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Hermaton
Hermaton is an augmented reality exploration game designed as a large scale spatial installation, which follows from our initial architectural prototype for “Grid”. Although available at table top versions, the premise of this project lies in its capacity to harness augmented reality as a spatial medium which transcends mere visualisation and enters a dialogue between physical and digital space. The large scale of the installation allows a greater understanding of how augmented reality can affect us at an architectural level and change the way we inhabit and perceive the built environment.
The project uses a buzz wire maze which people can navigate through in real-time, attempting to interact with the digital objects of the “Hermaton” machine. The design of this environment provides both an interactive and performance space which allows the user to fully immerse in a new augmented physical landscape.
The AR system is enlarged to occupy an entire room by covering each wall with trackable markers which can be experienced on both Android and ios devices. The prototype was developed using Vuforia Augmented Reality SDK and Unity3d.
2013
Animation, Architecture, Game Design
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Detonator
An interactive game installation is proposed across a number of sites in London, by introducing a social game intervention known as “Detonator”. The game design is configured based on key data relating to the use of landmines during war in many regions of the world, as well as the continued refusal of countries that have not joined an international convention to ban the use of landmines. This data is mapped on a spatial route around a shame pole marking structure which provides participants with information and interaction with gaming elements through an augmented reality application. A Mine Kafon is utilised in this interactive playground to serve as a mine detonator which is guided by the participants throughout the AR landscape in the quest for full eradication. The main goal of this project is to create gaming hot spots which utilize augmented reality to transform the city into a series of interactive playgrounds. This ideally responds to the cultural/social and political conditions of the site to create an installation which will be a contextually relevant to the area and make visible the underlining political concerns of the site.
2012
Animation, Architecture, Game Design
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Grid
Grid is an Augmented Reality environment which provides a spatial configuration for real-time gaming at an architectural scale. This project showcases a prototype of the AR environment devised at one to one scale to test the possibilities of augmented reality in the built environment. The project uses a simple architectural maze which people can navigate through in real-time. The installation is experienced on an iPhone which provides a portable device which can handle the visualisation of the GRID in real-time. The AR system is enlarged to occupy an entire room by covering each wall with track-able markers which can augment the space with a digital model of a maze. The large scale of the installation allows a greater understanding of how Augmented Reality can affect us an architectural level and change the way we inhabit and perceive the built environment. Circulation through the GRID is governed by the virtual maze which is experienced through the screen of an iPhone The way people inhabit and navigate through the physical space is based on the defined route of the digital GRID. This grid provides a new spatial proposition for the physical space which ultimately creates new forms of engagement and activity in the space.
The prototype was developed for ios using Vuforia Augmented Reality SDK.
2012
Animation, Architecture, Game Design