Thursday, 10 May 2012
Monday, 7 May 2012
Friday, 4 May 2012
Friday, 27 April 2012
Universal 100
Today I saw my first evidence of the infiltration of the high street by AR.
To celebrate a century of publishing films, Universal Pictures are re-releasing
one hundred films from their back catalogue.
As part of this marketing campaign, they have re-packaged the DVDs and
are selling these for £5 each.
Far more interesting from the point of view of my MA, they are
also including an AR marker with each new release. In fact, the new covers of each DVD now act
as a fiduciary marker and each triggers a short CGI animation that appears to
play on ‘top’ of the case. To supplement
this they also activate an audio clip related to the film – usually a key quotation
or sound effect. The Jurassic Park DVD, for example, plays a
highly satisfying Tyrannosaurus’ roar.
![]() |
| Universal 100 AR DVD sleeve |
I noticed these at a local HMV music store and later witnessed similar displays at supermarkets. Much to my surprise, there was a large poster advertising “Augmented Reality”. I was slightly taken aback by this as up until now my connection with AR had been through academic reading or else through digital sources.
I duly rushed into the store and, after reading the
instructions, I began surreptitiously downloading the AR content. On reflection, I find it interesting that I
was slightly uncomfortable with this and was worried about seeming to ‘steal’
the content. In the event, I need not
have worried as I am certain that the staff and/or other customers had little
idea what I was actually doing and largely ignored me.
At first, the actual AR itself was difficult to access. For example, the application seemed to take
an age to download (as a result of lack of an internet connection and the need
to access iTunes). The AR also took
quite a while to appear and altogether this process lasted 30-45 seconds.
Once working, however, the quality of the playback was quite
satisfactory. The models included clear
textures and I feel that they do relate well to the films being portrayed. Whilst the polygon count was clearly low, the
animations did play very smoothly. The low lighting also made the images flicker
– which often necessitated a reload.
In truth, however, I was far less interested in the actual quality
of the CGI than in Universal’s decision to include this in their campaign. They obviously feel that the technology possesses
a strong novelty value and appeal. Furthermore,
the distributors must also have felt confident enough in the proliferation of
smartphones to invest in this marketing strategy. It is
reassuring to see AR further enter the mainstream and it can only be to my
advantage that it increasingly does so.
Thursday, 26 April 2012
Monday, 23 April 2012
Sunday, 22 April 2012
Saturday, 21 April 2012
Sunday, 15 April 2012
Wednesday, 4 April 2012
Sunday, 1 April 2012
Thursday, 22 March 2012
Wednesday, 21 March 2012
Tuesday, 20 March 2012
Saturday, 17 March 2012
Thursday, 15 March 2012
80%
At present I am maintaining my full time teaching position
at Stafford College and have been able to ‘concertina’ my teaching hours into
four (rather full) days. On days that I
do not attend university lectures I conduct interviews at the college. In effect this means that I am working for at
least twelve hours per day when marking/preparation of lessons if taken into
account. This has evolved into a routine
in which I begin work at 5am and finish at 10-11pm.
Unsurprisingly, it has become apparent that this is not
sustainable for any great length of time – regardless of the amount of coffee I
drink or cigarettes I smoke. I’m aware that my research and development
have suffered and, with this in mind, I have decided to reduce my teaching
hours and now aim to work to an 80% contract.
This will leave Friday as a ‘free’ day and allow time for additional
studies (and sleep). I have discussed
this with my line manager and I have received confirmation that this will be
possible. Unfortunately, from the
perspective if the current MA Creative Futures module, however, this will have
to take effect from September. Nevertheless,
it has at least offered the possibility of future respite.
In a more negative vein, it will also mean that I will have
less available funds for potential investment in my projects. This will necessitate careful analysis and
planning of the software, equipment and marketing I will need. There is also now have a new urgency concerning
the acquisition of funding and potential investors. The paradox of creating a portfolio to present
to potential clients without some (or all) or the required software is
something I will need to address prior to my drop in earnings.
Wednesday, 14 March 2012
OFSTED
The government has kindly informed my place of employment of
a
government (OFSTED) inspection to take the place during the week commencing
16th April 2012. This is an unexpected and unwelcome turn of events.
I personally had certainly not predicted this additional
workload, not least as the college had been inspected only two years
previously. Having endured an OFSTED inspection previously, I anticipate
being called upon to create and collect a considerable volume of
paperwork.
