โ
the gap
What existing work does well and where it falls short
To identify opportunities for improvement, we reviewed four academic papers and four commercial products related to location-based AR, campus orientation, mobile navigation, and playful exploration. Together, they show valuable patterns for guidance, storytelling, and engagement, but they also reveal recurring gaps in user-specific content, interaction that is meaningfully tied to the tour itself, and opportunities for users to comment on and discuss the tour experience.
Paper 01
Location-Based Augmented Reality in Education
Kleftodimos & Evagelou (2025)
Open paper โ
Relevance: Explains how location-based AR connects learning content with real-world places.
Strengths
- โข Clearly explains the educational value of location-based AR.
- โข Describes triggering technologies such as GPS and indoor positioning.
- โข Provides practical examples from heritage and outdoor learning.
Limitations
- โข Lacks strong empirical evidence.
- โข Focuses more on technology than UX challenges.
- โข Many examples are closer to heritage learning than campus navigation.
Paper 02
Using a Location-Based AR Mobile App to Support New Studentsโ Orientation
Taลyonar & Uzun (2025)
Open paper โ
Relevance: Directly studies AR-supported campus orientation for new students.
Strengths
- โข Highly relevant to campus orientation.
- โข Clearly explains implementation and system design.
- โข Includes real student testing and empirical evidence.
Limitations
- โข Did not outperform traditional guided orientation in knowledge learning.
- โข Reported technical and device compatibility issues.
- โข Small sample size limits generalisability.
Paper 03
A Game-based Augmented Reality Navigation System to Support Makerspace User Education in a University Library
Chen, Hwang & Lin (2023)
Open paper โ
Relevance: Shows how AR and gamification can support active exploration.
Strengths
- โข Combines AR with gamified missions and rewards.
- โข Provides a clear and structured interaction flow.
- โข Supports active learning through problem-solving tasks.
Limitations
- โข May prioritise engagement over learning depth.
- โข Context is limited to a library makerspace.
- โข Interaction design may be too complex for general mobile users.
Paper 04
Location-based AR in Education: A Systematic Literature Review
Fonseca et al. (2025)
Open paper โ
Relevance: Provides a broad overview of location-based AR in educational settings.
Strengths
- โข Reviews a wide range of educational use cases.
- โข Demonstrates strong potential for engagement and experiential learning.
- โข Identifies common trends such as field trips and outdoor learning.
Limitations
- โข Many studies still lack strong experimental evidence.
- โข Limited integration into formal education.
- โข Technical and usability challenges remain significant.