Reimagining the Audience-Dancer Relationship Through Mobile Augmented Reality

Author(s):  
Patrick Pennefather ◽  
Claudia Krebs ◽  
Julie-Anne Saroyan

The research and development of an augmented reality (AR) application for Vancouver-based dance company Small Stage challenged a team of students at a graduate digital media program to understand how AR might reinvent the audience-dancer relationship. This chapter will chronicle the AR and choreographic development process that occurred simultaneously. Based on the documentation of that process, a number of insights emerged that dance creators and AR developers may find useful when developing an AR experience as counterpart to a live dance production. These include (1) understanding the role of technology to support or disrupt the traditional use of a proscenium-based stage, (2) describing how AR can be used to augment an audience's experience of dance, (3) integrating a motion capture pipeline to accelerate AR development to support the before and after experience of a public dance production.

Collections ◽  
2017 ◽  
Vol 13 (2) ◽  
pp. 103-114 ◽  
Author(s):  
Natalie Underberg-Goode

This article presents insights from digital heritage and digital storytelling scholarship and practice to address the question, “How can heritage materials be presented online or through other digital formats in a useful and engaging way?” Specifically, the article focuses on opening up a dialogue between archivists/museum curators, heritage professionals and scholars, and digital media specialists in the following key areas: the affordances and constraints in developing digital storytelling projects within and across platforms, digital storytelling tips for heritage experts, knowledge of the digital media production process as an aid in the development of digital storytelling projects for archives/museums, and digital storytelling practices, tools, and tips in the areas of digital video, Internet-based storytelling, and mobile augmented-reality storytelling. The article provides examples from the author's own work and teaching along with examples of other projects—both those directed by the author and those developed by others—that illustrate these ideas at work.


2018 ◽  
Vol 197 ◽  
pp. 15004 ◽  
Author(s):  
Hendra Pradibta ◽  
Indra Dharma Wijaya ◽  
Ferdian Ronilaya ◽  
Usman Nurhasan

ARdoa is Mobile Augmented Reality (MAR) application used as a therapy media for children with Autism Spectrum Disorder (ASD). The content of this application is daily prayers for Muslim children, and it is designed in the form of audio-video animation. This paper is aimed at discussing the evaluation and testing of the development process of MAR ARdoa. Technical evaluation and testing are conducted on several aspects, specifically testing the detection and tracking. Moreover, the method used in the process is to identify the distance, surface area and ideal conditions for the utilization of this application. The completion of the test is based on whether or not the content appearing on the marker has been made. From the evaluation and testing process, it is obtained ideal distance, surface area and conditions for the utilization of MAR ARdoa that can be used as standards for its development.


Author(s):  
John Morgan ◽  
Abigail R. Wooldridge ◽  
Anthony Composto ◽  
Ashley Mitchell ◽  
Widya A. Ramadhani ◽  
...  

Pediatric codes are rare events that require fast intervention from medical professionals to resuscitate a child. A pediatric code cart contains all medications and equipment immediately needed to complete a pediatric resuscitation, but not all health care professionals (HCPs) know what is located on the cart and where. A mobile, augmented reality (AR) application was created to improve this knowledge. Ten participants performed a timed search on the cart while wearing Tobii Pro eye tracking glasses before and after exposure to the application. Also, a survey to assess participants’ confidence using the code cart was administered before and after exposure to the application; the post survey also contained usability and satisfaction scales. The results showed that performance and confidence improved after using the application, and that the application usability is acceptable. Our findings suggest the application is useful for improving knowledge and efficiency while working with a pediatric code cart.


2021 ◽  
Vol 15 (24) ◽  
pp. 94-107
Author(s):  
Hafizul Fahri bin Hanafi ◽  
Kung-Teck Wong ◽  
Muhamad Hariz Bin Muhamad Adnan ◽  
Abu Zarrin Bin Selamat ◽  
Nur Azlan Bin Zainuddin ◽  
...  

