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A Design-led Investigation of Augmented Reality

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Naman Thakar

on 7 June 2013

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Transcript of A Design-led Investigation of Augmented Reality

ASD 1. Augmented Reality 2. Philosophy 3. Design 4. 2013 1 2 3 4 1.1 AR Current Form 1.2 Market 1.3 #Fail 1997 2008 1. sensing 2. registration 3. tracking 1.4 Rethink! 1. Gather information
2. Fetch additional information
3. Render it on the video feed 1. Gather data from the physical world

2. Format the data and prepare it for communication

3. Use a network to send the data through the correct channels

4. Receive the data through the internet connection

5. Format the data using proper design layouts

6. Track the physical marker and display the information registered to it. 2.1 Extended Mind Thesis active externalism cognition beyond the
skin-and-skull boundary 2.2 Activity Theory 2.3 Activity Theory & Catan 2.4 Activity Theory & AR activity defines context social theory of consciousness humans are different from machines HPFs are NPFs in a cultural context "a moment of extraordinary importance" technical tools & psychological tools social context, platform for actions, goals, strategies, INTENT 3.1 Design Thinking 3.2 Metaphor 3.3 Visual Communication 3.4 Ethnography When AR becomes the next mass medium, the activity theory framework can provide insights into measuring the effect of the medium.

Augmented reality is really a marriage between the internet and the physical world.

Each medium has its share of artists, technicians and a business model. 1. Human Centered 2. Empathy. Compassion. Joy. 3. Culture and context 4. Prototypes 5. Structured Brainstorming 1 Empathize 2 Ideate 3 Design 4 Prototype 5 Test 6. Personal Experiences = What have I observed / learnt?
1. It is possible to explain Catan pretty well.

2. New games are plotted in relation to games you know.

3. Attention steps up as your turn comes, and then suddenly falls.

4. Ready or not, you’ve got to act when its your turn.

5. One of the lingering feeling is of ‘If I do this, I will benefit, but the other guys also benefit, but I don’t want them to benefit very much’

I have recorded over 500 such observations. (about 50 for each of the 10 evenings, thats about 25 per game) 4.2 Guidelines 4.1 Writing 4.3 Prototypes & Short Projects 4.4 Which way is better? " augmented reality is
next mass medium" -Tomi Ahonen, Mobile Expert UI prototypes Text labels in the physical world Information Collections Post-its Slides Articles/Theses What simple guidelines can be formulated that are informed by activity theory and design methods that can help in the development of better AR systems? 1.Board games scenario
/ other specific experiment

2.Other specific experiment
/ general everyday AR Images Credits
1.1 AR - magnoliastravelnews.blogspot.com
1.1 AR - elucidmarketing.wordpress.com
1.1 AR - edibleapple.com
1.2 Article - forbes.com
1.2 Article - wired.com
1.2 Article - economist.com
1.2 Article - gizmodo.com.au
1.3 Layar - layar.com
1.3 Bar Graph - made by me
1.3 Ronald Azuma - ronaldazuma.com
1.3 Papers - Pdf chapshots
2.1 Escher - meridian.net.au
2.2 Hammer - inimage.com
2.2 Map - alatmsetc.com
2.3 Catan Illustration - made by me
2.4 Mind - acquisio.com
3.1 Five Steps - Institute of Design, Stanford
3.2 Galloping Horse - joelchu.com
3.2 AR Bear - wikipedia.org
3.3 Word Doodle - wordle.com - online Java based free tool
3.4 Puerto Rico - image clicked by me
4.1 Post-its - image clicked by me
4.3 Kellogs man - snapshot taken from Guns, Germs, and Steel Nat Geo Documentary Thank you! A Design-led Investigation
of Augmented Reality Naman Thakar, SIAL RMIT Supervisor: Dr. Andrew Burrow Practice Research Symposium,
20th October 2012 Augmented reality, or AR, is a set of technologies that combine the physical world with digital information in real time. Generally, AR is a live view of a physical real-world environment with an overlay of digital content such sound, video or, in most cases, graphics.
Augmented reality allows the user to be and act in the physical world while enhancing his current perception of reality through a live, direct or indirect view of the physical reality. collaboration, and competition
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