Sunday, August 21, 2011

Augmented Video

The BuildAR files are available here. Please note that the file location references will need to be updated manually via the .xml file to preserve the transform-properties of each model.

Here is a video of the box working:


Here and here are the final poster files.

This is a video of the animation in case it's too hard to see:

Tuesday, August 16, 2011

AR Box

The box with the inset piece in place:
Without the inset piece (The interior will contain a marker to view the inside of the cave):
Note that the markers will be stuck to the outside of the box, these photo's simply show the construction behind the box.

Sunday, August 7, 2011

Poster Grids



Reflection

This project is significantly different to any previous ones I've done, as each step of the process is required before the next part of the design can be created. This means that the initial designs from my designer, the Bjarke Ingels Group (BIG), should (In theory) flow down through the various stages of the design. This is much more interesting than the previous design projects (Such as in ARCH1101) which had no significant starting point and had little relation between the different design stages.


The logical progression BIG claims to use when designing their buildings was my starting point for both initial environments, with the change of space through progression in a building being the underlying theme of the first building. I quite liked the idea, but the implementation ended up looking sparse and dull.
I used the idea of my Spore creatures' habitat as the basis for my second environment, thinking through the various activities he would engage with and the way he would interact with his environment.


I decided to use the second environment, as the first one did not work well as an alternate reality model, being difficult to engage with and unnatural to manipulate. However, the first one still required extensive development to fit onto the idea of the box and to reflect BIG's other significant theme, having simplistic, large designs.


The markers generally took a literal view of the model from their specific aspect, though they required refinement to reflect BIG's crisp, clean-cut style. The design of the box allows the viewer to look into the creatures habitat through a marker set back into the box, giving the implication of a cave, which reflects the cave-like nature of the habitat.

Box Idea

The inset marker will display the interior of the habitat.

Six Markers Video and Pictures

Note: The markers in the video are in the same order as the images below.
Top
Bottom
Front
Back
Left
Right

Marker prototypes

Top:
Left:
Right/Interior:
Front:
Bottom:
Back:

Monday, August 1, 2011