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Rasimah Che Mohd Yusoff, Azhar Osman, Sya Azmeela Shariff, Noor Hafizah
Hassan, Nilam Nur Amir Sjarif, Roslina Ibrahim, Norziha Megat Zainuddin,
Nurazean Maarop1
1
Advanced Informatics School, UTM, Kuala Lumpur, Malaysia
rasimah.kl@utm.my
Abstract. The Augmented Reality (AR) has existed for over five decades, but
the growth and progress in the past few years has been exponentially increased
and are getting more popular in recent years. Despite the importance and rapid
growth of AR applications in a variety of fields, AR applications is not well
known in a library setting. This paper aims to provide a systematic literature re-
view (SLR) method to collect and review studies following a predefined proce-
dure on AR application in a library setting. The review studies includes filtering
relevant information of AR application from five databases to answer research
questions. A total of 23 primary studies published between 2009 to 2017 were
used in the analysis. Results from SLR shows that the most common categories
of AR applications used in the libraries setting is reading materials and naviga-
tional.
Keywords: Augmented Reality, Systematic Literature Review, Library.
1 Introduction
Technology has become a crucial part of our lives in the digital age today. The way
people think and apply knowledge has changed due to the advancement of the tech-
nology. Augmented Reality (AR) has emerged as a technology that has the ability to
overlay images, text, video and audio components onto existing images or space. As
of today, AR can be applied on many platforms such as computers, tablets, and
smartphones. AR can be defined as a situation where a three-dimensional (3D) virtual
object is superimposed on top of 3D real environment, thus creating a synthetic envi-
ronment [1]. AR was a bit different from the virtual reality as its user does not interact
with a virtual object. Instead, the user will experience virtual objects appear in the real
world [2, 3, 4]. Investigating prior research in a field is important, as this reveals the
current state of the field and offers guidance to researchers who are seeking suitable
topics to explore. Currently, there are many multimedia and online resources provided
in the library, but reviews of research on AR technology are less common.
2
The objective of this paper is to identify the potential AR applications that are
available in the libraries. More specifically, the main research question (RQ) ad-
dresses: What type of AR applications are currently being used in the library?
2 Methodology
In order to answer the research questions, a Systematic Literature Review (SLR) ap-
proach was used. SLR aims to search, appraise, synthetize and analyze all the studies
relevant for a specific field of research. The methodology utilized is described by
Kitchenham in “systematic approaches to a successful literature review”. The seven
steps utilized to carry out this SLR are: Planning; Define scope; Searching; Screening;
Data extraction and synthesis; Analyzing; Writing [6].
2.1. Planning
In this phase, available online scientific databases were used to search for the litera-
ture. Five (5) relevant literature databases have been selected: ACM digital library,
IEEE Xplore, Science Direct, Google Scholar and Emerald.
2.3. Searching
The keywords used to search and find the relevant contents in a paper’s title and con-
tent is “Augmented reality library” OR “mixed reality library” since the word ‘aug-
mented reality’ and ‘mixed reality is interchangeable.
2.4. Screening
Documents are screened to narrow down the documents found in the search phase to a
final number of documents which are relevant for answering the research questions.
Articles published from 2009-2017 are taken into consideration for the inclusion in
the search criteria. The exclusion criteria were: studies that are not related to the
augmented reality as in technological perspective; studies that are not related to li-
brary (for example “library” as in “software library”, not physical “library”); not in
English; repeated articles (by title or content); not available online.
sessment (QA). In this review, we developed four QA criteria in order to assess the
quality of each study as presented below:
QA1: Is the topic addressed in the paper related to augmented reality in library?
QA2: Is the research methodology described in the paper?
QA3: Is the data collection method described in the paper?
QA4: Are the data analysis steps clearly described in the paper?
Each publication was assessed according to the ratio scale: Yes = 1 point, No = 0
point, and Partially = 0.5 point. The total quality score for each selected studies was
measured between 0 (very poor) and 4 (very good). Finally, 23 selected papers were
retrieved and chosen which was related to AR applications in the library setting.
Articles screened
n= 78
3 Results
The search process provided a total of 23 primary studies. The following sections
summarizes the results of SLR according to the research question designed based on
primary studies identified.
Articles related with AR applications for library setting are mostly published in
Science Direct and Google Scholar (as shows in Fig. 2). Majority related articles re-
trieved from these databases because these databases published articles that are relat-
ed with computer and education.
Based on this study, the number of articles published increased from 2012 to 2014.
The drastic increase may have been caused by technology advances. However, in
2015, 2016, and 2017, there is a consistent number of publications related with AR in
libraries (as shows in Fig. 3).
Results indicated that the most discussed of potential AR applications in the library
are in four (4) following categories: reading materials, navigational, tour and promo-
tion, and gaming. AR Applications in reading materials become the main researchable
topics followed by navigational, tour and promotion and gaming. Table 1 shows the
results from the SLR studies, which are the identified categories of potential AR ap-
plications to be used in the library.
Based on this SLR findings, majority articles develop the AR applications for
reading Materials (n=8) and Navigation (n=7). Development AR for tour applications
(n = 4) and game (n=3).
is used to track a marker to trigger the virtual book and they can access the contents
just like the original artefacts [7].
