scholarly journals Street ARt: Using Augmented Reality to Create Digital Street Art

2021 ◽  
Author(s):  
◽  
Stefan Peacock

<p>The long-imagined fiction of a digitally supplemented world is fast becoming a reality. Augmented Reality technology is advancing at a rapid rate, approaching mass adoption and use. Available to anyone with a modern mobile phone, Augmented Reality allows for a number of possibilities, augmenting the physical world with information or content of varying types. These possibilities have a number of implications for both utility and creative expression. This thesis explores the use of Augmented Reality as a tool for creative expression, comparing its use of the physical world to Street Art’s use of the street. Street Art uses the street as an artistic resource (Riggle, 2010) to provoke and elicit response. Augmented Reality uses physical location and context to strengthen its content and deliver information or entertainment. Augmented Reality Artworks have contested physical space (Skwarek, 2014; Veenhof & Skwarek, 2010) and shifted the boundaries of curation (Garbe, 2014).  This thesis compares the histories of Augmented Reality and Street Art, resulting in a proposal for using Augmented Reality as a method for Street Art, allowing artists to create Digital Street Art. Research through Design explores this practice, creating Digital Street Art works that use the possibilities of Augmented Reality technology to use the street as an artistic resource. Using digital techniques like animation, interactivity, data visualisation and three-dimensional imagery; this thesis aims to explore how the Digital Street Artist can create work that engages with the public space and provoke a response. This is explored through several Digital Street Art responses to the public space and issues that can be addressed within it. These responses are designed to use digital techniques and AR technology to make artistic use of the street. Allowing it to be both Digital in nature and Street Art in essence.</p>

2021 ◽  
Author(s):  
◽  
Stefan Peacock

<p>The long-imagined fiction of a digitally supplemented world is fast becoming a reality. Augmented Reality technology is advancing at a rapid rate, approaching mass adoption and use. Available to anyone with a modern mobile phone, Augmented Reality allows for a number of possibilities, augmenting the physical world with information or content of varying types. These possibilities have a number of implications for both utility and creative expression. This thesis explores the use of Augmented Reality as a tool for creative expression, comparing its use of the physical world to Street Art’s use of the street. Street Art uses the street as an artistic resource (Riggle, 2010) to provoke and elicit response. Augmented Reality uses physical location and context to strengthen its content and deliver information or entertainment. Augmented Reality Artworks have contested physical space (Skwarek, 2014; Veenhof & Skwarek, 2010) and shifted the boundaries of curation (Garbe, 2014).  This thesis compares the histories of Augmented Reality and Street Art, resulting in a proposal for using Augmented Reality as a method for Street Art, allowing artists to create Digital Street Art. Research through Design explores this practice, creating Digital Street Art works that use the possibilities of Augmented Reality technology to use the street as an artistic resource. Using digital techniques like animation, interactivity, data visualisation and three-dimensional imagery; this thesis aims to explore how the Digital Street Artist can create work that engages with the public space and provoke a response. This is explored through several Digital Street Art responses to the public space and issues that can be addressed within it. These responses are designed to use digital techniques and AR technology to make artistic use of the street. Allowing it to be both Digital in nature and Street Art in essence.</p>


2017 ◽  
Vol 27 ◽  
pp. 12-16 ◽  
Author(s):  
Verónica Soria-Martínez

This text discusses sound art projects in which artists have used augmented reality along with recordings or data of public spaces. All the works mentioned here were carried out in Spain from 2010 to 2016. In them, memories become tied to the physical space through social interactions facilitated by communication technologies; listeners get involved through the use of mobile devices. These practices consider the role of sound in the display of memories in the public space, thus configuring a subjective memory that contrasts with the institutional narrations of the history of a place.


Repositor ◽  
2020 ◽  
Vol 2 (5) ◽  
pp. 553
Author(s):  
Tirto Adhi Triambodo ◽  
Ali Sofyan Kholimi ◽  
Lailatul Husniah