In addition, during the actual inspection, I have also been asked
to attend meetings with the OFSTED inspectors.
Inevitably, I will have to prepare paperwork for these too.
It is unlikely (inconceivable?) that this situation will not
impact on my research and MA Creative Futures studies. I feel that the best line of defence may be
to try and manipulate my teaching workload to incorporate topics relevant to the
MA. For example, I have already written
an Arch Viz design brief for my Level 3 BTEC students. I acknowledge that this is not necessarily a
solution (and arguably ethically questionable) but needs must!
Tuesday, 13 March 2012
IOR
Creating glass and other reflective/transparent (or
semi-transparent) objects are areas of CGI I have found consistently difficult
to master. As the client’s design
includes several windows, including a glass ‘tower’, I am a little concerned
about this aspect of the project. To
address this, I have undertaken tutorials and a short project to help my
understanding of this area.
I purchased an Escape Studios online tutorial. This includes eleven hours of video tutorials
and access to an online tutor. I
focussed on the ‘Lighting with Mental Ray’ videos and applied the results to
the accompanying downloadable models.
The results were impressive and I feel that gained some additional
information that will serve me well in later projects. In particular, the need to maintain a
constant and accurate scale was of use.
I had previously assumed that, as 3D models can in theory be scaled to
infinity, this was not of significance.
However it appears that the photometric lighting (and the exposure
control) used in Mental Ray does not scale automatically – calling for a rigid
system of measurements.
Next, I decided to
apply the techniques to my own work.
Personally, I feel that this is important and I try to do so after all
of the tutorials I complete. I believe
that this is the only manner in which I can truly test my understanding and it
naturally helps to build confidence in the techniques used.
As one of the Foundation Degree modules that I am currently leading is an Arch Viz, I decided to use the AutoCad files I had to hand. The model created was a recreation of the Kaufman Desert House. I had several plans and reference photographs to hand.
![]() |
| IOR and caustics tests, 3ds Max & Mental Ray |
In creating my design, my primary concern was obviously the glass
windows and the swimming pool. I added
few details to the design and only a few environmental models. These help to create a sense of scale and I
would obviously aim to add far more (including furniture) if I were to revisit
the model.
Mental Ray
For this mini-project, I used Autodesk 3ds Max with the Mental
Ray renderer. I have found that this
creates satisfactory results with an acceptable trade-off in processor
requirements. In addition, I had also earlier
been assured that this combination the de facto industry standard but research
has indicated that this may not be the case.
There is an argument that VRay is in fact the render of choice for Arch
Viz artists.
To be honest, even after following the tutorials, I am still
feel that I am struggling to gain an element of control over IOR. Assuming that realism is the goal, I consider
that my experimentation has been a failure thus far. The so called “Uncanny Valley” has raised its
ugly head and the test renders look ‘hyper-real’ without actually being
convincing. This may be a result of
inaccurate scaling and I will undertake more tests in order to solve this
problem.
IOR
Perhaps the most confusing aspect has been the use of Indices
of Refraction (IOR) within CGI. Essentially,
IOR (as I understand it) indicates the angle light at which light refracts
through or across an object. For
transparent materials this means passing through an object. Within
CGI, the value of IOR is indentified by a value and this, in turn, is applied
to a shader or material. There are
several online IOR libraries available that aim to give an indication of the
real world IOR values of materials.
Relevance
Ironically (as I discovered after completing the tutorials) it has become apparent that current AR does not often enable real-time lighting effects or shadows. This in effect means that IOR and reflections will not be relevant to my immediate AR experiments.
Ironically (as I discovered after completing the tutorials) it has become apparent that current AR does not often enable real-time lighting effects or shadows. This in effect means that IOR and reflections will not be relevant to my immediate AR experiments.
The apps I have seen rely upon an illusionistic approach,
more akin to early game consoles such as the Playstation and original Xbox. I assume that this is a result of the current
technology rather than a design choice. Even
more powerful systems, including desktop PCs, rarely permit ‘real time’
rendering. Systems that do, are typically specialised and require
specific software for the task (Powell, 2006).
As a result, in the short term, I feel that I would be wise
to explore alternative solutions such as Ambient Occlusion and/or light
mapping. These are far less processor
intensive and allow the ‘baking’ of textures to models. Fortunately I have used both of these
techniques in previous projects and so these should be relatively easily
implemented, although the results will inevitably be more stylised than
realistic.
