The Aesthetics of Liminality: Augmentation as Artform

Leonardo ◽  
2014 ◽  
Vol 47 (4) ◽  
pp. 325-336 ◽  
Author(s):  
Patrick Lichty

From ARToolkit’s emergence in the 1990s to the emergence of augmented reality (AR) as an art medium in the 2010s, AR has developed as a number of evidential sites. As an extension of virtual media, it merges real-time pattern recognition with goggles (finally realizing William Gibson’s sci-fi fantasy) or handheld devices. This creates a welding of real-time media and virtual reality, or an optically registered simulation overlaid upon an actual spatial environment. Commercial applications are numerous, including entertainment, sales, and navigation. Even though AR-based works can be traced back to the late 1990s, AR work requires some understanding of coding and tethered imaging equipment. It was not until marker-based AR, affording lower entries to usage, as well as geo-locational AR-based media, using handheld devices and tablets, that augmented reality as an art medium would propagate. While one can argue that AR-based art is a convergence of handheld device art and virtual reality, there are intrinsic gestures specific to augmented reality that make it unique. The author looks at some historical examples of AR as well as critical issues of AR-based gestures such as compounding the gaze, problematizing the retinal, and the representational issues of informatic overlays. This generates four gestural vectors, analogous to those defined in “The Translation of Art in Virtual Worlds,” which is examined through case studies. From this, a visual theory of augmentation will be proposed.

Sensors ◽  
2020 ◽  
Vol 21 (1) ◽  
pp. 15
Author(s):  
Filippo Aleotti ◽  
Giulio Zaccaroni ◽  
Luca Bartolomei ◽  
Matteo Poggi ◽  
Fabio Tosi ◽  
...  

Depth perception is paramount for tackling real-world problems, ranging from autonomous driving to consumer applications. For the latter, depth estimation from a single image would represent the most versatile solution since a standard camera is available on almost any handheld device. Nonetheless, two main issues limit the practical deployment of monocular depth estimation methods on such devices: (i) the low reliability when deployed in the wild and (ii) the resources needed to achieve real-time performance, often not compatible with low-power embedded systems. Therefore, in this paper, we deeply investigate all these issues, showing how they are both addressable by adopting appropriate network design and training strategies. Moreover, we also outline how to map the resulting networks on handheld devices to achieve real-time performance. Our thorough evaluation highlights the ability of such fast networks to generalize well to new environments, a crucial feature required to tackle the extremely varied contexts faced in real applications. Indeed, to further support this evidence, we report experimental results concerning real-time, depth-aware augmented reality and image blurring with smartphones in the wild.


2020 ◽  
Vol 5 (3) ◽  
pp. 32-38
Author(s):  
Fakhriddin Nuraliev ◽  
◽  
Ulugbek Giyosov

Since the last few decades, virtual reality (VR) and augmented reality (AR) interfaces have shown the potential to enhance teaching and learning, by combining physical and virtual worlds and leveraging the advantages of both. Conservative techniques of content presentation (fixed video, audio, scripts) lack personalization and interaction.


2010 ◽  
Vol 40-41 ◽  
pp. 388-391 ◽  
Author(s):  
Shou Xiang Zhang

An unmanned mining technology for the fully mechanized longwall face automation production is proposed and studied. The essential technology will bring the longwall face production into visualization through the Virtual Reality (VR) and Augmented Reality (AR) union. Based on the visual theoretical model of the longwall face, the combination of virtual and reality, the real-time interactive and the 3D registration function were realized. The Key technology and Alpha channel are used to the combination of the real long wall face and the virtual user.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


