Having explored the idea of spatial gaming over the last 4 years, we are continually pushing the boundaries of gaming and art to transform physical space into playgrounds that can be experienced through new gaming techniques.
We believe that the creation of spatial games like Hermaton bring about an innovative merging of games and architectural design, in a way that is rarely seen in the games Industry. What makes Hermaton unique is the underlying significance on location specific playgrounds which encourage people to experience gaming in public spaces. The design inspiration for Hermaton aims to setup augmented landscapes that can be experienced in both physical and digital space. We cross boundaries of gaming and art, to infuse public space with new experiences and direction, which can radically alter our engagement with physical objects within the built environment.
Hermaton exhibited at Bosch Shine Arts festival in S’Hertogenbosh was a novel opportunity to showcase this idea over seven giant flowerpots which were covered with artwork that trigger different levels of the Hermaton game. The resultant experience lets us merge existing environment with digital interactions that change the way people interact and engage in public spaces.
Experiencing games outside of confines of the digital screen lets us integrate the playfulness of gaming as a form of public space intervention, which has the power to reinvigorate existing architecture. Hermaton has been a really successful example of how games can become an integral part of the built environment. Our involvement in this new era of augmented landscapes constantly challenges us to explore gaming from a new perspective. The idea of merging digital experiences with physical triggers allows us to create games as an extension to the existing environment around us.
We believe that games can become an embedded part of the physical landscape, and by creating imaginative playgrounds, via physical installations, we can push the boundaries of gaming and art into immersive experiences that transcend conventional gaming traditions.
Hermaton Update on google play and App store, which has 7 new levels that work with the cone models displayed at Shine Bosch Arts Festival!
You can download and print all the trigger images to create cone models from Here:
Visit the Hermaton Shine page for more information.
We are so excited to announce that Hermaton has won an Auggie for best AR mobile App at AWE2013!!!!! thanks for all the votes!
Some Highlights from Augmented World Expo 2013, where we exhibited Hermaton at room scale!
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.
“Hermaton” is centred on the design of a single machine which depicts the laws of the universe, as governed by ancient hermeticism. The game uses a buzz wire maze which users can navigate through, by weaving their device throughout the AR environment and attempting to interact with the digital bulbs of the “Hermaton” machine. As each bulb is switched on, the machine will slowly come to life and reveal the inner workings of this ancient secret. 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.
Our quest for the best augmented reality experience has led us to create a game play environment which has potential to be experienced at a variety of scales. A table-top version of the app is available by printing the image marker located on our website (listed below), however our future hopes for the game is to provide this immersive experience in a number of large scale installations.
Our upcoming event will be in San Francisco during Augmented World Expo 2013, where we will debut Hermaton at an amazing 3m by 3m AR installation to allow users to physically navigate through a full scale version of the App. We endeavour to satisfy as many AR enthusiast as possible by striving to enhance our gameplay environment for the optimum AR experience
To find out more about the Hermaton experience please visit the project page.
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.
The integration of technology which merges virtual data onto physical space has been deployed increasing in recent times. Furthermore the amalgamation of augmented reality technology into our visual perception beyond the limitations of mobile screens is already under construction through a multitude of wearable computing solutions in the form of glasses and lenses embedded with the necessary computing and tracking performance. The main focus of concern for this new paradigm of visual augmentation lies in the potential possibilities for incorporating new social experiences into the built environment which can transcend the physical limitations of built infrastructure and the hierarchies who govern our visual and social experiences. The use of augmented reality technology in the architectural practice has potential to go beyond visualisation of information and into the creation of new meaningful spaces of interaction and discourse. These new locations can exist parallel to the physical environment by reclaiming existing spaces to augment through new uses and programs. To enhance social activities and public expression in architectural spaces we can augment the environment with interactions which merge reality with digital practices that occur so often on social networking platforms. AR systems obey the open source principles, low capital costs and easily enhanced with human interaction and expertise. In this way the augmented reality architecture is a constantly developing system which can advance with mass involvement. An open architecture which is easily updated and regenerated based on growing and developing knowledge and expertise. Mixed reality lets us create architecture which isn’t invasive in the real world and doesn’t take up any physical space or material. AR provides a relevant method for choosing how to experience the built environment, as opposed to your experience being wholly guided by one hierarchical system. Furthermore AR has social consequences which can change the way we inhabit space to create time based architecture which allows for increased interaction in the public domain. Working with augmented reality provides a new outlet for reclaiming parts of an urban environment to provide a new use of space which is non-regulated, open source and social. In this way AR promotes free use of space, self-expression and occupancy in the quest for a responsive and adaptive public social space.
AR environments need to address key characteristics which go beyond architectural criteria such as shelter, aesthetics and environmental conditions. This new hybrid space must offer uses that transcend the limitations of material architecture. The strength of this architecture allows for integration with the local or global network which provides uses beyond the local amenities of the site. From an architectural perspective, the potential of AR provides an infrastructure which can be accessed globally through the integration of participatory engagement with various online portals. This architecture becomes a hybrid system which is completely location specific, but is able to be accessed through an open network for increased participation and information.