AbstrakTaman Rekreasi Sengkaling memiliki luas keseluruhan  9 hektar yang terdiri dari 6 hektar  diantaranya ada taman dan pepohonan hijau. Mengingat luasnya Taman Rekreasi Sengkaling, disana tidak ada peta dan tempat lokasi pusat informasi wahana berada di pintu masuk yang tentu akan membuat pengunjung bingung ketika sudah berada didalam Taman Rekreasi Sengkaling ingin mengetahui informasi wahana dan membutuhkan waktu lama dalam mencapai tujuan wahana yang diinginkan. Berdasarkan dari permasalahan yang ada, maka dibutuhkan suatu aplikasi yang bisa memberikan informasi dan navigasi sehingga pengunjung dapat dengan mudah mengetahui informasi wahana dan navigasi menuju lokasi wahana. Augmented Reality adalah teknologi yang menggabungkan benda maya dua dimensi dan ataupun tiga dimensi ke dalam lingkungan nyata tiga dimensi. Teknologi Augmented Reality ini digunakan untuk pembuatan aplikasi untuk informasi dan navigasi pada Taman Rekreasi Sengkaling. Pada pengujian sistem berdasarkan hasil kuesioner dengan 5 pertanyaan kepada 30 responden untuk memakai aplikasi AR Taman Rekreasi Sengkaling. Dari pengujian sistem aplikasi AR kepada user yang memilih setuju dengan presentase 91%. Maka hasil yang didapatkan, penggunaan aplikasi Augmented Reality direspon baik oleh pengunjung Taman Rekreasi Sengkaling.Abstract  Sengkaling Recreation Park has a total area of 9 hectares consisting of 6 hectares of which there are parks and green trees. Given the breadth of the Sengkaling Recreation Park, there is no map and location of the information center where the vehicle is located at the entrance which would make visitors confused when already in the Sengkaling Recreation Park wants to know vehicle information and takes a long time to reach the desired destination. Based on the existing problems, it requires an application that can provide information and navigation so that visitors can easily find information on vehicle and navigation to the location of the vehicle. Augmented Reality is a technology that combines two-dimensional and / or three-dimensional virtual objects into a real three-dimensional environment. This Augmented Reality technology is used for making applications for information and navigation in Sengkaling Recreation Park. On testing the system based on the results of the questionnaire with 5 questions to 30 respondents to use the AR Sengkaling Recreational Park application. From testing the AR application system to users who choose to agree with a percentage of 91%. Then the results obtained, the use of Augmented Reality applications responded well by visitors to the Sengkaling Recreation Park.


2020 ◽  
Vol 8 (2) ◽  
pp. 101-106
Author(s):  
Suci Febrina ◽  
Lili Rusdiana ◽  
Rosmiati Rosmiati

  Augmented reality technology has been widely developed and implemented in an Android-based smartphone application. This technology can be used for entertainment and education. Unfortunately, the use of education is still rare. This paper proposes an android application to introduce the types of land transportation based on augmented reality technology which is visualized in 3-dimensional (3D) form for education as well as entertainment. There are seven land transportation modes that are presented range from two wheels to four wheels, i.e. cars, ambulances, buses, motorbikes, taxis, trucks, and bicycles. Alpha testing has been carried out and shows the results that the application runs well following the expected function. This application can be delivered to the public, especially for the online learning of children in a pandemic situation. In addition, it helps parents to introduce several land transportation modes. With a 3D view, the introduction of types of land transportation is more interactive and realistic. Keywords: android, application, augmented reality, transportation


Urban Studies ◽  
2017 ◽  
Vol 55 (12) ◽  
pp. 2780-2800 ◽  
Author(s):  
Urmi Sengupta

Public space is increasingly recognised to be central to spatial discourse of cities. A city’s urbanism is displayed in public spaces, representing a myriad of complex socio-cultural, economic and democratic practices of everyday life. In cities of the Global South, especially those with nascent democracies, different values attached to a space by various actors – both material and symbolic – frame the contestation, making the physical space a normative instrument for contestation. Tundikhel, once believed to be the largest open space in Asia, is an important part of Kathmandu’s urbanism, which has witnessed two civil wars popularly known as Jana Andolans, and the subsequent political upheavals, to emerge as the symbolic meeting point of the city, democracy, and its people. The paper argues that the confluence of the three modalities of power – institutionalisation, militarisation and informalisation – has underpinned its historical transformation, resulting in what I call ‘urban rupturing’: a process of (un)making of public space, through physical and symbolic fragmentation and spatial estrangement. The paper contends that unlike the common notion that public spaces such as Tundikhel are quintessentially public, hypocrisy is inherent to the ‘publicness’ agenda of the state and the institutional machinery in Kathmandu. It is an urban condition that not only maligns the public space agenda but also creeps into other spheres of urban development.


Author(s):  
Floriane Gaber

There are countries in the world where ‘freedom’ and ‘democracy’ don’t have the same meaning as in our western European countries, especially in the street or in what is called ‘public space’. Even so, in some of these countries, street art festivals exist and they can change the life of the artists and of the population. Jürgen Habermas, in The Structural Transformation of the Public Sphere (1962), has defined this term. According to him, the bourgeois public sphere (which appeared in the 18th century) is the place between private individuals and government authorities in which people can meet and have critical debates about public matters. Whether debates are about culture, habits or law, in the countries discussed in this chapter (Iran, Belarus, Morocco and Kuwait), this barely happens. Critical debate is forbidden or simply inconceivable.


Author(s):  
Igor Ivkovic ◽  
Sage Franch

Abstract – Augmented reality (AR) technology facilitates augmentation of current views with digital artifacts, such as information, three-dimensional objects, audio, and video. Mixed reality (MR) represents an enhanced version of AR, where advanced spatial mapping is used to anchor digital artifacts in physical space. Using MR technology, digital artifacts can be more closely integrated into the natural environment, thereby transcending physical limitations and creating enhanced blended learning environments. In this paper, we propose an approach for integration of MR technology into engineering education. Specifically, we propose to integrate Microsoft HoloLens into a first-year course on data structures and algorithms to improve student engagement and learning outcomes. In the pilot study, students were assigned to implement A* algorithm and then given a chance to visualize their implementation using Microsoft HoloLens. The feedback provided by students indicated increased engagement and interest in graph-based path-finding algorithms as well as MR technology.


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