ISMAR Papers for Session "MASHD: AR Interaction and Creativity"
MASHD: AR Interaction and Creativity
Session :
MASH'D: AR Interaction and Creativity
Date & Time : September 12 11:00 am - 12:30 pm Location : HS3 Chair : Julian Stadon, FH Salzburg Papers :
Effects of Mobile AR-Enabled Interactions on Retention and Transfer for Learning in Art Museum Contexts
Authors: Weiquan Lu, Linh-Chi Nguyen, Teong Leong Chuah, Ellen Yi-Luen Do
Abstract : In this paper, we describe an experiment to study the effect of mobile
Augmented Reality (AR) on learning in art museum contexts. We created six
original paintings and placed them in a mini art museum. We then created an
AR application on the iPad to enable the artist to visually augment each
painting by introducing animation. We then measured the ability of the
visitors to remember the appearance of the paintings after 24 hours, as well
as their ability to objectify the paintings. Experiment results show that
while AR does improve retention and transfer of such art information, the
benefits of AR are mediated by other factors such as interference from other
elements of the exhibition, as well as subjects' own prior art experience and
training. The use of AR may also produce unexpected benefits, such as
providing users with a new perspective of the artwork, as well as increasing
their curiosity and encouraging them to experiment with the technology. Such
benefits may potentially improve the chances for learning and analytical
activities to take place.
AR PETITE THEATER: Augmented Reality Storybook for Supporting Children'
Authors: Kyungwon Gil, Jimin Rhim, Taejin Ha, Young Yim Doh, Woontack Woo
Abstract : In this paper, we present an AR Petite Theater, a story book that enables
role-play using augmented reality (AR) technology. It provides an opportunity
for children to learn the ability of empathy through interactive reading
experience by thinking and speaking in accordance with the character’s role
of the story. In general, empathy is one of most important elements for
children to make friends at school and to expand their social relations. In
particular, it is crucial for early school-age children who have difficulties
in getting along with friends due to their egocentric perspective. Through
the experiment with 24 six-year-old children, we measured children’s
role-playing participation and perspective taking state. As a result, more
empathic behaviors were revealed in the AR group. Children in the AR
condition were more actively involved in role-playing and showed less
unrelated perspectives than children in the non-AR condition. Therefore, we
verified that AR Petite Theater had the potential of expanding children’s
ability to empathize with others.
Integrating Augmented Reality to Enhance Expression, Interaction &
Abstract : The democratization of high-end, affordable and off-the-shelf sensors and
displays triggered an explosion in the exploration of interaction and
projection in arts. Although mostly witnessed in interactive artistic
installations (e.g. museums and exhibitions), performing arts also explore
such technologies, using interaction and augmented reality as part of the
performance. Such works often emerge from collaborations between artists and
scientists. Despite being antonymic in appearance, we advocate that both
fields can greatly benefit from this type of collaboration. Since 2006 the
authors of this paper (from a research laboratory and a national ballet
company) have collaborated on augmenting a ballet performance using a
dancer’s movements for interaction. We focus on large productions using
high-end motion capture and projection systems to allow dancers to interact
with virtual elements on an augmented stage in front of several hundred
people. To achieve this, we introduce an ‘augmented reality engineer’,
whose role is to design the augmented reality systems and interactions
according to a show’s aesthetic and choreographic message, and to control
them during the performance alongside light and sound technicians. Our last
production: Debussy3.0 is an augmented ballet based on La Mer by Claude
Debussy, featuring body interactions by one of the dancers and backstage
interactions by the augmented reality engineer. For the first time, we
explored 3D stereoscopy as a display technique for augmented reality and
interaction in real-time on stage. The show was presented at Biarritz Casino
in December 2013 in front of around 700 people. In this paper, we present the
Debussy3.0 augmented ballet both as a result of the use of augmented reality
in performing arts and as a guiding thread to provide feedback on
arts-science collaboration. First, we will describe how the ballet was
constructed aesthetically, technically and in its choreography. We will
discuss and provide feedback on the use of motion capture and stereoscopy
techniques in a live show and will then broaden the scope of discussion,
providing feedback on art-science collaboration, the traps and benefits for
both parties, and the positive repercussions it can bring to a laboratory
when working on industrial projects.
VAL: Visually Augmented Laser cutting to enhance and support creativity
Abstract : Laser cutters are increasingly relevant within many user contextsand have
become an essential tool for model building and prototyping. While providing
precision and flexibility, these tools are typically suited for expert staff
in industrial settings. VAL (Visually Augmented Laser cutting) proposes a
novel system utilizing spatial augmented reality techniques to provide visual
augmentation directly on the work surface. VAL involves projection of the
user’s model prior to and during laser cutting providing key benefits
including minimizing idle time, reduction of errors, and support for new
creative practices. We interview and observe laser cutter users to identify
issues and concerns in the shared work context of a design school and
describe the design process for our prototype, which aims to address these
problems and unmet needs. Initial evaluation suggests VAL reduces complexity
and raises user confidence. Our findings extend research on adapting new use
contexts and creative practices with industrial fabrication tools.