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3D Augmented Reality Avatars “Vanguards of the Museum Revolution”

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Presentation on theme: "3D Augmented Reality Avatars “Vanguards of the Museum Revolution”"— Presentation transcript:

1 3D Augmented Reality Avatars “Vanguards of the Museum Revolution”
Richard Burkert, Julie Adcock, Ron Punako, Dave Luciew, Delivering Cost-Effective Education and Training Solutions

2 The image on the right represents learning all of the various ways that we can bring learning to organizations…at your fingertips whether it be through wearable devices, mobile devices, immersive environments, training, etc.. We leverage our matrixed teams across our company so that advances in technology are given consideration of various type of learning environments, applications, etc. allowing us to stay on top of current trends and advancements and bring those ideas and implementations to our clients. We marry our engineering and technology disciplines with our E&T/human develop disciplines Images on the left represent some of the learning technologies, including the work from the immersive simulation platform. Richard Burkert, JAHA

3 Background Challenges Underlying Goal - tell the story
characters, events, places Visual elements enhance storytelling Vision - cusp of a revolution in storytelling - 3D Gaming Technology Mobile Applications AR/VR

4 What brings us together?
Tech Upgrade/Exhibit Refresh Interactive media selection/museum renovation Interactive Storytelling and More Engagement Augmented Reality and Virtual Reality Interactive - dialogue based format CTC - “Partner in storytelling”

5 Immersive Story Elements
Interactive Character AR Tour Guide - Rev. David Beale Interactive Setting - Virtual Reality Blacksmith Shop

6 Interactive Characters

7 Sample 3D animated heads

8 Game-Based Training Applications
CLE characters

9 Non human characters and mascots

10 Historical Character Resurrection
Historical Account Period Costumes Images / Drawings Age Progression/Regression Digital Double Scan Texturing and color Animation Setup Facial Morphs App Development/Features What goes into making a historical guide character?

11 JAHA - Interactive Heritage Discovery
The marriage of today’s mobile apps and 3D augmented reality coupled with yesterday's historical artifacts combine to create an instantly engaging, uniquely interactive and highly educational experience for museums and historic sites. CTC augmented reality (AR) technology has the power to breathe life into and create instant engagement with virtually any object, be it an exhibit, printed page, painting or photograph, thus elevating and enriching on site experience for all museum visitors whose smartphone or tablet is enabled with the App. CTC’s AR/VR technology holds the potential to bring otherwise static exhibits to life, enabling all visitors to enjoy a magical, historically-accurate, individually-guided educational experience. Simply by walking up to any exhibit enhanced with CTC’s AR/VR technology and raising an app-empowered smartphone or tablet, a fully animated, historically accurate character comes to life to tell it like it was back during those history-making days. The available character library is being built out to feature a complete roster of historical characters. This way, visitors would come to see history through the eyes and perspectives of an interesting and diverse array of actual witnesses.  The technology also encourages young, technology-savvy visitors to scan exhibits, objects and attractions in order to retrieve content of interest and gather digital collectables. Immersive Reality – far more than traditional VR – we add in characters, storyline, and interactivity Expertise in 3D gaming technology, world construction, asset creation, animation Custom avatars and historical characters – fully animated accurate character models 3D virtual worlds of any size or level of detail Real time interaction rendered on any device

12 The image on the right represents learning all of the various ways that we can bring learning to organizations…at your fingertips whether it be through wearable devices, mobile devices, immersive environments, training, etc.. We leverage our matrixed teams across our company so that advances in technology are given consideration of various type of learning environments, applications, etc. allowing us to stay on top of current trends and advancements and bring those ideas and implementations to our clients. We marry our engineering and technology disciplines with our E&T/human develop disciplines Images on the left represent some of the learning technologies, including the work from the immersive simulation platform. JAHA AR Guide Demo

13 The Power of AR for Museums
Visitor supplied hardware solution (AR) See and experience things not physically present (historical sites, artifacts, relics, figures, environments) Project onto real world environments Creating deeper and more meaningful experiences The power to see and experience historical narrative Digital guides are always available

14 Interactive Settings

15 Immersive Virtual Worlds

16 Virtual World Construction

17 Historical Site in VR Historical Account Images / Drawings
Environment Scan Re-Meshing Texturing and color Animation Setup VR/AR/Gaming

18 JAHA - Interactive Heritage Discovery
Blacksmith model created from photo/site reference

19 Blacksmith demo JAHA VR Demo

20 Potential Operational Benefits for Museums
Augment/Integrate with existing exhibits Digital guides are always available Make entire 3D artifact collections accessible Keeps Exhibits and Technology Up to Date - Mobile solution adapted at any museum New Source of Revenue - (In app sales, on demand collectables, and digital sponsorships) Create/produce rich content that can only be unlocked on site - Integrate on-site exploration linked to bonus content Reduced Operational Costs Encourages On-Site Visits Encourages Return/Repeat Visits Digital Preservation of Key Content - Leverage for Reuse Extension Into Community and Classrooms

21 Potential Engagement Benefits for Museums
Helps tell the story and bring content to life Relevant for Millennials and beyond - Use technologies and methods relevant to youth (3d, AR/VR/Social Media, Gaming, etc) Competition with available media Directed Experience and Self Guided Tours Remote Museum Tours - and Artifact Exploration Route visitors through attractions Add new, exclusive content to attract return Visits Weave a narrative that tells the story using sites, artifacts and exhibits Encourage social sharing and platform

22 What is needed? Ability to produce the high fidelity visual content central to the experience App foundation and tools 3-D content sufficient to captivate and immerse the viewer, on par with commercial entertainment Faithfully reconstruct digital environments and personalities Guide character Environment creation Dedicated staff with specialized skills

23 CTC Relevant Technologies
Instructional Design/Storytelling Interactive 3D/Gaming 3D Asset Creation Interactive Media Multimedia Content Mobile Apps Mapping Integration R&D / Company focus

24 Platform and Research Background AR/VR Developments and trends
Vision / Mixed Reality Use Case

25 Technology Trends (AR/VR)
Major corporations including amazon, google, Facebook, sony, and samsung agree that AR&VR represent the web experience of the future and are heavily investing in the design and use of these technologies.

26 Relevant Technology Trends AR/VR/Mobile
2014, Facebook’s $2B acquisition of Oculus Rift 1B Magic Leap Microsoft Holo lens Apple Primesense, AR Tech

27 QA?


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