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  • Avatar ImageGene Becker, a level 7 monster with 8 posts — 1 year, 8 months ago:

    Most of the AR tools I’ve seen so far, both mobile ‘magic lens’ style and webcam-based ‘magic mirrors’, are focused on creating limited, one-off experiences. You find the fiducial, play the little game, poke at the floaty icon, and you’re done. What are the best examples of AR you have seen that involved a larger narrative or story? And what tools were used to create them?

  • Avatar ImageCarmelo Spatazza, a level 0 monster with 3 posts — 1 year, 7 months ago:

    The top three examples I can think of would be 42 Entertainment’s “Why so serious?” campaign for The Dark Knight, and Campfire’s “The Art of the H3ist” ARG for Audi and “Tru Blood” campaign. Some of the tools incorporated for each included film & video, mobile media/technology, the Internet, social media outlets, product design, and performance art.

  • Avatar ImageSonny, a level 5 monster with 1 posts — 10 months, 1 week ago:

    I like the augmented reality games for Hasbro’s My3D – especially the sharks game. It gives you the augmented feeling but underwater. Even with realistic scuba diver breathing sounds.

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Replies to This Discussion

There's a difference between Augmented Reality (AR), and Alternate Reality Games (ARG).  AR is the technology, which as Mr. Becker said gives you the 'floaty icons', whereas Mr. Spatazza's mentioning ARGs.

It all depends on what story you want to tell, and of course AR tech can fit right in with ARGs.  Do you want to tell a radio drama in which players find pieces of recordings scattered around a location? It's possible with AR.  Or maybe you want to create something which sends the user back in time and applies a sepia filter to what they're seeing through the camera? That's also possible too.

If you'd like to have a chat about it, send me a PM :) I deal with both ARGs and Augmented Reality, so I have an idea of how to combine the two.

A few colleagues and I are working in an app that uses a series of games to treat phobia of spiders. The real life treatment is based on a technique called systematic desensitisation described by Joseph Wolpe in 1961. In summary we put the person in front of the thing they are fearful of in a gradual way and thus they gradually lose their fear and they stop avoiding it. Augmented reality has proven to be absolutely key to pull this off and we believe the game elements are also very important.

One of our concerns early on was that the person would not focus on the spiders so they would not be effective in helping them lose their fear. In real life we would be working with the person to help them calm down and motivate them to progressively get nearer and nearer until they can actually touch the spider. So, how do we do that without a therapist sitting in the room with them making sure that they are actually looking at the game spider? I had all kinds of crazy ideas, from using the sensors on the iOS device to make sure they were holding it in front of their face to using the front-facing camera to track the eyes.

The solution? Much simpler: turn it into a game. We cast the spiders as an animals in distress and your task is to help them out of difficult situations. As you do that you actually have to track where the spider is so you can help it. One of the last sessions features a realistic tarantula that is hurt. You have to calm it down, get it to climb onto something so you can see its underside and pull out a splinter lodged in its belly. Because it is a game with a task to go through the session you actually have to look at the spider up close, which is excellent for exposure. In the augmented reality sessions your task is to have the spider calm down and come out so it can go for a walk on your desk, then standing on your hand, and take a picture of it up close.

This is how one of our early builds looked seemingly sitting on my daughter's handWe use AR and give it narrative and gaming elements to create a (hopefully) compelling scenario that helps the person overcome the fear.

New "book of spells" for playstation move shows a leap in interactiveness though still "odd" and unnatural.



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