Week 6 — Real and Virtual Worlds

Source — Patrick Lichty, (2014) The Aesthetics of Liminality: Augmentation as Artform, IN Leonardo Journal, Vol 47(4) Boston: MIT Press, p.325–336.

Although a lot of the content was confusing for me, I felt that the point presented was very interesting.

With each comparison of how AR was used today, I kept remembering similar uses that I have seen. For example, when you buy spectacles online, the websites have a feature that lets you take your picture, and imagine how the glass frames would look on you.

Similarly, online furniture apps let you test out the furniture as an AR model using your phone camera.

This kind of AR technology has made envisioning so many things a whole lot easier. Obviously, these examples are far off from the holo AR tech used with the character of Hatsune Miku, but nonetheless, the progress over time has been amazing, and we can only look forward to the time when we will have Star Trek-like devices in the near future as the author says.

Source — Geroimenko, V. ed. (2014) Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium, Springer Press, Part 11, pp 98–198

The chapter starts off very similarly. They talk about the planes in which AR exists and how technology has progressed to a point where AR as technology has had the chance to progress as well.

The authors talk about the different methods which are used to project AR namely —

  • Fiducial — Uses a point to project
  • Planar — A more sophisticated form of the Fiducial method
  • Locative — Uses certain points of interest to project content
  • Environmental — Uses an existing space and projects accordingly
  • Embodied — An amazing example that was discussed was that of Hatsune Miku. I do know of this character but have not used any of the applications the author talks about. Most of these applications work off of a marker but also have a separate sense of space in which the character can perform the programmed actions according to user interactions.

I feel art installations are an amazing opportunity to progress and showcase AR technology. Even within a finite space, the user can experience a whole different cinematic right there on their phone, without the need to make preparations of any kind.

A lot of what the author talks about, generally fits what I thought about it. Currently, I don't really see a major development in Video Games. The likes of Pokemon GO is something that I feel is the peak, as there are a lot of other forms and genres of Video Games that take up the mantle of being ahead.

But in the case of art? There are COUNTLESS ways and methods to explore. The fact that you can project emotions, colors, and interactions from a simple marker and a smartphone (which most people today will have), is mind-blowing. And you don't even have to have the huge technical knowledge to access such installation. Nowadays, all phones are equipped with scanners, which can be used to scan embedded markers at a location. Using this, and just a few simple instructions, any user can access the art or the experience present in a simple location.



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Dhruv Jalgaonkar

Dhruv Jalgaonkar

MA Games Design Student at the University for the Creative Arts