Amendment
Following a further meeting with the client, I have been
informed that the design for the extension has been amended a second time. This appears to be a more comprehensive
change and I am pleased to see that the architect has already drawn new plans
showing the proposed changes.
At first glance, the most significant changes appear to
be the lengthening of the rear balcony and alterations to the interior layout. The central axis has also been shifted
slightly to the east. This appears to
clarify the more problematic areas, including the points at which the roofing
intersects.
Although this will necessitate a re-design of my existing
3D model, I am pleased (something of an understatement) as I will now be able
to attend to details and to move forward with more confidence. I have been given assurances that this will
not change again in the immediate future!
A deadline of the 13 May, intended to coincide with the
conclusion of the Creativity and Enterprise module, has now been agreed for the
final designs.
Although it is clearly beneficial that this process is
now completed, the uncertainty surrounding the design has been of some
concern. For example, it has limited my
output as I have been reluctant to proceed without full confirmation.
On reflection, I should have clarified this
with the client/architect at the initial stages. That I did not so is perhaps a result of my
being out of touch with the realities of working for a client and of my initial
euphoria.
Somewhat belatedly, I have revisited an example Personal
Service Agreement (PSA) relating to Arch Viz.
Crucially, this contains a ‘product
schedule’ defining an appropriate
timescale and structure for a proposed project. Although
too late to implement in this project, I intend using a variation of this in
future work as I would imagine that statements such as “further changes after 7 days may be billed at
an additional cost to CLIENT” will have the desired effect (Smith, 2006, pg 3).
Free Unity iOS (and Android)
Unity Tech is currently offering both the IOS and Android
licences of the Unity 3 game engine as a free download. This is a time sensitive offer, available until
the 8th of April. This is
welcome news as the smartphone licences had previously retailed at $400 each.
Unity 3D is the game engine I am most familiar with. I have previously used alternatives such as the Epic’s Unreal UDK but have migrated towards Unity over the past two years. The primary reason for this had been the adoption of the engine in my teaching role, in turn a result of the (then) relative versatility of the engine. For example, Unity allows work to be exported to a wide variety of platforms such as the Playstation, Xbox, PC and web. This also includes both Apple and Android devices.
Unity 3D is the game engine I am most familiar with. I have previously used alternatives such as the Epic’s Unreal UDK but have migrated towards Unity over the past two years. The primary reason for this had been the adoption of the engine in my teaching role, in turn a result of the (then) relative versatility of the engine. For example, Unity allows work to be exported to a wide variety of platforms such as the Playstation, Xbox, PC and web. This also includes both Apple and Android devices.
I presume that this move by Unit Tech is a response to competition
from similar licences such as Epic’s Unreal and the Crytech’s CrygEngine. Both of these are now free for download for
educational use. Time permitting, I will explore these in the
following weeks to ascertain their viability as AR development tools.
For now, I will simply download the free Unity software and install it ready for later experimentation.
AR String
String was amongst the first marker based applications I
encountered. As a user, I found the initial results entertaining
and was satisfied with the ease with which AR content can be displayed and/or
manipulated. Indeed, this was the
application I choose to characterize AR in my introductory MA Creative Futures
presentation. The application runs speedily and with few glitches. The String Labs website proclaims it to be
the “fastest commercially available AR technology on IOS right now” (String, 2012).
I have since taken the opportunity to explore the
application further and to investigate its potential as software for
development. From my perspective, as a
potential developer, the software offers several advantages. For example, it is compatible with the Unity
game engine (negating some of the need to learn a software language) and allows
3D models or animations to be uploaded. It has already been adopted by several high
profile companies such as Boeing and Paramount.
![]() |
| Example String AR |
Taking this into consideration, I initially felt that String
would offer a clear and established route to developing an AR application. However, the business model, and subsequent costs,
proposed by String Labs represent a potential barrier to my utilising the
technology.
According to the String Labs website, there are five
different licensing options, each with varying degrees of functionality:
Breakdown of Licence Costing
and Features
Demonstration
Demonstration is simply a preview of the technology and designed to show its potential.
Demonstration is simply a preview of the technology and designed to show its potential.
Developer
A basic Developer licence costs a reasonable £79 (as with all String Labs pricing, this excludes VAT). This allows the tracking of multiple markers and has all the functionality of the more costly licences. Unfortunately, it is not possible to release an app created with this licence to the Apple iTunes store and it appears only to be intended as an aid with which to learn the software.
