Tag Archives: augmented

Augmented contextual instruction user experience (Object tracking)

Screen captures from the completed object-tracking augmented contextual instruction user experience.  The augmented contextual instruction is made up of a sequence of junaio channels that can be browsed in the junaio AR browser. For this example, the channels were browsed using junaio on an iPad.

Step 1: Remove bracket from caliper
Place the assembled rear brake caliper on the workbench with the retaining bolts facing towards you.
step_01_screen
The first step in disassembling a rear brake caliper is to remove the bracket from the caliper. Use a spanner to loosen the retaining bolts.
step_02_instruct
Remove the bracket from the caliper and then place the bracket on the workbench facing towards you.
step_02_screen
The second step in disassembling a rear brake caliper is to inspect and clean the retaining bolts and remove the rubber seal from the bracket.
step_03_instruct
Put the bracket to one side. Place the caliper upside down on the workbench with the inlet port facing away from you.
step_03_screen
Insert the air tool into the fluid inlet port of the caliper.
step_04_instruct
Turn the caliper over with the cylinder bore facing towards you.
The fourth and final step in disassembling a rear brake caliper is to remove the piston seal from the caliper.
Use a pointed tool to remove the piston seal from the caliper.
Disassembly complete!
You have now completed the final step in disassembling a rear brake caliper. Remember to inspect and clean all parts before reassembly.
learner_resources
Web page for supplementary material. http://rowanpeter.com/exp/ar/creator/resources/index.html
Supplementary material
Once the bolts have been loosened, you can then use your fingers to remove them. You can check out the How to disassemble a rear brake caliper playlist on YouTube.

Kollum

Kollum is a concept for a collaborative location-based realtime audio experience that takes place in urban or suburban environments. Kollum is an attempt to conceptualise and capture the elements of location-based audio experiences that incorporate elevation or altitude through cumulative and persistant columns of sound. Users can use the audio recording features of their smart phone or mobile device to create a new audio block that makes up a column at their location  or add an audio block  to an existing column nearby.

This animation is an attempt to visually represent the assembly of a number of sound columns in a urban space (Does not represent actual experience…YET!).

Modelling a simple door/entry area to Dr Softain’s lab with Blender for an augment with Aurasma Studio

A work-in-progress render of the scene and 50 frame animated geometry for an augment of door/entry area to Dr Softain’s laboratory. Thematically, this scene takes place around the same time as Dr Softain’s emergency broadcast.

The modelling is based on measurements and reference photos taken at the scene. The animated door opening was achieved by creating a simple bone system, skinning the mesh and then animated the bones. I did this because I thought animated rigid geometry wasn’t supported by Aurasma Studio. I was wrong. Animated rigid geometry is supported by Aurasma Studio. I may continue to use bones to animate the opening of the door and other geometry that makes up the scene.

If all goes to plan, the final .dae export and augment with Aurasma Studio of the alternate animated door/entry area should replace the real door/entry area entirely.

Work to be completed

The completed scene will be made up of a partially visible collapsed Dr Softain, handing lights and elements such as strange equipment and tools you may expect to find in a laboratory. I’m also considering replacing animated versions of the fridge and bin seen in the reference photos. Each element will need to be low-poly and  combined with other geometry into a single mesh to meet the 3D guidelines for Aurasma Studio. Further visual effects such as dirt, spilt chemicals, blood etc will be painted onto 512 x 512 material that is then applied to the mesh. The animation looks a bit stiff, so I’ll give that a bit of tweak too!

Thinking out loud

Sketching out the door/entry scene and thinking about the limitations of designing and developing augments. There’s something about them that makes them merely passive observational pieces. They seem read-only. Web 1.0. Augments and the fictional layer should be read/write by those who interact with the space. That’s more web 2.0 – beyond. I guess that’s the challenge. Integrate them into/with something else where action is required and/or make the diorama read/write.

Dr Softain's surgery
An example of the type of elements that could used in the scene.
New equipment for Dr Softain's laboratory.
An example of the type of elements that could used in the scene.