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.
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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