14 research outputs found
The Gamification of Augmented Reality Art
Augmented Reality (AR) and its applications are being used in many applications, including gaming, education, industry, research, and art. Gamification refers to the merging of games with interactive media (video games, Virtual and Augmented Realities, for example) to allow for the completion of difficult digital labour of research in a more fun, intuitive fashion. In this chapter, the merging of gamification and Augmented Reality-based art is discussed, its impact in terms of digital labour as well as examples of Augmented Reality that exhibit gamification or elements of it. Speculative design fictions of gamified Augmented Reality are examined to determine possible future outcomes of this genre. Lastly historical experiments in user interface design are mentioned to propose future solutions for Augmented Reality applications, artistic installations and gamification scenarios
The New Spectacle : How effective is mobile Augmented Reality as tool for the manifestation of dissent?
Hordes of Networked AR Creatives deploy Viral Virtual Media to overlay, then overwhelm closed Social Systems lodged in Physical Hierarchies (Manifest.AR 2011). The above quote taken from the Manifest.ARâs (2011) collective manifesto demonstrates the power its founders attributed to augmented reality technology (AR); in particular, its ability to disrupt closed physical hierarchies through a form of technologically induced âdĂ©tournementâ. DĂ©tournement is a stratagem devised, or at least, coined, by Debord (1967) as a method to resist and undermine the pervading spectacle of capitalist society âby challenging the meaning of something taken for grantedâ
ISReal: An Open Platform for Semantic-Based 3D Simulations in the 3D Internet
Abstract. We present the first open and cross-disciplinary 3D Internet research platform, called ISReal, for intelligent 3D simulation of real-ities. Its core innovation is the comprehensively integrated application of semantic Web technologies, semantic services, intelligent agents, ver-ification and 3D graphics for this purpose. In this paper, we focus on the interplay between its components for semantic XML3D scene query processing and semantic 3D animation service handling, as well as the semantic-based perception and action planning with coupled semantic service composition by agent-controlled avatars in a virtual world. We demonstrate the use of the implemented platform for semantic-based 3D simulations in a small virtual world example with an intelligent user avatar and discuss results of the platform performance evaluation.
Online Photorealistic VR with Interactive Architectural Objects
This paper describes how Virtual Reality (VR) technologies can be used for modelling photorealistic environments with interactive and changeable architectural content. This application of VR allows us to create photograph-based panoramic models of real places that include a variety of interactive architectural objects and details. The user is able not only to navigate through a virtual environment (look around, up and down, zoom, jump to another viewpoint or location) but also to change buildings or their architectural details by clicking, moving or rotating. The following types of interactive objects are completely integrated with a virtual environment: 2D image-based objects, 3D image-based objects, 3D VRML-based objects and onscreen world controls. The application can be used effectively for teaching, including distance Internet-based education, project presentations and rapid prototyping. A sample VR environment is presented and some of the key creative and technological issues are discussed
Teaching design project in introductory engineering course using 3D modeling and immersive virtual reality
This paper presents a new approach for delivering the project component in introductory engineering course. The approach is based on using 3D modeling software to create the prototype of the product. Furthermore, immersive VR display were utilized to enable the students to explore and inspect their design in different stages and discover the problems in the design. The approach enabled the students to get perception of their design and interact with the model from different angle and navigate around which gave them closer look at the design that usually impossible using the traditional 2D display. The results showed that the VR approach increased the attainment of the students in the project. ? 2018, Springer International Publishing AG.Scopu
Proceedings of the 18th International Conference on Information Visualization
International audienc
Ueber die Gruppe der Schreiadler
Volume: 23Start Page: 153End Page: 16