Augmented Reality (AR) is a booming technology that enhances the real world with virtual objects. Using an AR system, virtual objects are integrated into the real world in real time, allowing users to believe that the real and virtual objects coexist in the same environment. Such systems are highly user interactive and can be applied in many fields such as medical, industrial, manufacturing and education. This paper focuses on two areas, namely exhibition and entertainment.
This paper is organized into four sections. The introduction provides a brief overview of AR and its various applications specifically in the areas of exhibition and entertainment. The second section discusses in detail about AR in exhibition. This is followed by a presentation
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While visiting museums, museum guidance is provided to lead visitors through the exhibition in a sensible order. Museum guidance can come in forms of docent-led tours or self-guided tours. It is often that visitors prefer self-guided over docent-led tours since self-guided tours allow visitors to view the museum exhibit at their own leisure. However, visitors may find the conventional museum guidance for self-guided tours, such as gallery maps and audio guides, too dull. Visitors may end up bypassing the guides and thus, not fully appreciating the exhibit. Introducing AR to museum guidance curbs this problem by granting interaction with the exhibit. Such interaction gives visitors a fresh, new museum experience to an otherwise single-sided one. As such, visitors become more keen and willing to learn about the …show more content…
AR offers an interactive platform to showcase 3D information to explain the artwork besides providing route guidance in the museum. Both systems rely on the Metaio SDK (formerly known as Unifeye), a commercial AR platform with various capturing mechanisms connected to multithreaded tracking framework on different rendering engines. Through the AR system, visitors revealed that they were able to navigate better in the museum and also better understand the exhibit. They felt more motivated to examine each exhibit more thoroughly, showing that the AR system indeed helped gain more public
Wagner, Richard. “Outlines of the Artwork of the Future,” in Multimedia from Wagner to Virtual Reality, eds. R. Packer and K. Jordan. W.W. Norton, 2001.
The spectacular qualities within the contemporary films that use VFX became progressively important to Hollywood. The popularity of the ever growing special effects has been increased by a growing demand for products in different multimedia forms such as computer games, theme-park rides and many other secondary outlets that frequently generated more profits then the films they were based on.
In the article of “Exhibiting Intention: Some Preconditions of the Visual Display of Culturally Purposeful Objects”, the author, Michael Baxandall mainly discussed interrelationship within the group of three agents upon their influence and reflect of the artifacts in the museum, and the understanding of culture elements behind the display. In the first part of this paper, I will identify the points of view of the author. In the second part, I will analyze the layout of the gallery, “Imagining the Underground” in Earth Matters in Fowler Museum in UCLA. Several discussion related to the settings of the museum and the article will be discussed interactively. In general, this paper tries to show the robustness and the weakness of Baxandall’s model, which will specified.
Augmented reality is a technological technique, which overlays a computer-generated image on a person’s view of the real world. According to a source, augmented reality is also defined as a mix of actions meant to enhance the awareness of a person’s real environment by putting virtual impression on live images or videos. It is a result of an enhanced and complex view of the world. The real power of augmented reality as a learning device is its ability to allow learners to see the world around them in new ways. It is help people to engage with the real issues in a setting with which the learners are already connected (Ennakr et al.). This paper will discuss the augmented reality technology in the education field and how it can make teaching and learning better.
Items displayed in museums hold historical significance and are representative of society’s culture. Preserving valuable collections for education and enjoyment is a primary role of museums. While fulfilling this role, the architecture of the museum is also an important factor. Historical buildings are converted into museums and architects must consider the use of the space and the museum’s purpose during their initial design. Other museums are built with a clear purpose in mind. As museums are designed, many characteristics are determined. Display and storage spaces as well as visitor services impacts museum’s functionality. Based on the function of a museum, architectural requirements are different.
The “The Myth And The Reality” exhibition is intended for the visitors who are interested in
Finally is the investigation of the conditions and appropriate environment for the effective presentation of the artwork. This requires the artist to have extensive knowledge of the specific art industry. In the context of the music industry music promoters and designers will have a greater role to play in order to have good presentation and promoting the music artwork.
Virtual art is the product of long-standing traditions in art merged with revolutionary technological advances. With innovations emerging almost as fast as end-users can test and master new systems, technology has dramatically altered our daily lives and changed our thought processes. Like many technological advances, virtual and cyber realities have been embraced, and often created by, artists that experiment with the myriad of possibilities that technology can offer. While there have been many works of art inspired and created by means of digital advances, the medium has yet to be defined and its boundaries have not yet been identified. Since technology and virtual art are just beginning to be explored, the medium is in its infancy and thus cannot be judged based upon traditional mores of art. Before virtual art can achieve prominence and respect within the art world, many barriers of tradition must first be abolished.
Although still in its, infancy, virtual reality will have a substantial effect on our future way of life. Virtual reality already has made astounding progress in the world of commercial design, and it is predicted to have a tremendous impact on everyday life as well. Virtual reality, when more available, will have various uses ranging from recreation to basic communication. The applications of virtual reality into different fields of occupations and research will have both positive and negative effects on our society.
The ability to superimpose real-time computer animation onto the real world is commonly known as augmented reality (AR). AR differs from virtual reality where it requires the real time markers for it to function. It allows merging of virtual information with the real environment to provide users with more immersive interaction with their surroundings. AR provides new experience of the real world that is unlike another computer animation that draws the users away from the real world and onto the screen (Hainich & Rolf, 2006).
New museology is the modernisation of museums. New museums are made to be more interactive and more interesting for the visitors. Displays in the museums are no longer covered in glass and people are encouraged to look more closely and interact with displays. The museums are brighter are the displays...
The source adds that, in recent years, augmented reality have been used in more varied ways. Augmented reality has been developed since its inception, for instance, it is now being used in smartphones to help users get better interface experiment, e.g., displaying information for the user about a product, shop or offers. Moreover, augmented reality is being used in global positioning system (GPS) and it is linked to an open-source database that helps users with directions (Hosch). This research paper will….
Augmented reality actually has given a lot of contribution to various applications using 3D real environment. This review focuses on the medical visualization such in situ visualization device. The developed software will make an expert can contribute by create a real virtual environment in 3D so that the doctors easily to interact with. (Shuhaibar JH, 2004) defined augmented reality is a new approach in executing detailed surgical operations. More research needed to evaluate long-term clinical. It is important to have these technologies in order to create a human better life.
The advancement of technology has expanded the boundaries of video art. Now mobile phones, such as the iPhone, are using augmented reality applications to alter the way art is perceived. Augmented reality superimposes digital effects on a live stream from a mobile phones camera.Video artists are concerned that their work might be misidentified as films. This anxiety leads them to seek out venues for their work (warehouse art galleries and hard-to-find back-room viewing rooms) that will grant them the power to have it appreciated on its own terms. Artists may care about a disembodied feel of a projected work in a more open-air setting, or they may want to take advantage of the sculptural qualities of placing one or many TV monitors in the gallery space. For genuine aesthetic reasons, many great works of video art are not meant to be seen on someone’s TV or laptop at
Augmented Reality – Linking Real and Virtual Worlds. Rep. University of Southern California, n.d. Web. 17 Nov. 2013.