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Designing Augmented Reality Experiences for Mobile

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In this webinar, Professor Ed Johnston of Kean University shares best practices in creating augmented reality experiences and 360-degree imaging content for mobile. Ed and his research team at Kean University have created interactive posters and 360-degree images at Liberty Hall Museum, NJ, and he has had his creative works presented in Hong Kong, NY, and LA. Here, he talks about the process in the making and answers audience's questions on AR, VR, and 3D media.
Access the full webinar video here: http://goo.gl/UpfMiq

Publicada em: Tecnologia
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Designing Augmented Reality Experiences for Mobile

  1. 1. Professor Ed Johnston, MFA, M.Ed Robert Busch School of Design Michael Graves College Kean University Designing AR Experiences for Mobile
  2. 2. Webinar Social @trymyui @edjcreate #trymyuiEDU jedward@kean.edu edjohnston.com
  3. 3. Interactive Option https://www.layar.com/mobile-download/
  4. 4. MARKER VS. GEOLOCATIONAL Anchored to a unique image that serves as a QR code which directs the browser to the 3D content Anchored to a longitude and latitude point – uses the positioning data of your phone to call up 3D content
  5. 5. Video of the Tour: bit.ly/ar-asbury-park
  6. 6. bit.ly/johnston-isea-paper
  7. 7. bit.ly/johnston-isea-paper
  8. 8. Augmented Asbury Park Tour RBSD Thinking Creatively Design Camp
  9. 9. Challenges •  Details vs. User Experience
  10. 10. Challenges •  Details vs. User Experience •  Veracity vs. Project Timeline
  11. 11. Challenges •  Details vs. User Experience •  Veracity vs. Project Timeline •  Shelf life – Where can content live
  12. 12. Challenges •  Details vs. User Experience •  Veracity vs. Project Timeline •  Shelf life – Where can content live •  Funding and support moving forward
  13. 13. Compelling Statistics •  60 million users of augmented reality (AR) in 2013 Source: http://www.statista.com/statistics/282453/mobile-augmented-reality-market-size/
  14. 14. Compelling Statistics •  60 million users of augmented reality (AR) in 2013 •  200 million users projected by 2018 Source: http://www.statista.com/statistics/282453/mobile-augmented-reality-market-size/
  15. 15. Compelling Statistics •  60 million users of augmented reality (AR) in 2013 •  200 million users projected by 2018 •  Time to adoption of AR and VR in higher education = 2 to 3 years Source: http://www.nmc.org/publication/nmc-horizon-report-2016-higher-education-edition/
  16. 16. Designing Augmented Reality Content to Enrich the Museum Visitor’s Experience Student Researchers Erica Whyte Eric Vita Christina Galera SpF Project Director Ed Johnston, Faculty
  17. 17. AR Poster Survey •  Current response size: n=23
  18. 18. AR Poster Survey •  Current response size: n=23 •  95% identified the posters.
  19. 19. AR Poster Survey •  Current response size: n=23 •  95% identified the posters. •  90% interacted with the posters.
  20. 20. AR Poster Survey How would you rate your interaction with the posters?
  21. 21. AR Poster Survey How would you rate your interaction with the posters? 84% found it extremely satisfying or very satisfying. None found it displeasing.
  22. 22. AR Poster Survey How would you rate this approach of incorporating interactive content in a museum setting?
  23. 23. AR Poster Survey How would you rate this approach of incorporating interactive content in a museum setting? 95% rated it Great or Above Average.
  24. 24. 74% found the Mr. Machine poster the most appealing. AR Poster Survey
  25. 25. All of the respondents found the exhibition to be enjoyable. AR Poster Survey
  26. 26. Challenges App download Load times Consistency of interaction
  27. 27. Documenting the Current Spaces of Liberty Hall to Improve Accessibility Student Researchers Erica Whyte Eric Vita Christina Galera SpF Project Director Ed Johnston
  28. 28. Volvo Car USA (2015), https://youtu.be/DUSr4DC12I8
  29. 29. John Weigele, 360-degree flight (2015)
  30. 30. Liam Rodriguez, Outlast 360 Rendering Test (2016)
  31. 31. Eric Vita, GVR Marketing Group
  32. 32. Google Cardboard: https://www.google.com/get/cardboard/
  33. 33. Source: www.vroptimal.com
  34. 34. Source: www.microsoft.com/microsoft-hololens/en-us/development-edition
  35. 35. Student Researchers Mark Matarese Erica Whyte Eric Vita RTR Project Director Ed Johnston, Faculty
  36. 36. Small Museum Association Conference 2016 Presentation with design student researchers Erica Whyte and Eric Vita
  37. 37. www.trymyui.com/edu
  38. 38. Thank you! jedward@kean.edu www.edjohnston.com Twitter: @edjcreate LinkedIN: linkedin.com/in/edwardsjohnston ISEA Paper: bit.ly/ar-asbury-park Ed Johnston
  39. 39. THE VOID, thevoid.com Source: https://youtu.be/cML814JD09g
  40. 40. Source: https://play.google.com/store/apps/details?id=com .google.android.apps.translate&hl=en
  41. 41. 10. How is remote testing possible in VR/AR products?
  42. 42. http://www.cnet.com/products/microsoft-hololens-hands-on/
  43. 43. 14. When you perform usability tests with these technologies do you only test it in the lab or also in the wild?
  44. 44. Current AR Explorations •  Layar & Blippar
  45. 45. Current AR Explorations •  Layar & Blippar •  Aurasma
  46. 46. Current AR Explorations •  Layar & Blippar •  Aurasma •  Augment, ENTiTi Creator, and Zappar
  47. 47. Current AR Explorations •  Layar & Blippar •  Aurasma •  Augment, ENTiTi Creator, and Zappar •  Crossing fingers & looking forward
  48. 48. Thank you! jedward@kean.edu www.edjohnston.com Twitter: @edjcreate LinkedIN: linkedin.com/in/edwardsjohnston ISEA Paper: bit.ly/ar-asbury-park Ed Johnston
  49. 49. Juvy Torres, Designer Dawnmarie McDermid, Creative Lead MGC | RBSD Design Studio

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