Friday, October 18, 2013

Craig’s chapter seven & the final AR project


Reading Response Week of 10/22-10/24
Craig, Understanding Augmented Reality (Chapter 7 – Mobile Augmented Reality)

Craig’s chapter seven gives our groups a great deal to think about for the final AR projects. Although brief, the chapter provides overarching concepts that we’ll want to consider when planning and executing the production of our projects.

Although we’ve noted this before in class, Craig (2013) reminds us of mobile AR’s top advantage: “By using mobile technology, the AR application can be experienced at the location where it makes the most sense” (p. 212). A recent example of this effect is currently in the works. The current edition of ClemsonWorld, the quarterly magazine for alumni and friends of Clemson, showcases Tigers as they celebrate and march to Death Valley during a home game parade. The image, pictured here, highlights the Tiger spirit and corresponds with a feature inside the publication, titled “Tailgating with the Tigers” (as it’s also found here).

Just last week in his Book Publishing for the 21st Century seminar, Dr. Blakesley asked a class member to attend the upcoming game day parade (Boston College vs. Clemson). He asked that she videotape the parade in hopes of capturing what the still image showcases — essentially recreating the scene. As long as the video shows an accurate depiction, Blakesley plans to use AR and have the video act as an overlay for the publication. Readers (and donors) could then use an AR application to witness the parade for themselves when looking at the magazine’s cover. This would be an example of experiencing AR at a location where it seems most appropriate to the image.  

The concepts Craig addresses present ideas of virtual storytelling. Because mobile augmented reality requires users to bring their devices (i.e., which in most cases would be smart phones) with them, this storytelling element could take effect. Perhaps our group might consider this idea for the final project – we could tell our story through our trigger and overlay images. A fellow class member mentioned taking the user on a scavenger hunt; our group could take the user through a story — either linear or nonlinear. In either case for this project, however, we’ll need to consider the environment, as Craig points out. Not only will our locations need to be relative, local to one another, but we’ll also need to think about weather, lighting, noise, etc. (Craig, 2013, p. 215). If we decide to pursue this idea of telling a story, we’ll need to think about limitation that might arise by incorporating text as overlays (i.e., if we’ll need internet connection).  

Craig (2013) also points out that “mobile augmented reality presents the challenge that there could potentially be content anywhere” (p. 217). We’ll need to think ahead and take this into account when mapping out our AR project or story. We can consider some concepts Costello addresses in regard to user experience and usability testing to ensure our user isn’t running around the town of Clemson in hopes of finding a fiducial marker or trigger image for our project. The memo we submit alongside our project will help outline the project and send the user on the right path.

Sources:
Craig, A. B. (2013). Mobile augmented reality. Understanding augmented reality: Concepts and applications (209-220). New York: Elsevier.

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