THE IRISH IN UNIFORM
AN AUGMENTED REALITY EXHIBITION
JOSHUA O SHEA | 18054978 SUPERVISOR: GABRIELA AVRAM
THE IRISH IN UNIFORM AN AUGMENTED REALITY EXHIBITION JOSHUA O SHEA - - PowerPoint PPT Presentation
THE IRISH IN UNIFORM AN AUGMENTED REALITY EXHIBITION JOSHUA O SHEA | 18054978 SUPERVISOR: GABRIELA AVRAM Project Overview Research Question: Exploring Augmented Reality Interaction in a Exhibition Environment. Museums have proven to be some
AN AUGMENTED REALITY EXHIBITION
JOSHUA O SHEA | 18054978 SUPERVISOR: GABRIELA AVRAM
Research Question: Exploring Augmented Reality Interaction in a Exhibition Environment. Museums have proven to be some of the most exciting testing grounds for augmented reality. The cultural sector is taking major leaps towards embracing new technology, which is coming as a great benefjt to those of us who enjoy traveling and learning about the cultural world around us. If we think of the world as a book, then augmented reality is the digital magnifying glass that enables us to explore the details behind every word, letter, and punctuation mark — right down to the granular texture of the page itself.
This is a passion project for me. I propose to take my grandfathers permeant exhibition piece (currently on display at the Tipperary Heritage Centre) and digitise it in the form of a AR Application. Many of the objects on display are relics from varying parts of the country documenting Irish Individuals involvement in both domestic and international confmicts as well as shedding light on various aspects of the 1916 rising and 1922 civil war. Each object has a personalised story to tell which is not fully captivated in the standing piece. We have so many unsung local heroes that this application proposes to give there contributions and legacy a voice. We have a lot of undocumented or simply unrecognised local history in this country, that, in each small part has shaped our national identity. Bringing these stories and experiences forward is very important from a cultural point
Bringing History to Life
Literature:
“Generally, museums installations that do not introduce new technologies, are often boring and do not always have the reputation of being attractive . Furthermore, learning experiences in mu- seums have been facilitated only by the use of labels and descriptions, to accompany the exhibits which are informative but not interactive .” (Pierdicca et al , 2015) “The design of the mobile guide should fully support the interaction between the visitors and these aforementioned aspects, thus forming a “human–computer–context interaction (HCCI). “ (Sung et al., 2010) “Some museum research suggests that technology in interactive exhibits attracts more visitors, engages visitors for longer periods of time” ( Borun, 2003),
EPIC: Irish Emigration Museum
Fully digitised museum offering varing interactive experiences and installations for users to learn. Most interesting point I fjnd from this is there devotation to telling the “Irish Story”. They highlight the topics such as the mass emigration, Irish stories from demostic and abroad and how we as a soceity have heleped shape various fjelds. Irish Letters: Interesting interactive piece in which individual stories are recounted.
AR & Kinect Experience allowing users to create there own canvases of artwork. Allowing users to digitally manipulate and play with various pieces of work from the museum. Also offering experiences showing how certain objects maybe used or made.
The Cleveland Museum: AR & Kinect
Application allows work to be scanned and text / audio information is giving, They also forumatle fun design / line art games where you draw rough lines and ML is used to guess the
Scans skeletons and relics. Recreates what they may have looked like in the past. Outputs information in relation to the species.
Smithsonian: Skin & Bone App
Allows interaction with certain models i.e allowing you to virtually hold them in your hand.
musuems or exhibitons and get there input on how they would invision in- teractive peices. Would also be useful to attempt to contact museums that have already implementd this IEM to gage user reaction,
playtesting sessions with users.
This is being designed to increase user interaction, using a User-Centric Approach is vital here to make sure they are feeling engaged by the contact being pushed to them.
like this, see if i can get participants for testing and see what they would like to see.
tion Museum or IMMA to see what they have done, maybe talk to some staffers.
Methods of Research
Timeless Journey - AR Book
Project I am developing for CS-Studio. I chose this to allow me to experiment a little in depth with AR technology. Currently developing a history story telling application. Allows users to scan markered AR tags. It then reveals animation or playable objects i.e M16 Rifme allowing user know the history behind the weapons, confmicts it was used it and take it apart to view componets. Hoping to expand and use markerless objects so that it would be easer to implement to type of ideation to my dissertation piece.
Unity3D
This is the primary tool tha will be used in creation of this product. This game engine will allow for created of the main application.
Vuforia
Using Unity3D with vuforia will allow for the creation of crossplatform AR apps. Vuforia is the primary component that enables AR creation.
Adobe
The CC suite will be used for the creation of all physical assests that will be needed.
Above are the primary pieces of software that I would need at the core of this
this would most likely be applicable for archieved info implemented by us-
Additional Tools
My Skills.
I did a B.Sc in Multimedia Programming & Design dealing with a range of topics from design thinking to object-orientated programming and alots of other skills inbetween.
could be help ignite a users interest in learning history i.e was it a valid teaching tool.
not consider myself a confjdent programmer and this is a area I struggle with.
knowlegde.
technology.
assistance with this.
TeamGantt - Summer Outline Link
References:
Yoon, S. A. and Wang, J. (2014) ‘Making the Invisible Visible in Science Museums Through Aug- mented Reality Devices’, TechTrends: Linking Research & Practice to Improve Learning, 58(1), pp. 49–55. doi: 10.1007/s11528-013-0720-7. Chang, Y.-L. et al. (2015) Apply an Augmented Reality in a Mobile Guidance to Increase Sense
quest-com.proxy.lib.ul.ie/docview/1683511599?accountid=14564&rfr_id=info%3Axri%2F- sid%3Aprimo (Accessed: 9 April 2019). Pierdicca, R. et al. (2015) ‘Advanced interaction with paintings by augmented reality and high resolution visualization: A real case exhibition’, in [Online]. 2015 Springer Verlag. pp. 38–50.