Augmented reality and digital genre design — Situated simulations on the iPhone

G. Liestøl
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引用次数: 23

Abstract

In digital media - including augmented reality research - rapid change continue to take place at the levels of hardware and software. This paper focus on a third layer in a hierarchy of digital media - meaningware. Meaningware is the domain of digital textuality, its genres and conventions - all key subject matters of the humanities. To prevent cultural lag at the textual level the conduct of genre design is suggested as a methodological approach. The potential 'genre' experimented with here is a type of augmented reality system we have named Situated Simulations. The system takes advantage of the convergence of mobility, broadband, rich graphics capabilities and positioning/orientation technologies, on off the shelf mobile phones. The current platform applied is Apple's iPhone. The paper describes the development of three prototyped situated simulations designed for use in both learning and tourism. Interface and design issues are discussed, and a perspective on the epistemological increment of augmented reality and situated simulations is related to Bateson's notion of double descriptions.
增强现实和数字类型设计-位于iPhone上的模拟
在数字媒体领域,包括增强现实研究领域,硬件和软件层面都在不断发生快速变化。本文重点研究了数字媒体层次结构中的第三层——意义件。意义是数字文本的领域,它的类型和惯例——所有的人文学科的关键主题。为了防止文本层面的文化滞后,建议将体裁设计作为一种方法论方法。这里尝试的潜在“类型”是一种我们称之为“情境模拟”的增强现实系统。该系统利用了机动性、宽带、丰富的图形功能和定位/定向技术的融合,在现成的移动电话上。目前使用的平台是苹果的iPhone。本文描述了设计用于学习和旅游的三种原型情境模拟的发展。讨论了界面和设计问题,并对增强现实和情境模拟的认识论增量的观点与贝特森的双重描述概念有关。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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