Contextualising AR (04/03/2017)
Within our Group (Augmented Reality + Internet of Things), focuses on how to apply augmented reality as a feasible subject to both add another layer of interactivity to the pavilion, but also how we can implement an AR experience that is both informative and also enhance the usability of space. This focus area in using Ar technology such as the HoloLens and or AR software with smartphones and Android Tables has always been a fascination to me, as its utilisation within our society has become increasingly popular much like the expediential progression of VR within both gaming and within the Built environment industry.
Within our formulated group (Group 6), we firstly began to understand the applications of both VR and AR separately, by allowing us to collectively understand and differentiate the two forms of technology we began to research the Pros and Cons for existing features and applications of AR. But within my focus I chose AR as a focus area to study as well as focus on the utilisation of the HoloLens, and understand its potential within this project.
The HoloLens, is a innovative new technology designed by Microsoft, shipped as a augmented reality headset, which features an on board computer built within its frame to which allows the user to interact and situate their own design/environment within their own reality. The level of interaction include augmented perceptions through sight as well as hearing the augmented space with the headset.
According to Google the Definition of Augmented Reality is:
“A technology that superimposes a computer-generated image on a user’s view of the real world, thus providing a composite view. “ This is important to differentiate when talking about VR and AR and what separates them.
This form of technology is quite revolutionary as it dost not interfere with the natural human sense, but augments them in way that is additive and not intrusive for the user. The way in which HoloLens does this, is by Augmenting a “Multi-Dimensional full coloured hologram”  . Which exists within the headset itself. Its features also extends to on-board cameras for recordings of video and images, as well four inbuilt microphones that will listen to the users voice for commands.
HoloLens Studio Demo ‘Introduction’
As of yet the development and implications of the HoloLens hasn’t received such a boost like VR technology, this may be the case, but in relation to VR, AR can potentially offer more usability and definition as its development grows stronger. As of today (24/03/2017) the HoloLens can be used for video chat, live viewing of video content, advanced gaming, construction and urban planning as well as, a heap of other user interface features that are proscribed under the “Augmented Layering” which in short is understood to be the layering of a HUD or interactive features within any space.
More Importantly the HoloLens has also reached out to the design and communication industries, allowing for fluent communication of design ideas to large operations as well, as a visualisation tool for project development and design phases.
In Conclusion the HoloLens is proven to be an excellent tool in adding that extra layer of information to the users lifestyle as well as to cater for industries looking to benefit from its communication abilities. The Most powerful aspect of AR and the HoloLens against tother technologies is the fact that AR dose not remove the user from the space but adds that extra augmented layer to the users perception. This is quite empowering compared to other new innovations such as VR and or Virtual environments.
Anon, 2017. Microsoft HoloLens. [online] Microsoft HoloLens. Available at: <https://www.microsoft.com/microsoft-hololens/en-us> [Accessed 24 Mar. 2017].
 Roberts, J., 2017. What is HoloLens? Microsoft’s holographic headset explained. [online] TrustedReviews. Available at: <http://www.trustedreviews.com/opinions/hololens-release-date-news-and-price> [Accessed 24 Mar. 2017].