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Augmented Reality (AR) taps the potential of designing and presenting information where attention is fully paid: in the focus of visual and acoustic awareness. AR technology is part of a rapid development that aims at invisibly integrating computers into our everyday life. Using AR, physical surroundings are extended and, thus, augmented by the presentation of virtual elements. Research into virtual reality started 20 years ago, as did research into AR. Visualizations and simulations in medical science were to become the first fields of application of AR technology, followed by applications in military, car and aircraft industry. The use of AR in entertainment, tourism and computer games has become prominent only recently. Meanwhile, there are different approaches to adapting computer and video games and to staging objects of cultural value using AR technology. lifeClipper2 investigates the potential of design and content of media performances in public spaces. Further, lifeClipper2 promotes the development of AR technology. Ingenious equipment allows the users of lifeClipper2 to see and hear virtual elements in the staged area. These elements are subtly woven into the real surroundings. Thus, walking tours to the past and short trips to the future are possible, as are technical reveries that challenge our everyday ways of seeing the world. The primary commercial aims of lifeClipper2 are the adaptation of AR for commercial applications and the development of the necessary technology. Further, lifeClipper2 is investigating audiovisual perception and experience in 3D space.
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