A basic Developer licence costs a reasonable £79 (as with all String Labs pricing, this excludes VAT). This allows the tracking of multiple markers and has all the functionality of the more costly licences. Unfortunately, it is not possible to release an app created with this licence to the Apple iTunes store and it appears only to be intended as an aid with which to learn the software.
Indie
The Indie licence enables an iTunes store release. However, it retails at £399 per application per year.
Disappointingly, it also allows
only a single marker to be recognised by the software. It is
also branded with a StringTM Splash Screen that appears for two
seconds prior to launching the program.
A customisable “reticle” is also overlaid when a marker is not viewed.
This licence appears quite an expensive option for such
limited functionality. The maximum of a
single marker would clearly limit my output and restrict the nature of the work
I could undertake. It would arguably be
acceptable for the Creativity and Enterprise design brief but actually of
little use thereafter.
Pro
The Pro licence is far a more expansive and permits the tracking of unlimited markers. This also allows the software to work in tandem with Unity’s Touch Hook – enabling far more interaction. The StringTM Splash Screen is still evident but no reticle is displayed.
The Pro licence is far a more expansive and permits the tracking of unlimited markers. This also allows the software to work in tandem with Unity’s Touch Hook – enabling far more interaction. The StringTM Splash Screen is still evident but no reticle is displayed.
Unsurprisingly, this comes at a cost and the Pro licence
effectively doubles the cost of the Indie licence to £799 per application per
year. Despite this, this is perhaps the
most relevant licence for my future needs.
It would at least allow at least one fully functional application to be
delivered and this in turn could potentially lead to further investment. Clearly, however, the cost of the licence
would have to factored into the pricing of any app I developed and I have
several doubts concerning its value.
Campaign
The Campaign Licence is £5599 per application per year. As expected this is a fully functional realise, enabling complete developer control over the program. The Splash screen is completely removed and is replaced with a customisable white (blank) screen. I am very surprised that this licence remains a ‘per app per year’ product and I feel must be viewed as of use only to larger businesses or corporations with an established brand to project. In fairness, the String Lab (2012) website portays it as the licence “for when you’re ready to go big” – although I would suggest you would already need to be big to buy this licence.
The Campaign Licence is £5599 per application per year. As expected this is a fully functional realise, enabling complete developer control over the program. The Splash screen is completely removed and is replaced with a customisable white (blank) screen. I am very surprised that this licence remains a ‘per app per year’ product and I feel must be viewed as of use only to larger businesses or corporations with an established brand to project. In fairness, the String Lab (2012) website portays it as the licence “for when you’re ready to go big” – although I would suggest you would already need to be big to buy this licence.
Sunday, 11 March 2012
Saturday, 3 March 2012
Monday, 27 February 2012
Texture Collection
I have found it
useful to collect photographs necessary for texture map work whilst working
‘on-site’. Additionally, however, I have also begun to
use online texture map collections. Previously I considered using these collections
only when absolutely necessary and have preferred to create my own shaders in
the appropriate 2D/3D software. This may
have been due to a feeling of somehow ‘cheating’ by using stock imagery. However, I have been increasingly impressed
by the breadth of resources now available.
Clearly, these can also be a valuable time saver and I do now intend
using these as part of this project.
At present I have found two sites worthy of mention:
Cgtextures.com
This site holds a wealth of (65,000 according to the home page). A significant number of these are free textures and cover a wide range of potential materials. Several building and architectural themes are included in the collections. Importantly, the images are also royalty free and available for commercial use with 3D graphics.
The site also has several introductory tutorials regarding
photography and using image editing for texture map creation. The former are especially useful as I have
little knowledge of ‘real’ photography (ie. not CGI camera based).
This site holds a wealth of (65,000 according to the home page). A significant number of these are free textures and cover a wide range of potential materials. Several building and architectural themes are included in the collections. Importantly, the images are also royalty free and available for commercial use with 3D graphics.
![]() |
| cgtextures.com homepage |
Textures accessible via the site are either free or else
available for purchase. After initially experimenting with the free
textures, I elected to join the website and downloaded a few of the ‘premium’
(ie. paid) maps.
Although the premium images were of a high quality, I found
that many of these maps are actually tiled variations of others freely
available via the site. Tiling a texture
(.jpg) is a simple process of using the Offset filter in Adobe Photoshop. In future, therefore, I intend using a combination
of the two, paying for maps only when absolutely necessary.
