Reflection Document (Reflective professional practitioner)

With the technological advances today, the aim of the project was to create more new and realistic experiences which would display ‘a shift from 2D to 3D’ (Bobier, et al.). To cover all bases, the focus would be both online and through mobile AR, to bridge the gap between what is comfortable for the user and what is suitable for the technology. For the brief, it was decided that a Virtual Reality environment like a museum and an Augmented Reality for the use of architecture and construction would be created. 

Brooks (1999) first surveyed Virtual Reality as something that almost worked but was used for vehicle simulators and some entertainment applications. With the rise in technology over the last two decades, the use of VR has exponentially grown in popularity within entertainment, medical, construction and supporting fields. ‘Augmented Reality (AR), Virtual Reality (VR), Mixed Reality, and Extended Reality (often – misleadingly – abbreviated as XR) are commonly used terms to describe how technologies generate or modify reality’ (Rauschnabel, Felix, Hinsch, Shahab and Alt, 2022). Although in the past there have been miscommunications as to definitions in this field, professionals define the realities as follows: ‘X should be a placeholder for all new reality formats’ (Rauschnabel, Felix, Hinsch, Shahab and Alt, 2022). AR is a range of reality based on assisted to mixed reality and VR is used as for ‘atomistic to holistic’ purposes (Rauschnabel, Felix, Hinsch, Shahab and Alt, 2022). 

For the frame VR project, first, research was conducted into the area – what has been around prior and the current usage and applications for this VR. As Laurel (2016) mentions, frame VR is a popular choice for a more ‘complete surround environment.’ Next, images and video media were sourced which had relevance to topic. Images and videos were not easy to source, supporting somewhat of a problem for content. From these images and videos, it was necessary to create suitable art for ideas as well as sculpting suitable assets, for example the sweet van found near the end of the exhibit. This was scaled down and modelled based on a closely placed picture. This proved to be a simple solution as the image was detailed. However, as the image was not 3D, forming a 3D asset took time and patience to develop. Once a basic environment had been developed, it was important to model this on exhibits in the area. To ensure accuracy, exhibits across Hull and York were visited – these helped with layout and ‘narrative construction’ (Laurel, 2016). To allow for an inclusive environment, Artificial Intelligence was used to discuss the images and videos, to develop context for the user. 

For the second project, ideas were contemplated for a VR project. After discussions with tutors and further research, multiple Augmented Reality ideas were developed. The first idea was for students on campus. This idea seemed too simple, uninteresting and an obvious choice. Using a background in architecture, a home renovation application concept was developed. The success criteria were to develop an application which shows customers the renovations to their homes through the internet and camera. This seemed appropriate as many people now have easy access to this level of technology, it could also be used at the user’s discretion within the safety of their own homes. Zapworks was used as the hosting application.  

To create the prototype, a home was measured. After measuring, initial drawings were sketched within Photoshop. This method ensured that the concept stayed to scale. Two models were then sculpted in Maya, one prior to renovations and one post renovation. This therefore gave a before and after snapshot, however these models were still. Through Unity and Zapworks, an AR application was developed that triggers through a unique card after a QR code is scanned. After building the application, tests were conducted to ensure easy usability. Family and friends were given short and clear instructions to access the application. Feedback was exceedingly positive, ‘it is easy to use, and it is good to see a vision in 3d out your head’ (Tether, 2024). By using Zapworks, the application was limited – there is a 25mb maximum upload. Although the house was accurate, it could have included more realistic detail. This was prevented by the size limitations of the application. Moving forward, it would be wise to develop this using another engine. 

For task one, the aim was to create a museum type experience with storytelling potential. Immersive VR is known for increasing this potential. It allows ‘interactivity, objects in context, scale and extra dimension’ (Slezar, 2024). Slezar (2024) states that ‘traditionally art appreciation has been exclusive and expensive’, by creating an environment online it affords accessibility to all who are interested. It also allows for inclusivity for those who dislike large crowds. By choosing a topic about a local business (Needler’s confectionary products), it encourages a town such as Hull to grow pride and learn about local history. 

For the second project, it was integral to show a broader understanding of VR and AR technologies. To do this, the aim for this project was to create a mixed reality phone app which can be used to support people with making home improvements. An app where the user can visually identify how changes to architecture ought to be structured and demonstrated. Milgram, Takemura, Utsumi and Kishino (1995) found that the most successful AR apps are those which combine a mixed media, this was this app’s end goal. 

Creating an engaging virtual reality environment poses numerous challenges. Choosing this focal point for task 1 was particularly difficult as it needed to spark interest in the user as well as establishing clear and compelling focal points and natural flow – this allows for a more realistic experience. Balance of the unique parameters of the VR platform and demands of the eye of the user proved to be difficult. To overcome this, research was performed to create a realistic museum environment and an easy interface. For task 2, the development of an AR application for the architecture domain presented a unique set of challenges, different from that in task 1, particularly with respect to achieving precise scalability and accurate spatial representation. The key hurdle was having an accurately measured environment and then creating this on a more manageable scale. To combat this problem, the home was measured to the inch, ensuring an accurate starting point for the project. This however would pose a difficulty in the future for if the app user didn’t have to scale examples of a property to start with. For this, the application would need a catalogue of building blueprints. 

References 

Bobier, J., et al. (2022) The Corporate Hitchhiker’s Guide to the Metaverse. Published April 2022. [Accessed, 12 Nov 2024] 

Brooks, F. P. (1999) “What’s real about virtual reality?,” in IEEE Computer Graphics and Applications, vol. 19, no. 6, pp. 16-27, Nov.-Dec. 1999, doi: 10.1109/38.799723. [Accessed 18 Nov 2024] 

Laurel, B. (2016) What is Virtual Reality? Published 28 April 2016. [Accessed 15 Nov 2024] 

Lee, L. et al. (2021) “All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda”, https://doi.org/10.48550/arXiv.2110.05352. [Accessed 14 Dec 2024] 

Milgram, P., Takemura, H., Utsumi, A. and Kishino, F. (1995) “Augmented reality: a class of displays on the reality-virtuality continuum”, Proc. SPIE 2351, Telemanipulator and Telepresence Technologies, (21 December 1995); https://doi.org/10.1117/12.197321. [Accessed 2 Dec 2024] 

Rauschnabel, P. A., Felix, R., Hinsch, C., Shahab, H. and Alt, F. (2022) What is XR? Towards a Framework for Augmented and Virtual Reality. Computers in Human Behavior, Volume 133, 2022, 107289. ISSN 0747-5632. https://doi.org/10.1016/j.chb.2022.107289. [Accessed 14 Dec 2024] 

Slezar, M. (2024) How Is Virtual Reality Used in Museum Experiences? Published 22 Feb 2024. [Accessed 12 Dec 2024] 

UK Government. (2021) Creative industries sector vision. Department for Culture, Media, and Sport. Last Updated 20 June 2023. [Accessed, 11 Nov 2024]

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