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Graffiquity: design and development challenges
Currently, attempts are being made to design and develop the Graffiquity (Graffiti for Ubiquitous Tourist Experiences) application that allows for the capture and representation of a visual experience using the mobile device as a medium that allows the user to leave a digital trace in the physical world. The application relies extensively on the graffiti metaphor, under the notion that graffiti is a form of self-expression that aims at capturing one’s experience at a particular time and location (Fig.1 shows someone drawing a digital graffiti). The aim with Graffiquity is to allow tourists to leave a visual experiential trace out in the world, making use of location as a canvas or wall by which the graffiti can be placed (e.g., Fig.2 and Fig.3). In place of the spray can, the interactional medium in Graffiquity is the mobile device, which relies on touch-based drawing (as can spray-head) for augmented reality annotation expression (free drawing, textual annotation, photo placement, etc.) at some location in a city. Lastly, just as in real-world graffiti you would have to go to the particular location to view the work of the graffiti artist, in Graffiquity the augmented reality graffiti can only be viewed through the eyes of the mobile device at the same location the graffiti was made. A digital graffiti can be taken at any place and at any time (see Fig. 4).
Fig.1 Example of drawing a digital graffiti
Fig.2 A digital graffiti (close-up)
Fig.3 A digital graffiti (camera-view)
Fig.4 A digital graffiti can be taken any place, any time.