For low ability readers, remembering content from a text-based book could be a
difficult task. They can barely remember the content. However, when they are tested
with an AR book, the amount of information remembered are increased. Results in
this study indicated that using AR books may help to develop memory recall skills
rather than reading on a plain textbook. AR book add values to traditional learning
method (e.g. reading books) into something that is interesting, fun, and helpful
[8][10].
The use of AR books can help students to understand complex contents by making
sense of the context that is hard to verbally explain in an effective way. Its interactivi-
ty capabilities and non-static contents are the attributes that a traditional book lack of.
Imagine explaining spatial concepts using 2D images in a textbook versus interactive
spatial concept learning through 3D models that enable the student interactively ex-
plore the whole concept. This is the advantage of AR books in creating spatial abili-
ties while strengthening the cognitive abilities of the students [9, 13, 27].
A mobile app from the Bavarian State Library has a feature called 3D e-book. The
feature lets the user see the related digital contents of medieval manuscripts. When a
user scans a page from the manuscript, related objects pertaining to the page will ap-
pear and the user can interact with either to zoom it, rotate it or flip a page [11]. AR
books would bring the digital nativity to them. It has the features that a traditional
book cannot afford to have such as 3D animations, 3D models, audios, videos and
website reference that appear instantaneously at the point of enquiry. Those extra
elements will improve student’s interest in learning and building the independence of
self-learning skills. A study shows that the majority of the students who are given a
chance to learn using AR book application on top of their textbook agree that it helps
them to understand better on the content and increasing their motivation to learn [26].
3.2 Navigational
Application in this category is used for operational tasks in the library, either for li-
brary workers or users. This includes the navigation system, usually as a guide for
users to get around the library. ARLib is among the earliest AR application that has
been designed to cater the need of operational tasks in the library. It uses ATK mark-
er, a laptop that is tied to the user, an input mechanism through a virtual keyboard and
an OHMD for display. ARLib is capable of guiding its user to search a book at the
shelves from its interface. Once a book is chosen from the search results, the user can
see the shelves that holding the book is highlighted, thus, the user can take the book
on the shelf. Another application of ARLib is that it can help a user to return a book to
the shelf. The user just needs to scan the marker on the book and an indicator at the
shelf will appear to show the correct location to return the book. Another concept of
AR use for library shows that it is possible for users to get additional information
when doing physical book stack browsing. For example, a user will use AR applica-
7
tion to scan the book and the additional information on that book will appear. This
includes the information on related e-resources about the book, history of that book
for example check out counts and similar book recommendations [12, 22, 25].
AR Library Administration can overcome the shortcomings of the old static ad-
ministration systems by directly providing the physical location of the book in the
library. The application can be used to check whether the physical books on the shelf
are sorted correctly. A technique called multiple target acquisition is used to identify
the target. Then, a comparison will be made to the database to check the correct sort-
ing sequence. If the sorting is not correct, a symbol representing correct and wrong
will be displayed at the book marker. An evaluation of the efficiency is made. The
results for an experienced user is that there is no efficiency change. However, for
inexperienced user, it has shown an increased efficiency of 40% [14]. The application
can do tasks such as sorting and searching books [20]. It also has the capabilities to
provide information such as missing books or books that are on loan. An evaluation
has been made on the efficiency and the results show that some tasks cannot be done
faster than human. However, positive results can be seen on improved on the correct
results of tasks as well as perceived usefulness and ease of use.
3.4 Gaming
The applications in this category are used as a tool for learning about libraries using
the game approach. Games would serve as an excellent approach for the pedagogical
model in teaching [17]. The first example in this category is the game-based AR
library instruction system (GARLIS). GARLIS is a game for elementary school stu-
dents, intended for them to learn about library instructions. While providing the ele-
ment of fun and entertaining, the game also has the feature to test the learner’s per-
formance. According to the results, there are no different between the outcome of
learners who received instruction from an instructor and those who learn from
GARLIS. Therefore, GARLIS has a potential to replace an instructor in teaching
about the library instructions [15].
An idea of gaming using the iOS application called Stiktu in the academic law li-
brary has been develop [16]. Stiktu is one of those OTS apps that can be used to cre-
ate an AR effect using mobile phones in an easy way. Their approach is to create a
scavenger hunt using Stiktu as a method for publicity. Markers will be put as a target
for clues to solve a puzzle at the locations where the library wanted their user to know
about. By having such a game, users will go to the locations in the library that they
have never known before this. This may give them an idea on where to go to get re-
sources regarding their studies in the future. Game element integrated to AR book
able to make learning fun and attractive [25].
9
4 Conclusions
The results of this SLR aims to answer the main research question: What type of AR
applications are used in the library? Review on the final 23 articles has been provid-
ed. Based on our study, articles related with AR in library setting majority published
in Science Direct and Google Scholar. SLR results shows that the highest number of
articles related to AR application in library published in year 2014. Results indicated
that the most discussed of potential AR applications in the library are in the following
categories: reading materials, navigational, tour and promotion, and gaming. In con-
clusion, by reviewing the current studies on AR applications in library setting, we
consider this effort could be valuable for both academic and practitioners.
The finding of this review can be used as foundation for researchers to identify
new research equations, and get overview of current research to position their work.
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