of Augmented reality
Augmented reality (AR) is reality
superimposed by virtual reality (VR). The system allows the user to see
virtual objects, which are embedded in the physical environment. While
"virtual reality" completely immerses the user in an illusionary
synthetic world, "augmented reality" just adds synthetic elements
to the user's perception of the real world.
The project title living-room is ambiguous. It can be understood
to be at once a living-room and a room that lives. This research project
tries to fuse the two concepts with the aim of creating a dynamically
extended room with the application of AR-technology.
There is a specially constructed real space wherein the players can move
with a HMD (Head Mounted Display). A camera fixed to the HMD recognises
markers attached to the walls, which are analysed in real time to calculate
the position and the “look-at direction” of the player (visual
tracking). According to the incoming coordinates, the virtual 3D-world
is superimposed on the vision of the real world. This is achieved by combining
two software products: ARToolKit for the tracking and Max/Jitter for real
The special approach of living-room is the immersive application. In comparison
to known examples where objects can be moved around, the user him/herself
moves in space where the objects are placed or animated. This space can
be visually transformed, extended to infinity, populated, etc. The arising
possibilities open new ways for applications in the fields of Architecture,
Scenography, Tourism and Museology.
There are several artistic scenes described under the menu item “scenarios”.
Those examples where elaborated to examine different aspects of the hybrid
physical-digital space. Perception and meaning of the room become influenced
by movement, contrast, scale, colour, transparency/opacity, etc. User
interaction is implemented by using the user position needed for the tracking
for triggering scene elements too: the room comes to life.
The room can be dismantled to be exposed at events for art and technology.
It will be further developed and will become part of an educational process.
evaluation of concrete applications of AR for interior design, Scenography,
- new implementations: "multi user", "collaborative
space", "populated information terrain", "intelligent
room", history functions
- adaptation of the installation as an educational unit
tracking in an open architectonic space