Hybrid space combines the use of the World Wide Web to give people the power to be open source, it gives us the control to take over space and introduce new communities into the built environment as part of a network distributed media which allows us to share information in a much more open manner. Hybrid space allows us to use social media and online communities to also change the use of space and provide new programmes into everyday environments as a form of time based architecture which connects and represents a community across the World Wide Web. People can share art and information in public spaces to reach a location specific audience which would often be impossible to reclaim in physical space alone. In augmented reality, space can be viewed as an open, free, communal domain which is altered and controlled by the public. The interactive qualities of the hybrid space allow people to contribute to the experience of their landscape which can provide an array of personalities, configurations to each location and presumably create a closer bond with their surroundings. The significance of hybrid space becomes elevated through an integration of responsive/ intelligent characteristics embedded within the environment which can understand the requirements of inhabitants individually. This architecture can cater for the changing needs of occupants through functionalities which can be switched on and off, as well as understanding your spatial locations, preferences and social networks. In this way, hybrid space represents a true vision of time based architecture which continually adjusts to user occupancy.
The creation of hybrid space consists of mixed reality applications which are integrated into the everyday environments in the form of invisible, intangible interfaces which connect to buildings or spaces to create new locations of social engagement and interaction. This methodology defines architecture which is not simply designed through computation but more so one which becomes computation through a fusion of social, physical and electronic entities. The superimposition of virtual and physical space provides a method for exploring the way in which we connect to buildings based on the user’s requirements. This new environment becomes a form of hybrid architecture which requires ubiquitous computing to mediate the two dimensions.
In hybrid space the architecture is no longer focused on fixed programmes, but more on how we utilise buildings and urban environment as shells or envelopes and superimpose new activities. Architectural spaces need to provide a multiplicity of uses; they have to be kept open, especially in dense urban context where the turnover, change, human progression/activities is fast. Furthermore in times of economic uncertainty, the possibilities to redevelop or construct a new structure to accommodate new uses become more difficult. The development of technology however, has a critical role in changing the way people communicate and view society, as well as how it can transform the way businesses deliver services and engage with the public. In augmented reality space, it becomes possible to advance the needs for social progression using new ways of inhabitation which is flexible to occupants. This flexibility is integral to the core essence of hybrid space, which allows people to inhabit buildings for a multitude of different tasks. The inclusion of augmented space within material architecture allows buildings to become hubs of cross disciplinary activity, possibly eliminating the need for single use buildings and satisfying the need for new infrastructure in a much more sustainable manner. Fundamentally the benefit of hybrid space addresses how architecture can respond to frequent change; this involves change regarding social, environmental, and political factors. Moreover the introduction of an augmented layer into the built environment considers how architecture’s significance changes in relation to its context. The hybridity of material and digital space allow for architecture to embrace cultural and social shifts and accommodate flexible and adaptive design strategies.
For more information on Detonator please visit the project page:
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 prototype was developed for the iphone using Qualcomm Augmented Reality SDK and Xcode.
This project aims to explore new ways of inhabiting and interacting in social spaces. To enhance social activities in architectural spaces we can augment the space with interactions which merge reality with digital practices which occur on social networking platforms. More people partaking in the augmented space results in a much more dynamic environment and heightened social engagement. To propose a new way of experiencing and circulating through the city, an architectural playground that allows for increased social engagement with the building and the objects within. These include gaming hot spots which utilize mixed reality to transform the city with interactive playgrounds
The use of augmented reality technology in architecture was evaluated in light of creating new meaningful spaces of interaction and discourse which can be non-regulated, open source and allow for freedom of expression. The future of AR provides us with several possibilities on how virtual architecture can impact on urban space. This technology presents a new methodology for implementing some of the key ideas on temporality, and adaptation, social participation and improvisation in the quest for achieving democratic alternatives to occupation and inhabitation in public space. The synthesis of AR and physical space has a profound impact on shaping human interaction in the same manner as the internet and mobile phones have in recent times. Moreover the overlay of data onto our visual experience fosters new levels of engagement which can radically transcend the limitations of stationary screen based information. The quest for hybrid spaces of the future should mediate the superimposition of digital and physical in a way which can enrich the experience and inhabitation of the occupants in a site specific manner. This technological liberation should provide citizens with new forms of expression and an extension to the physical, social and cultural characteristics of a location.
For more information on Grid, please visit the Grid Project Page.
Darf Design is an award winning Interactive Art Studio focused on creating imaginative spaces of play and interaction.
All works © Darf Design 2016
Please do not reproduce without the expressed written consent of Darf Design
Please do not reproduce without the expressed written consent of Darf Design