Cgskies.com
As its name implies, this is a specialised site and contains largely only texture maps suitable for skylights or skyboxes. On further investigation these appear to be of a good quality, are suitably large (15000 x 3800 pixels) and several are in the HDR format. As with most of the other sites, there are a few free examples available but most of the images need to be paid for. Prices do not seem too steep and the average costing appears to be about £12-15. In the short term, this site will also negate the necessity of learning how to photograph HDRI images (this saving some time).
As its name implies, this is a specialised site and contains largely only texture maps suitable for skylights or skyboxes. On further investigation these appear to be of a good quality, are suitably large (15000 x 3800 pixels) and several are in the HDR format. As with most of the other sites, there are a few free examples available but most of the images need to be paid for. Prices do not seem too steep and the average costing appears to be about £12-15. In the short term, this site will also negate the necessity of learning how to photograph HDRI images (this saving some time).
Sunday, 19 February 2012
Roma
The
forthcoming week I will be leading a trip to Rome as part of my role as tutor
for the A Level and BTEC National Diploma courses at Stafford College. I have been fortunate enough this year to
actually choose the destination – although the cost of this has been a
significant volume of preparation and planning.
I decided that Rome was a logical
choice as I have spent considerable time there (attending language courses and working)
and have previously visited several sites and museums.
Worryingly, I
have not spoken Italian ‘in anger’ for some time and so I have been desperately
attempting to revise my knowledge. This has involved attending evening courses to
refresh my skills. To date this has been
a somewhat painful experience but I’m optimistic that it will return in time!
More relevant to this blog, I aim to take
advantage of the trip to collate research for use in the MA Creative Futures.
Photographs and Sketches
The trip
should present ample opportunity to collect imagery for use within my later
projects. I imagine that the majority of
this research will be in the form of photographs or video, although I do hope
to sketch if responsibilities/time permits.
The research that I do acquire should provide inspiration and a platform
on which to build. Given my longer term
aims, I will focus on collecting information from the Coliseum, the Pantheon
and Hadrian’s Villa. I am most
interested in obtaining useful images exploring the Roman use of exterior and
interior space.
AR App Reviews (and some doubts)
Secondly, and
perhaps more pertinent to this module, I also aim to experiment with Augmented
Reality applications using my own Apple iPhone 3GS. I will be interested to see how these
compliment my visit and evaluate their application ‘in the field’.
Surprisingly,
I must admit to having developed some doubts concerning the use of AR technology
for this purpose. I am especially concerned that it will detract
from the actual experience of interacting with the real and act as a barrier to personal engagement. I am becoming increasingly wary of the
simulation appearing “better than the real” (Shields, 2003 cited in Lister et al 2009) – however
absurd this may seem when discussing a mainstay of western culture such as
Rome.
Similarly, I
am anxious that an AR guide will perpetuate the harmful practice of defining ‘important’ sites at the expense of
those to be deemed somehow inferior (De Botton, 2003). Working
in travel, I witnessed the ubiquitous use of Lonely Planet/Rough Guide books to
channel tourists to popular areas.
Clearly, the interaction
and information available via an AR application has the potential to circumvent
this issue. However, without a broad
base of content, I fear that the interactive nature of AR may actually amplify
the problem.
With these
issues in mind, I plan assessing the responses of the students and staff both during
and after the visit. And as my time will
be limited, I have decided to review only two apps:
The first
application I intend to study is Viewlity
Rome. This is a GPS driven
application which provides directions to key sites. It overlays the camera view with icons and menus to provide links to web sites such
as Google Maps to provide .
![]() |
| Viewlity Roma |
In addition, I
have decided to evaluate Visual Rome. This app, as its name implies, is designed to
give a visual tour of the city. Interestingly,
the app claims that it is able to show “full 3D reconstructions of key areas,
so you can see how Rome was 2000 years ago” (iTunes). This sounds very promising and I am genuinely
excited to see how this works in practice.
Existing Museum Displays and User Response
Finally,
during the trip I will research and evaluate the current use of ‘interactive’ displays
available in museums and at archaeological sites. Previous visits have shown that the majority
of displays in Rome remain traditional, largely passive experiences. However, the re-invention of museums, and the
opening of previously private exhibits, give some hope that they will have been
improvements (Valance cited in Damala, 2009).
I’ll also be interested in contrasting newer museums such as the MAXXI
with the well known, established venues.
