Making Inside the Augment: Augmented Reality and Art/Design Education
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.
DOI Link
ISSN
Publisher
Springer International Publishing
First Page
261
Last Page
278
Disciplines
Computer Sciences | Education
Scopus ID
Recommended Citation
Lichty, Patrick, "Making Inside the Augment: Augmented Reality and Art/Design Education" (2020). All Works. 2305.
https://zuscholars.zu.ac.ae/works/2305
Indexed in Scopus
yes
Open Access
no