WARP: Contributional Tracking Architecture Towards a Worldwide Augmented Reality Platform Ubiquitous Tracking (UT) for Augmented Reality (AR) applications shows great potential in becoming a key driving force in the wide scale adoption of AR. However, the implementation and integration of a global sensor network necessary for this technology may seem too daunting of a task to entrust in one central body. We propose an architecture designed to allow both individual and corporate bodies to equally contribute to the construction of a sensor network, providing a platform in which the growth of the AR environment is in the hands of its users. We propose a distributed blockchain based model capable of storing tracking entity pose data. The model allows users to contribute tracking entities to the blockchain and to share this data through peertopeer connections. We conclude with a discussion surrounding beneficial contributions and necessary future works.

ARMAX: A Mobile Geospatial Augmented Reality Platform for Serious Gaming The AR concept can be considered as one of the key technologies in the context of Industry 4.0 as it can be applied in many domains to provide contextaware interaction with the environment. While the concept of mixed reality is not new, the technology can now be found in different shapes and sizes, each tailored for a particular use case. In this paper we aim at defining a broader context while developing a universal platform for Serious Gaming for different industries that benefits from the most advanced AR implementation combined with the ubiquity of mobile devices. Some of the main challenges related to the 3D registration and tracking of virtual objects are discussed and the results are presented as obtained from real world testing. The calibration method is validated by simulation and while not being the most sophisticated solution it shows the experimental work and testing that is required for the accurate alignment of the real world and the virtual objects on the AR. The solution is presented with a focus on gamification and user experience in the context of a crowdsensing platform that aims to increase collaboration and participation in a Smart City environment.