Week 1.1 Learning About Realities IND

Learning the differences between 'realities' and understanding their place in this project

Source: Paul Milgram ; Haruo Takemura ; Akira Utsumi ; Fumio Kishino; Augmented reality: a class of displays on the reality-virtuality continuum. Proc. SPIE 2351, Telemanipulator and Telepresence Technologies, 282 (December 21, 1995)
In class we discussed what a reality means, how we define and categorise them, and how this applies to our work. Understanding the difference in definition between realities can be a little confusing to wrap our heads around, but the easiest explanation that I've latched onto, is simply another world; something/someplace that we experience which is not the right there, right now world we're in. (eg: virtual/fictional/dream/memories/etc...) These 'realities' all depend on the use of our senses. And so in this project it is the senses we will stimulate to sell our ideas.

The main two options we have to explore in this project are augmented reality and augmented virtuality- interfaces between the digital and real world.

Augmented reality: putting something virtual into the 'real' world. Eg: projectors, animations overlaid onto real video, (IKEA Place- example shown below.)
Augmented virtuality: putting something 'real' into a virtual world. Eg: Wii, using real movements and translating them into a virtual character representing the player.

-Ruth


Mixed Reality Example:

IKEA Place


An app that allows you to virtually place pieces of furniture from the IKEA website through your camera into your home. The images used are accurately measured and realistic. When you place it, you can walk closer to inspect the material or further from it. This allows you to not have any problems with getting the wrong size or colour. This brings online shopping into the real world though Augmented reality.

Target audience: Young adults to elderly, people purchasing furniture online, re-decorators

  • ·         **Including the Visual Search feature, people taking a picture of a piece of furniture and finding something similar on the app.
  • ·         Makes it easier to select items and less likely to purchase the wrong product that does not fit your home. It is innovative, a new look at online shopping.
  • ·         Impacting a large now increasingly popular part of society. Enable more people to less deterred from buying products online
  • ·         Basic version of app released in 2013, more updated version in September 2017
  • ·         Giving customers the option of “try before you buy”
  • ·         Available for iPhone and Android
-Gen

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