Making Inside the Augment: Augmented Reality and Art/Design Education

Author First name, Last name, Institution

Patrick Lichty, Zayed University

Document Type

Article

Source of Publication

Springer Series on Cultural Computing

Publication Date

1-1-2020

Abstract

© 2020, Springer Nature Switzerland AG. This chapter deals with the developing genre of Augmented Reality (AR) design from architecture to fine arts. Although a great deal of literature exists in this area within the architectural field, this chapter will seek to delve into more holistic approaches to the use of AR in art and design. This will engage the HCI-based issues of handheld device compared to headset (HoloLens, Magic Leap) technologies in terms of Lichty’s theory of immersive gesture. Differences between these platforms, as well as AR’s distinctions from other immersive media offer insights into the development of pedagogical models in the creative disciplines. Of particular interest is the use of AR in Design Education, allowing future possibilities for hybrid models of creative expression, like augmented overlays on physical models/artworks, to the use of AR as a tool in material work. This chapter aims to look at the current literature, draw inferences through analyzing case studies how educational models are being constructed through the theory of gesture and consider models for the use of these technologies in improving the creative disciplines.

ISSN

2195-9064

Publisher

Springer International Publishing

First Page

261

Last Page

278

Disciplines

Computer Sciences | Education

Scopus ID

85086118167

Indexed in Scopus

yes

Open Access

no

Share

COinS