This study developed and used a mobile Augmented Reality (AR) reading kit to help preschool students recognize alphabets and read simple words more effectively. This study was based on the quantitative approach involving an experimental methodology that used a one-group pretest-posttest design. In this study, the variables of interest to be measured were students’ reading skills, motivation, and self-learning. The learning treatment involved a series of reading sessions using the novel learning application that spanned three weeks, with each session lasting for two hours. The sample of this study comprised 60 preschool students, whose ages ranged from four to six, who were selected from three different preschools. The effectiveness of the novel-reading kit was evaluated in terms of students’ learning performance, learning motivation in reading, and self-learning. The data for the former were gathered from pre-testing and post-testing. At the same time, a survey was administered to the students to elicit their opinions and feedback on the last two factors. Furthermore, all descriptive and inferential statistical procedures have been selected to analyze the data. Specifically, a one-way analysis of variance (ANOVA) was applied to analyze the data, which demonstrated significant differences in the students’ reading skills, motivation, and self-learning before and after the learning interventions. These findings showed the students could recognize alphabets more accurately, read simple words more intelligently, become more motivated to read and be highly engaged in self-learning using the mobile AR reading kit.


2021 ◽  
Vol 9 (1) ◽  
pp. 60
Author(s):  
Miftahul Farhani Isty ◽  
M. Nor ◽  
Muhammad Sahal

This research aims to produce products in the form of printed modules and CDs containing augmented reality (AR) applications. The AR application on the CD was transferred to the mobile phone and installed. Augmented reality technology in the form of 3D animation and video appears by scanning markers or images in the module using the AR application camera on the mobile phone. One of the 3D animations shown is an animation of the earth, while one of the videos shown is a video about layers in the Earth's atmosphere. This research method uses research and development R&D (Research and Development) with the ADDIE model development model. The ADDIE model consists of analysis, design, development, implementation, and evaluation. This research is only up to the development stage. The source of the data used in this research is the assessment score that comes from a questionnaire in the form of a checklist filled out by an expert validator. The data obtained showed that the material validation score was 3.48 (high category) and the media validation score was 3.51 (very high category). The results of this research indicate that the mobile augmented reality-based science learning media on the Earth layer and disaster material has been valid in terms of material and media, so it is suitable to be used as a learning media for the Earth layer and disaster in class VII junior high school.


2018 ◽  
Vol 15 (3) ◽  
pp. 113-127 ◽  
Author(s):  
Kelly M Tran

In this study, I detail three families who play the popular mobile augmented reality game Pokémon Go together. I discuss the parents’ perceptions of the game’s educational merits and potential drawbacks and detail how learning occurs around the game. Using the framework of Distributed Teaching and Learning Systems, I argue that Pokémon Go and other games and digital media experiences that families engage with at home can be powerful resources, which connect and integrate with other sites and resources, both in-school and out-of-school. In the case of these families, parents engage in explicit teaching around the game and share information that they have learned online. The findings presented here have implications for researchers, educators, and designers.


Author(s):  
Muhamad Albir Damara ◽  
Kustiono Kustiono ◽  
Sukirman Sukirman

Augmented reality (AR) could be a new technology to address the exhibition event become more interesting, secure and its product could be easily renewable for educational purposes. This article describes the development process of AR media and fnd out it feasibility as a learning tool for 3D animation lecture at higher education level. This research employing Research and Development (R & D) model and adapted 10 stages of R & D model from Sugiyono (2013) into four primary steps, i.e. (1) analysis, (2) design, (3) development and (4) testing the product. The feasibility of the product has been tested by media expert and showed a very good result with average score at 95%, the testing product for student also gained the same result with average score at 81%. The result of this research proved that AR was feasible as a learning media for 3D animation lecture and therefore it has a potential to be used for another context for educational purposes. Abstrak Media augmented reality (AR) dapat dipergunakan sebagai teknologi baru dalam penyelenggaraan pameran secara virtual sehingga produk yang dipamerkan akan terpelihara dan dapat diperbarui. Artikel ini menggambarkan proses pengembangan media AR dan mengetahui kelayakannya sebagai media penunjang pembelajaran mata kuliah Animasi 3D. Penelitian ini menggunakan model research and development yang mengadaptasi 10 tahap pengembangan sugiyono dan disederhanakan menjadi 4 tahap utama, yaitu (1) analysis, (2) desain, (3) pengembangan produk, dan (4) ujicoba produk. Hasil uji kelayakan yang dilakukan oleh ahli media diperoleh rata-rata persentase 95% dengan kriteria sangat baik. Selain itu hasil ujicoba kepada mahasiswa didapatkan perolehan rata-rata persentase 81% dan masuk dalam kategori sangat baik. Hasl penelitian ini menunjukkan bahwa AR memang terbukti layak digunakan sebagai media pembelajaran dalam mata kuliah Animasi 3D dan oleh karenanya potensial juga digunakan untuk mata kuliah dan pembelajaran lain. Kewords:  Augmented reality; educational technology; exibhition; research & development; virtual media


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