SchoolArts Magazine

November 2016

SchoolArts is a national art education magazine committed to promoting excellence, advocacy, and professional support for educators in the visual arts since 1901.

Issue link: http://www.schoolartsdigital.com/i/735630

Contents of this Issue

Navigation

Page 26 of 54

T he impact of "Pokémon GO" hit me this summer when it was the one thing that got my daughters excited about tak - ing a walk in the woods. However, it wasn't their own enthusiasm that clued me in to the momentum of this days-old game. No, it was the fact that every other person we passed on the trail was out on a Pokémon hunt. Much has already been written about the pros and cons of a game that gets you off your couch but keeps your eyes on your device, but the reality is that this is likely the app that will bring Augmented Reality (AR) into the mainstream of interactivity between real-world and online content. A Digital-Video Hybrid This hybridization between live video feed and digital imagery has already been used for marketing, education, games, and more. In an "augmented" view, an image seen through the lens of a smart phone or tablet is supple- mented with content that is often informed by the location of the device or is responsive to what the camera sees. This hybridization between live video feed and digital content cre- ates new ways for the real and digital worlds that we inhabit to interact with each other. The Power of Augmented Reality This interaction between the real and the imagined creates an exciting opportunity for artists. AR gives us the opportunity to create a dialogue between a physical location and a digital object that can be connected to a specific geolocation or physical marker. Classes that integrate digital 3D design into the curriculum can take advantage of AR in this way. Android and iOS apps such as Aug- ment and AR-media allow the import of models created by using programs such as Trimble SketchUp, Cinema 4D, or Maya, which can then be rendered in an AR space. Therefore, students can create virtual sculptures, architectural forms, vid- eos, or images that appear in specific locations when viewed through their smart phones. A Way to Engage There are also opportu- nities for younger stu- dents to engage with AR. Quiver, an app for iOS and Android, brings coloring book drawings to life when viewed through a smart phone. Like traditional coloring books, most of the content on the site doesn't give students the opportu - nity to explore their own creativity. However, the QuiverVision Platonic Solids and Dot Day packs allow stu- dents to reimagine their drawings as 3D geometric forms. Layered Content, Captured Audience AR also provides an opportunity for the artist to engage with an audience on another level. Aurasma is an AR app that allows viewers to add video, image, or audio content to any image that is set as a trigger. In other words, students can set their own artwork as a trigger image and add another layer of content visible only through a smart phone or tablet. For exam- The Mainstreaming of Augmented Realit ple, Kelly McFadzen at the Singapore American School has used Aurasma to embed student reflections in the artwork itself—literally making the product a window into the process. Constructing Reality As I was working on this article, my daughter stopped me to show me what she was working on. She'd taped a series of letter-sized papers together in a circle and held it around her head. "Look Dad," she said, "I made my own world." When I asked her why, she responded that she wanted to be able to not just look at it but to go inside as well. In a world that is increasingly filled with both virtual and augmented reality, she seems particularly comfortable with the cre- ative possibilities in shaping and con- structing the world around her. David Gran teaches high school art and film classes at the Shanghai American School in China and is the author of The Carrot Revolution, a blog about 21st cen- tury art education. dsgran@yahoo.com David Gran This h bridization creates new wa s for the real and digital worlds that we inhabit to interact with each other. 22 NOVEMBER 2016 SchoolArts M E D I A @ r + s

Articles in this issue

Links on this page

Archives of this issue

view archives of SchoolArts Magazine - November 2016