18 Learning & Leading with Technology | March/April 2014
and feel of a gallery that showed true
respect for its artists. To that end,
our team printed the student art with
high-quality printers and unobtrusively Velcroed it to the wall. We
tried to make the nameplates look as
professional as possible on a small
budget. The gallery was BYOD, but we
provided earbuds to gallery visitors so
they could hear overlays with audio.
Student volunteers from the Alaska
Association of Student Governments served as the gallery docents.
Throughout the four days of the show,
they helped visitors download and
learn how to use the AR app Aurasma,
handed out free earbuds to visitors, and
showed them how to make the most of
their ARt gallery experience. The result
was a high-end, interactive, and interesting experience for all.
Creating the ARt Gallery
Creating the AR “backend” is tedious but fairly straightforward.
Aurasma set me up as a “partner,”
which allowed me to upload student
triggers and overlays to my Aurasma
account and program the relation-
ships between them: “When a mo-
bile device sees this trigger, then
play this overlay.”
From the gallery visitor’s perspec-
tive, the process of accessing the ARt
gallery was quite simple. After docents
helped them download Aurasma to
their devices, visitors followed Ja-
sonOhler’s Channel (a very simple
software look-up procedure) where
we stored all of the ARt gallery media
and relationships. Accessing the ARt
was as easy as pointing their mobile
devices at a gallery display and wait-
ing to see what happened.
Some AR purists feel that AR isn’t
AR unless the trigger and overlay appear on the screen simultaneously. To
that I say, “Hogwarts!” The purpose of
an art form is to stretch it, bend it, and
in this case, think outside the screen.
In some cases, ARtwork in the gallery was displayed entirely digitally. But
it often didn’t make sense to force both
the AR triggers and overlays to appear
on a small screen, given that the triggers
were right in front of them on the wall.
A squeeze like that would have been
hard enough for an iPad and even worse
for an iPhone. It made more sense to try
combining the RL and VR space to see
what we could come up with.
With this in mind, we purposely
tried to use AR in as many ways as
possible. Here are some examples:
Nameplates trigger artwork. In some
cases, teachers wanted to contribute
student artwork but didn’t have supplementary artwork to augment it. For
these pieces, the triggers were nameplates, which acted like QR codes with
extra information that launched virtual art on visitors’ screens.
ARtwork triggers video overlays.
Artists used video overlays in a number
Mobile devices scan and read triggers embedded in student artwork, then display a second part of the artwork that is visible only
in the digital world. In this piece, a photo of a daydreaming student triggers a video of what he is imagining.
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