Browsing by Subject "Augmented reality"
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Item Open Access Bennett Place AR: Evaluating an AR Application at a Historic Site from a UX Design Perspective(2023) Shi, RuojinThis thesis explores the integration of User Experience (UX) Design in digital humanities, with a focus on Augmented Reality (AR) at Bennett Place. It draws on Brennan's public digital humanity concept, emphasizing the need for public-oriented approaches in digital humanities. The research employs UX design methods, adhering to a workflow comprising research, ideation, design, and user testing.In the research stage, Bennett Place's historical context and visitor personas are analyzed to inform design objectives and user expectations. The ideation stage addresses content design and AR technology selection, aiming for effective information delivery and inclusive user experiences. The design stage details the digital project's implementation. The final delivery of this thesis is an iOS AR app the final stage involves user testing to evaluate the application of AR in enhancing on-site visiting experience at Bennett Place. Although the testing results are not definitive, they provide valuable insights for future digital humanities projects, particularly in public engagement. This thesis demonstrates the effectiveness of AR in enhancing on-site visiting experience at Bennett Place and highlights the potential for incorporating UX methodologies in digital humanities, advocating for more user-focused, engaging, and informative experiences.
Item Open Access Eye Tracking for User and Environment-Aware Headset Augmented Reality(2022-04-13) Xu, AlexItem Open Access Immersive Projection: A Case Study on the Duke Chapel Interior(2018) Hung, Ju-YuIn my thesis, I explore the potential of projection mapping for storytelling by using Duke Chapel interior as an example. Through the investigation of what filmmaker Frederick Backer calls “Projectionism,” I focus on the “projectile” (image) and “receiver” (surface) of contemporary projection mapping and analyze two case studies. Additionally, I consider the relationship between memory and architecture. Drawing on the Duke University Archives, I selected Duke's West Campus style as the basis for the construction of a storyline for my digital project.
Duke Chapel’s crossing serves as the project’s main canvas and to the thesis outlines the process of constructing a scale model of the Chapel’s crossing through photogrammetry, 3D modeling, and 3D printing technologies. Finally, I discuss the various strategies I used to tell the story of the choice of Collegiate Gothic for the architectural style of Duke’s West Campus and argue for projection-mapping as a powerful method of showing and telling.
Item Open Access Retelling Dmitri Karamazov’s Story in an Interactive Graphic Novel(2018) Tan, WeiThis thesis discusses the subject and media of Dmitri Karamazov an interactive graphic novel with Augmented Reality component. Dmitri Karamazov is adapted from Dostoevsky’s novel the Brothers Karamazov. The author uses a fannish, feminine reading strategy to interpret Dostoevsky's character Mitya, transforms the original narrative and retells the story with the assistance of AR technology. The use of AR in Dmitri Karamazov highlights the fanfiction nature of this interactive graphic novel. It shows how a reader can actively participate in literary interpretation, criticism, writing, rewriting, adapting and creating in a new layer of reality. In terms of literature appreciation and consumption, AR encourages people to break away from their traditional passive-reader roles, and provides a virtual space for people to assume authorship of the materials they encounter.
Item Open Access SculptAR: Exploring the Potential of Participatory Augmented Reality and Virtual Experiences in the Contemporary Art Museum(2020-04-21) DeVeaux, CyanThis paper explores the art museum experience through the lens of participatory augmented reality (AR) and the virtual landscape of museums intensified by COVID-19. Traditionally, art museums offer a one-way deliverance of content where visitors passively consume the material that the museum puts on display. Participatory and virtual experiences challenge this model by offering visitors a more active role in participating in discussions surrounding the museum and helping shape exhibitions. Taking an approach that combines theory and practice, I created a participatory AR application for the Nasher Museum of Art. I used the development of this application as a site for reflection on the potential of participatory experiences in art museums and how AR could best be leveraged by these institutions. The first section of this paper documents this process while the latter situates this thesis within the unique situation art museums are facing amidst a global pandemic. Due to temporary closures, the art museum experience exists exclusively through the virtual. This section examines how museums have adapted to these circumstances and speculates the potential of AR within the increasingly relevant virtual museum.Item Open Access Semantic Understanding for Augmented Reality and Its Applications(2020-04-08) DeChicchis, JosephAlthough augmented reality (AR) devices and developer toolkits are becoming increasingly ubiquitous, current AR devices lack a semantic understanding of the user’s environment. Semantic understanding in an AR context is critical to improving the AR experience because it aids in narrowing the gap between the physical and virtual worlds, making AR more seamless as virtual content interacts naturally with the physical environment. A granular understanding of the user’s environment has the potential to be applied to a wide variety of problems, such as visual output security, improved mesh generation, and semantic map building of the world. This project investigates semantic understanding for AR by building and deploying a system which uses a semantic segmentation model and Magic Leap One to bring semantic understanding to a physical AR device, and explores applications of semantic understanding such as visual output security using reinforcement learning trained policies and the use of semantic context to improve mesh quality.Item Open Access The Alife Bestiary: An AR Object Recognition Project on the Archivolt of Alife(2019) Liu, ChangThe archivolt of Alife being exhibited as a part of the Brummer Collect in the Nasher Museum of Art at Duke University is an enigmatic artifact with many unknown elements. Specifically, the iconography, one of the aspects of the archivolt that has not been explored by many scholars, has several possible interpretations to each of the animals depicted. Despite the amount of information that can be presented as interesting knowledge, scholarly discourse and research involving an artifact is generally not presented to the public due to the complexity of the information. Therefore, by using augmented reality and object recognition technology, this thesis aims to present the multiple iconographic theories regarding the key animals on the archivolt of Alife in a dynamic manner, giving users insight on how to view the iconography by making scholarly information more accessible. The digital component of this thesis uses the newest object recognition algorithm provided by ARKit to build an interactive app that allows the viewers to see “info cards” directly overlaid on top of the iconography. Although the current state of AR technology still has limitations regarding buildability and malleability, the usable prototype of this application was successfully produced and is subject to future expansions and experiments.