• tinascahill

S2 AR & VR - Week 2

Updated: Feb 5

So what are the differences?

I took a look at the definitions supplied by Unity, I will be using this application to create any AR/VR projects. The definitions of the whole field are huge... so here are a few examples of the area I will probably focus on.

Augmented reality is the overlaying of digitally-created content on top of the real world. Augmented reality - or 'AR' – allows the user to interact with both the real world and digital elements or augmentations. AR can be offered to users via headsets like Microsoft’s HoloLens, or through the video camera of a smartphone.

Augmented Virtuality On the mixed reality continuum, augmented virtuality lies somewhere between AR and VR. The precise definition refers to bringing real-world objects into virtual worlds where they can be interacted with. It could be seen as a reversal of – or mirror to – what augmented reality is.

MR is a mixed reality experience is one that seamlessly blends the user’s real-world environment and digitally-created content, where both environments can coexist and interact with each other. It can often be found in VR experiences and installations and can be understood to be a continuum on which pure VR and pure AR are both found. Comparable to Immersive Entertainment/Hyper-Reality.

Mixed Reality Capture (AKA 'Mixed Cast'): A term and approach predominantly put forward and facilitated by Oculus, mixed reality capture gives a person outside of a VR expereince an impression of what it is like inside that content. The approach, as described by Oculus, lets developers "create videos and other content that merges live footage of people using Rift and Touch in the real world with in-game footage from VR apps".

I came across Cyber sickness during my research the definition is:

'Motion sickness' – often felt on a long car journey or plane flight – happens when people are moving through physical space while their brain understands that they are stationary, as their body is not contributing to momentum. Cyber sickness, by contrast, happens when the subject is stationary but has a compelling sense of motion induced through exposure to changing visual imagery. (Arns and Cerney, 2005) The feeling of cyber sickness is, however, comparable to the experience of motion sickness.

I was thinking about the benefits of a using AR as therapy, but stumbling across the known motion sickness could be a disadvantage for people accessing an AR program Especially if they are unwell. In an article the writer Dongsheng Lu talks of an experiment to look at the comparison "The results have also indicated that female participants were more vulnerable to VR or VE, just like the previous literatures have shown. The female group have shown a higher level of symptom severeness compared to the male group, especially in stomach awareness" (pg41, section 8 conclusion, Dongsheng Lu 2014)

Using AR as a teaching tool I found a great article by Xiaodong Wei, (et al. 2015) Teaching based on augmented reality for a technical creative design course, Computers & Education, where they discuss how they are trying to counteract the issues of teacher knowledge holding back students future knowledge. They suggest utilising new AR programmes (AR Creative-Classroom and AR Creative-builder) to help broker the skills gap. In China they found by bridging the gap with teaching with the AR tech tools, helped to improve learning motivation, student creativity, and the teaching of creative design. Below is a Flow diagram of how they feel when the AR program would be most usefully deployed:

I was starting to think about my term project, and a piece of AR to help someone escape to a safe place or helping someone get over their fears by using 'Exposure therapy' could be a good idea but I would need to thoroughly research the psychological implications of 'treating or exposing' people to fears.

I also came back to the EAI characters and how to have them pop up into our phone/tablet could extend their usability, providing a help function perhaps? Using a ground plan as discussed in this weeks lecture to define a target could allow the person to move that target with them and get the AR assisted help anywhere....

I also thought about painting/designing my own Ground Plan... after seeing online a recent exhibition at MASP - Museu de Arte de São Paulo Assis

Chateaubriand by


It reminded me of Bridget Riley and her work of repetition, something I have been interested in and has been linked to the psychedelic patterns that we can see from QR codes ...

repetition of an image of fish in water
By Tina Scahill Design 2020.

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