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Elegy AR

Augmented Reality Interactive Experience

2024

Project Description: 

 

As a reward for crowdfunding contributors, I created an extension of my short film Elegy for the Future. It is an AR experience that explores how augmented reality can extend an initial film narrative beyond it's temporal and experiential boundaries.​

Research:

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The original short film portrayed characters communicating with each other on-screen. The intent was to illustrate how technology can separate us and complicate the meaning of a human relationship. The lead character performs for a client on camera, and the audience is in the client's point of view. The audience seeing her perform directly to camera reinforces the passivity of watching.  

 

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How could I further expand on this theme and use augmented reality to enhance the narrative experience?

Animation created in Adobe After Effects

Still from Elegy for the Future short film showing the meta-narrative and layered complexity with passively receiving communication on screen

Methodology:

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I first deconstructed the film into a 2D plane, animated with similar glitch effects to those in the short film. The graphic image embodies the metamorphosis a narrative can undergo when a perception changes, such as how memories are not necessarily linear but are recalled in an amorphous way. I then wanted the screen to move as an independent object towards the viewer. The goal was to provide an augmented reality experience that extended the film's traditional narrative and captured its exploration of screen interaction.

Successful Unity created AR interaction via iPhone

Animation of video media in Unity 

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Pushed from Unity to Xcode to build and test in developer mode for iPhone

​I developed a Unity animation to solve this challenge. I often use the plethora of online resources, such as YouTube videos, Discord channels, and Reddit forums, to help me meet technical requirements for executing a vision. I deployed the build to Xcode and successfully pushed it to my iPhone, where I tested it in developer mode. Unfortunately, I would have to go through a more extensive process than I wanted to share this app with all the crowdfunding contributors, so I decided to restrategize, making it easier for the user and me.

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In a much easier approach, I brought the animation into Adobe Aero and sent out QR codes + a link to the app.

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I learned a unique lesson with this experience: your work is only as good as the platform on which it exists, and if it stays in existence. Adobe Aero discontinued, and as of now, that work is lost in the ether.​ It reminds me of when my parents bought a Saturn Hybrid, and when Saturn discontinued, it was almost impossible to get parts after a few years... but what happens if that is your reality?

 

The field is growing rapidly; for example, Snap's Lens Studio is rolling out its Spectacles AR glasses. A deeper concern has arisen from this experiment.

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What are the ethical impacts of privatizing accessibility for spatial reality?  When do we risk losing autonomy?

Through the process, I have documented the creation and destruction of an AR experience in a short period of time. Research often results in more questions than answers, as in this case. This experiment inadvertently exposed the critical ethical concerns with Cyborg technology, creating potential for further investigation.

Cyborg Psychology explores these core themes: How do we ethically merge AI-Human collaboration? How will the privatization of AR expand our reality but also preserve autonomy? What framework could ensure equity and inclusion in a future where AR could be required to work and live? 

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Fluid Interfaces explores how we will envision devices that are accessible and easy to develop. A concern of mine is the sustainable sourcing of materials in product designs and the provision of open-source prototypes for 3D-printed interfaces, thereby reducing the control private companies would have over a device that could be critical to functioning in society.

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