
dc.language.isoenen_US
dc.publisherNM-AISTen_US
dc.titleDevelopment of an accessible augmented reality application to enhance indoor navigation: a case of higher learning institutionsen_US
dc.typeThesisen_US


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