Saturday, 18 February 2012
Blocking Out
Having now liaised
with the client on several occasions, I have become increasingly familiar with
the proposed alterations to the building.
In essence the
key elements of the design are:
·
A connecting structure and walkway,
incorporating a glass roofed
·
A second floor above the existing
garage, including a surrounding balcony and railings
·
A redesign of the interior of the
existing garage area
With this in
mind I have created 3D models showing an approximation of the existing
structure. I assume that this will be
required in each of the three Arch Viz elements I propose (with inevitable
additions/alterations as required). In
truth, I also want to begin actually making something.
Initially,
I scanned the architectural plans (handdrawn!) and converted these to a digital
format. These were then converted to Splines and used as a foundation for
elevating the design in Autodesk 3ds Max.
This is a process I have followed in several previous projects that
allows a 'quick and dirty' outline of the project to be created. From the perspective of creating an Arch Viz,
I find this drafting of the model very useful, particularity when assessing
lighting solutions.
However,
in this instance blocking out has proven to be a far more difficult task than I
had anticipated. I worked largely from
the pencil sketches, showing approximate measurements, and the cardboard
physical model with which I had been provided.
Unfortunately, on closer inspection, it became evident that these did
not actually correspond one to another.
![]() |
| Architects Initial Plans |
![]() |
| Blocking out of model |
![]() |
| Close of blocking out stage |
| Model of building provided by client |
This
in turn led to a brief discussion in which the client helpfully revealed that
the plans represented “approximations” of the design and that I was to “take my
best guess”.
I
therefore began modelling a compromise design (in the full knowledge this will
later necessitate a redesign).
Unsurprisingly,
this too proved problematic. For
example, I found that sections in which the new roofing where to meet the
original building would entail a restructuring of the established roofing or
else a curtailing of the new design.
This was completely omitted from the plans and was incomprehensible when
examining the card model. Similarly,
details of rooms above the current garage were vague and required several calls
to the client. It became clear that he
was looking for a level of guidance beyond the remit of 'visualisation'.
It
was agreed that these details would be finalised between the client and the
architect but that I would persevere with the loose draft in the meantime. This situation is undoubtedly a consequence
of working with both the architect and the client. I'm aware that this is not the usual
circumstance and I will not expect this in future projects.
![]() |
| Test render with GPS related lighting. |
Having completed a model, I next introduced a single skylight/skylight and adjusted the GPS to allow a 'realistic' lighting simulation. The nearest software presets allow lighting relative to Manchester - close enough for my purposes at this stage. Finally, I added simple texture maps to the model. These were drafts constructed largely taken from the photographs of the original site with which I had been provided. These proved to very useful and gave a clear indication of colour, materials and potential lighting conditions. I chose to ignore the surrounding fauna at this stage but did collect a few Xfrog (http://xfrog.com/) downloads for future use.
Friday, 17 February 2012
Present
As part of the design brief initial pitch, I presented my
initial concept to the MA Creative Futures student group and lecturers.
I began with an introduction to the concepts of both Architectural
Illustration and of Architectural Visualisation. These were followed by a (very) brief
outline of pictorial 3D space, illusion and immersion. Towards the close of the presentation I detailed
the actual Arch Viz project I have accepted, giving a few details and displaying
a (rough) 3D sketch of my work to date.
Having now worked as a teacher/lecturer for several years, I
was not particularly nervous about speaking to a group. In
fact, my chief concern was that I would fall into ‘teaching mode’ and run the
risk of patronising the audience. In this respect I feel that I was only partly
successful. Reflecting on the content of
my presentation, it is clear that I still felt the need to ‘educate’ the
audience. Nevertheless, I judge the
presentation to have represented a clear, justified pitch.
In addition to delivering a Powerpoint, I also supplied an
Apple iPhone to the audience. I used
this to show an example of AR to the audience and for this I used the simple ‘AR
String’ application. I felt that this
would help reinforce the concept of AR in the mind of the audience.
Demonstrating the iPhone app was arguably the most
successful part of the entire presentation.
The responses to the demonstrations were very positive and it was clear
that others in the group could see potential in the new media. I was especially interested to hear proposals
for different uses of the application.
The enthusiastic appraisals of the software correspond with my
earlier experiences of introducing people to AR. Almost all of these initial responses have
been encouraging and I have gained confidence in its wider acceptability. In many respects this is doubtless to a
result of the novelty and mystery of the technology. However, I also feel that it is the use of a
technology people are already familiar with is a factor.
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