What is AR?

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The technology of augmented reality (AR) adds a layer of digital information on top of the physical world around us, and we’re already doing this in many different ways. One of the most common ways is through smart phone technology, which offers many features that make AR attractive and relatively easy to implement. Key features include a camera to view the world through, as well as sensors like a gyroscope, accelerometer, GPS receiver, and compass that lets the smart phone figure out its orientation, the direction it’s pointed in, its general location, and then with the camera it can use recognition software to figure out exactly where it is. Once you know where you are, you can start overlaying accurate and designed information on top of the world around you.

AR is changing the way we view the world, and blurring the line between natural and digital. Everyone from tourists to teachers, to someone looking to share information about the world around them can now benefit from computer-generated graphics, audio and other sensory information superimposed in a real-world environment in real time. In this article, we look at where augmented reality is now and where it may be headed.

Interview with Developer of White Elephant

For better insight into AR technology, we turn to a developer’s perspective. For the past five years, Mai El-Awini has worked at an advertising studio in Halifax, creating augmented reality apps that have boosted marketing campaigns to an interactive space. In between studio projects and personal projects Mai has helped to create the White Elephant companion app.

First, may you describe your role as lead developer and what about it you find compelling?

Mai―My main responsibility is of course developing. I do as much coding as all the other developers in the company. I also provide support for the junior devs, both technical and practical. Being a lead dev then also adds a few managerial tasks to my plate. With every new project I sit with project managers to provide time estimates, plan out milestones, decide which devs on the team are best suited for certain tasks.. things like that. I also lead a weekly “dev huddle” where the dev team has a chance to catch up, share knowledge, or bring up any issues. Like, what are we not doing that we should, and what are we doing that we should not? Mai continues―I think the most fun part of my job is whenever I get a project I have no idea how to do. It’s definitely scary, especially with our timelines always being so tight. But I think any developer would agree that solving a problem for first the time is an amazing feeling. And to add to the fun, there is usually some shiny new piece of tech that we get to experiment on.

Will your upcoming adventures continue to explore the skills you’ve built in the AR space?

Mai―AR and VR are becoming more and more mainstream, so I feel like that is something I already have an edge on and will definitely continue to keep on top of. I’ve gained invaluable knowledge working with 3D artists in-house. It’s taught me a lot about that field and how their work integrates with mine. Because our work was usually 3D heavy, we used the gaming engine Unity a lot, so I didn’t do as much native iOS and android development as I would have liked. So that’s something I’d like to take further in terms of skill sets. Outside the technical world I’ve learned a lot about client interaction and project management, and in general how a studio runs. One of the perks of being a small studio is you get exposed to everything.

After five years working professionally in AR, can you succinctly explain augmented reality?

Mai―It’s an experience in which our real world interactions are enhanced by virtual content ― but most people just have to see it.

What is your sense of the role that AR plays in our world today?

Mai―AR is certainly contributing to a more “plugged-in” society. Whether that’s good or bad can be argued both ways I suppose. With mobile devices or computers or video games, there is still that divide that lets you step back into the non-digital world. With AR, we’re bringing that digital content into real, physical space and allowing them to coexist simultaneously. There’s no longer a divide. I think that has potential to dramatically change the way people interact and the way society evolves.

Can you offer any predictions for the future of AR?

Mai―I think AR is moving past its “gimmicky” stage. It was new to people at first, so the wow effect was enough of an experience. Now, I think we’ll start seeing it put to more practical use. I can see AR working its way into our day-to-day life very soon. Whether it’s assisting us with mundane tasks or providing us with information quicker, I think there are more useful applications of AR coming.

What thoughts can you share on the state of wearable technology in 2015?

Mai―Wearables are becoming one more platform that studios want to port their products to. If you’re making apps, you want to support smart watches. If it’s a health app, tying it to a fitness bracelet is almost expected now by users. At Current we’ve recently started working with different types of headsets to create immersive VR experiences. We’ve experimented with a couple of AR glasses, but the technology is not quite there yet, in my opinion. The experience isn’t user-friendly enough and it feels like it’s more of a hassle to use them. Until the hardware is less intrusive and the interaction is more seamless, I don’t expect people to start jumping on AR glasses the way they did on other (non-AR) wearables.

How is AR distinguished from Virtual Reality (VR) and do you think the advantages of one outweigh the other ― now, or in the future?

Mai―AR enhances physical space with digital content, whereas VR replaces it completely. So, in terms of any advantage, it really depends on what you’re trying to achieve. For example, in a lot of gaming applications, VR might make more sense. For other cases where the content is more tied to the user’s environment (let’s say a maps app), then AR is the better choice. Personally, I find both experiences nauseating when either the software or hardware isn’t well designed.

For young developers starting out in AR, what are some great resources that we could direct them to?

Mai―I would definitely point them to Qualcomm’s Vuforia toolkit. It’s a great AR software development kit (SDK) and very popular. I would also point them to Unity3D if they’re looking to tie 3D content to their AR experience. Both can be downloaded by anyone and are free to use (with minor limitations). And the great part is that they’re both professionally used in the industry, so you’re not wasting your time learning with them.

If you have more questions about AR or app development, Mai has more info on her website: mai.codes, and she’s on twitter if you would like to say hi.

Looking Forward

AR displays may eventually take the form of traditional glasses and contact lenses, with informative graphics that appear in your field of view and react to the movements of your head, in real time. While similar devices and applications already exist, particularly on smartphones like the iPhone, AR screen space real estate may soon be be everywhere. The world is more than ever a playground ― soon to include a digital layer of interaction with nearby restaurants, tourist attractions, historical sites, etc. It’s up to creatives at the forefront of the technology to imagine the possibilities and design the world we want to live in.

There is such a thing as too much information.

Just as the “CrackBerry” phenomenon and internet addiction are concerns, an over-reliance on augmented reality could mean that people are missing out on what’s right in front of them. […] There are also privacy concerns. Image-recognition software coupled with AR will, quite soon, allow us to point our phones at people, even strangers, and instantly see information from their Facebook, Twitter, Amazon, LinkedIn or other online profiles. With most of these services people willingly put information about themselves online, but it may be an unwelcome shock to meet someone, only to have him instantly know so much about your life and background.―Jonathan Strickland, How Stuff Works

Change the Way We Look at Wildlife

The first scene in wildlife art by Animat Habitat is an interactive journey with an elephant across seas of sand, with the goal of creating a connection with our natural world through a gizmo of our mediacentric culture. With our developer Mai El-Awini and her expertise in AR technology, the White Elephant comic book and companion app may be a more immersive experience than was traditionally possible in print or in animation alone. More on Animat Habitat bringing comic book illustrations to life on our project page, here.


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