2021 ◽  
Vol 3 (1) ◽  
pp. 6-7
Author(s):  
Kathryn MacCallum

Mixed reality (MR) provides new opportunities for creative and innovative learning. MR supports the merging of real and virtual worlds to produce new environments and visualisations where physical and digital objects co-exist and interact in real-time (MacCallum & Jamieson, 2017). The MR continuum links both virtual and augmented reality, whereby virtual reality (VR) enables learners to be immersed within a completely virtual world, while augmented reality (AR) blend the real and the virtual world. MR embraces the spectrum between the real and the virtual; the mix of the virtual and real worlds may vary depending on the application. The integration of MR into education provides specific affordances which make it specifically unique in supporting learning (Parson & MacCallum, 2020; Bacca, Baldiris, Fabregat, Graf & Kinshuk, 2014). These affordance enable students to support unique opportunities to support learning and develop 21st-century learning capabilities (Schrier, 2006; Bower, Howe, McCredie, Robinson, & Grover, 2014).   In general, most integration of MR in the classroom tend to be focused on students being the consumers of these experiences. However by enabling student to create their own experiences enables a wider range of learning outcomes to be incorporated into the learning experience. By enabling student to be creators and designers of their own MR experiences provides a unique opportunity to integrate learning across the curriculum and supports the develop of computational thinking and stronger digital skills. The integration of student-created artefacts has particularly been shown to provide greater engagement and outcomes for all students (Ananiadou & Claro, 2009).   In the past, the development of student-created MR experiences has been difficult, especially due to the steep learning curve of technology adoption and the overall expense of acquiring the necessary tools to develop these experiences. The recent development of low-cost mobile and online MR tools and technologies have, however, provided new opportunities to provide a scaffolded approach to the development of student-driven artefacts that do not require significant technical ability (MacCallum & Jamieson, 2017). Due to these advances, students can now create their own MR digital experiences which can drive learning across the curriculum.   This presentation explores how teachers at two high schools in NZ have started to explore and integrate MR into their STEAM classes.  This presentation draws on the results of a Teaching and Learning Research Initiative (TLRI) project, investigating the experiences and reflections of a group of secondary teachers exploring the use and adoption of mixed reality (augmented and virtual reality) for cross-curricular teaching. The presentation will explore how these teachers have started to engage with MR to support the principles of student-created digital experiences integrated into STEAM domains.


2021 ◽  
Vol 6 (2) ◽  
pp. 119
Author(s):  
Awaludin Abid ◽  
Kusrini Kusrini ◽  
Amir Fatah Sofyan

Di Industri otomotif, biaya prototyping meningkat berbanding lurus dengan kompleksitas dan dependensi kendaraan. Sebagai alternatif untuk prototyping fisik dapat memanfaatkan teknologi baru seperti Augmented Reality (AR) dan Virtual Reality (VR) digunakan. Penggunaan VR dan AR melibatkan real-time rendering data CAD yang mengkonsumsi banyak memori dan mengurangi kinerja aplikasi. Persiapan data memiliki peran penting untuk meningkatkan kinerja sementara tetap mempertahankan topologi dan kualitas mesh. Proses optimalisasi data CAD yang digunakan yaitu Tessellation atau mengkonversi NURBS ke Polygons, berperan untuk menghasilkan output data yang memiliki efisien kinerja dengan topologi serta kualitas mesh yang baik. Hadirnya software 3D Data preparation dan optimasi pada kelas Tessellator. Autodesk Maya merupakan software pemodelan 3D yang mendukung Non-Uniform Rational Basis Spline ataupun CAD memiliki fitur mengkonversi model NURBS ke polygons, pemilihan kebutuhan atau requirement pada tessellation berpengaruh terhadap hasil output. Penilaian dilakukan menggunakan penilaian Objektif menggunakan 3D mesh visual quality metrics berbasis vertex-position Hausdorff Distance sehingga didapatkan requirement pada Tessellation yang efektif. Hasil dari konversi memiliki topologi yang serupa dengan software khusus data preparation dan optimasi, sedangkan hasil penilaian mesh visual quality metrics requirement yang mendekati yaitu menggunakan Tessellation Method Count dan General. Kata Kunci— Tessellation, Mesh Visual Quality, CAD, Polygon In automotive industry, cost of prototyping increases directly with complexity and dependencies of vehicle. As an alternative to physical prototyping can utilize new technologies such as Augmented Reality (AR) and Virtual Reality (VR) are used. And involves the real-time rendering of CAD data which consumes a lot of memory and reduces application performance. Data preparation has an important role to improve performance while maintaining topology and mesh quality. Process of optimizing CAD data used is Tessellation or converting NURBS to Polygons, whose role is to produce output data that has an efficient performance with topology and good mesh quality. Autodesk Maya is a 3D modeling software that supports Non-Uniform Rational Base Spline or CAD which has the feature of converting NURBS models to polygons, the selection of requirements or requirements on tessellation influences the output results. The assessment is done using objective assessment with 3D mesh visual quality metrics based on Hausdorff Distance vertex-position so that the requirements for effective Tessellation are obtained. The results of the conversion have a topology similar to special data preparation and optimization software, while the results of the mesh visual quality metrics requirement approach are close to using the Count and General Tessellation method. Keywords— Tessellation, Mesh Visual Quality, CAD, Polygon


Author(s):  
I Putu Yoga Pertama Yasa ◽  
I Ketut Gede Darma Putra ◽  
Dewa Made Sri Arsa

Tanah Lot Temple is located in Beraban Village, Kediri District, Tabanan Regency. Tanah Lot Temple is a temple that is included in the Dang Kahyangan Temple. Tanah Lot Temple has buildings scattered in the Tanah Lot Temple Tourism Object. Not all of the buildings in Tanah Lot Temple are known by tourists. Augmented Reality is a visual technology that combines objects or virtual worlds into real-world views in real-time. This study used markerless method and was developed using the Wikitude library and supported by web hosting to store information data and building coordinate data. The system in this study runs dynamically, making it easier to manage data without modifying the program code. Augmented Reality application results with real object marker of Tanah Lot Temple are that it can display information in the form of text narrative and location points along with voice explanations for each building in Tanah Lot Temple.


2021 ◽  
Vol 11 (2) ◽  
pp. 95-102
Author(s):  
Nur Ameerah Abdul Halim ◽  
Ajune Wanis Ismail

Augmented Reality (AR) have been widely explored worldwide for their potential as a technology that enhances information representation. As technology progresses, smartphones (handheld devices) now have sophisticated processors and cameras for capturing static photographs and video, as well as a variety of sensors for tracking the user's position, orientation, and motion. Hence, this paper would discuss a finger-ray pointing technique in real-time for interaction in handheld AR and comparing the technique with the conventional technique in handheld, touch-screen interaction. The aim of this paper is to explore the ray pointing interaction in handheld AR for 3D object selection. Previous works in handheld AR and also covers Mixed Reality (MR) have been recapped.


2015 ◽  
Vol 2015 ◽  
pp. 1-5 ◽  
Author(s):  
Kuei-Shu Hsu ◽  
Chia-Sui Wang ◽  
Jinn-Feng Jiang ◽  
Hung-Yuan Wei

Augmented reality technology is applied so that driving tests may be performed in various environments using a virtual reality scenario with the ultimate goal of improving visual and interactive effects of simulated drivers. Environmental conditions simulating a real scenario are created using an augmented reality structure, which guarantees the test taker’s security since they are not subject to real-life elements and dangers. Furthermore, the accuracy of tests conducted through virtual reality is not influenced by either environmental or human factors. Driver posture is captured in real time using Kinect’s depth perception function and then applied to driving simulation effects that are emulated by Unity3D’s gaming technology. Subsequently, different driving models may be collected through different drivers. In this research, nearly true and realistic street environments are simulated to evaluate driver behavior. A variety of different visual effects are easily available to effectively reduce error rates, thereby significantly improving test security as well as the reliability and reality of this project. Different situation designs are simulated and evaluated to increase development efficiency and build more security verification test platforms using such technology in conjunction with driving tests, vehicle fittings, environmental factors, and so forth.


Author(s):  
Sathiya Narayanan ◽  
Nikshith Narayan Ramesh ◽  
Amit Kumar Tyagi ◽  
L. Jani Anbarasi ◽  
Benson Edwin Raj

In the recent years, innovations such as Augmented Reality (AR), Virtual Reality (VR), and internet of things have enhanced user experience dramatically. In general, AR is completely different from VR and provides real-time solutions to users by projecting layers of information on real-world environments. Advancements in computer-generated sensory have made the concept of believable virtual environments a reality. With the availability of such technologies, one can investigate “how these technologies can be applied beyond gaming or other useful applications” and “how further improvements can be made to allow for full digital immersion.” This chapter provides a detailed description about AR and VR, followed by interesting real-world examples of AR applications. In addition, this chapter discusses the issues and challenges faced with AR/VR with a motivation of exploring the options for improvement.


Sign in / Sign up

Export Citation Format

Share Document