DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences

Blair MacIntyre, Maribeth Gandy, Steven Dow, and Jay David Bolter. “DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences.” In Conference on User Interface Software and Technology (UIST’04), October 24-27, 2004, Sante Fe, New Mexico. Continue reading

DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences

Abstract

In this paper, we describe The Designer’s Augmented Reality Toolkit (DART). DART is built on top of Macromedia Director, a widely used multimedia development environment. We summarize the most significant problems faced by designers working with AR in the real world, and discuss how DART addresses them. Most of DART is implemented in an interpreted scripting language, and can be modified by designers to suit their needs. Our work focuses on supporting early design activities, especially a rapid transition from storyboards to working experience, so that the experiential part of a design can be tested early and often. DART allows designers to specify complex relationships between the physical and virtual worlds, and supports 3D animatic actors (informal, sketch-based content) in addition to more polished content. Designers can capture and replay synchronized video and sensor data, allowing them to work off-site and to test specific parts of their experience more effectively.

Reference

Blair MacIntyre, Maribeth Gandy, Steven Dow, and Jay David Bolter. “DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences.” User Interface Software and Technology (UIST’04), October 24-27, 2004, Sante Fe, New Mexico.

DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences.

Abstract
In this paper, we describe The Designer’s Augmented Reality Toolkit (DART). DART is built on top of Macromedia Director, a widely used multimedia development environment. We summarize the most significant problems faced by designers working with AR in the real world, and discuss how DART addresses them. Most of DART is implemented in an interpreted scripting language, and can be modified by designers to suit their needs. Our work focuses on supporting early design activities, especially a rapid transition from storyboards to working experience, so that the experiential part of a design can be tested early and often. DART allows designers to specify complex relationships between the physical and virtual worlds, and supports 3D animatic actors (informal, sketch-based content) in addition to more polished content. Designers can capture and replay synchronized video and sensor data, allowing them to work off-site and to test specific parts of their experience more effectively.

Full Reference:
Blair MacIntyre, Maribeth Gandy, Steven Dow, and Jay David Bolter. “DART: A Toolkit for Rapid Design Exploration of Augmented Reality Experiences.” User Interface Software and Technology (UIST’04), October 24-27, 2004, Sante Fe, New Mexico.

Prototyping Applications for the Physical World Using Integrated Capture/Playback Facilities

Abstract
Designers of digital applications that deal with complicated infrastructures in the physical world often deal with the formidable challenges of working in a specific place. During development and testing, the designer must constantly move around the physical space to debug or test new interactions. In outdoor settings, factors such as weather, poor work ergonomics, and the lack of power and networking are serious impediments for designers. Our strategy is to use a flexible capture/playback infrastructure, which is tightly integrated into a design environment for prototyping physical applications. We are able to capture the sensor data necessary to design and test applications that can then be easily deployed to the real environment. We will demonstrate this approach within the context of DART (the Designer’s Augmented Reality Toolkit) by showing how augmented reality applications (such as mocking up the placement of information displays) can be quickly prototyped and tested using captured data sets. The capture/playback method breaks the requirement that sensors be used synchronously, in real-time, in the actual location. The flexible programming environment of Director, used by DART, will allow us to demonstrate this design process to conference attendees.

Full Reference:
Steven Dow, Blair MacIntyre, Maribeth Gandy, and Jay David Bolter. “Prototyping Applications for the Physical World Using Integrated Capture/Playback Facilities.” UbiComp (UBICOMP04) demo, September 7-10, 2004, Nottingham, U.K..

Bringing History Alive: Dramatic Augmented Reality Experiences in Historic Settings

Abstract
This paper provides a brief introduction to outdoor AR and the necessary technologies, and discusses its use as a new medium for exploring historic sites.  We describe how the students in an AR Design class transform the Historic Oakland Cemetery in Atlanta into a platform that represents multiple points in southern history, including the American civil war. We present example projects from the most recent semester class, and some observations on designing AR experiences for historic sites.

Full Reference:
Blair MacIntyre (2004) “Bringing History Alive: Dramatic Augmented Reality Experiences in Historic Settings”, presented at the Consortium for Computers in the Humanities and Canadian Historical Association meetings at the Canadian Congress of the Humanities and Social Sciences, Winnipeg, Manitoba, Canada, June 1 and June 5, 2004.

Prototyping Applications with Tangible User Interfaces in DART, The Designer’s Augmented Reality Toolkit

Maribeth Gandy, Steven Dow, Blair MacIntyre. “Prototyping Applications with Tangible User Interfaces in DART, The Designer’s Augmented Reality Toolkit” In Toolkit Support for Interaction in the Physical World Workshop at IEEE Pervasive Computing 2004, April 20, 2004, Vienna, Austria. Continue reading

Prototyping Applications with Tangible User Interfaces in DART,The Designer’s Augmented Reality Toolkit

Abstract
In this position statement, we describe our approach to prototyping applications with tangible user interface (TUI) using the Designer’s Augmented Reality Toolkit (DART), a system we have created to allow non-technologists to easily create augmented reality (AR) experiences. Over the past year our research has focused on the creation of this toolkit that can be used by technologists, designers, and students alike to rapidly prototype AR applications. This development effort extends to support the configuration of new human interfaces, including tangible user interfaces. Current approaches to AR and TUI development involve extensive programming and content creation as well as knowledge of technical topics involving cameras, trackers, and 3D geometry. It is very difficult, even for technologists, to create AR and TUI experiences. Our goal was to eliminate these obstacles that prevent such users from being able to experiment with AR. The DART system is based on the Macromedia Director multimedia-programming environment, the defacto standard for multimedia content creation. DART uses the familiar Director paradigms of a score, sprites and behaviors to allow a user to visually create complex AR applications. DART also provides low-level support for the management of trackers, sensors, and cameras via a Director plug-in Xtra.

Full Reference:
Maribeth Gandy, Steven Dow and Blair MacIntyre. “Prototyping Applications with Tangible User Interfaces in DART,The Designer’s Augmented Reality Toolkit.” Positional paper at Toolkit Support for Interaction in the Physical World Workshop at IEEE Pervasive Computing 2004, April 20, 2004.

DART: The Designer’s Augmented Reality Toolkit.

Abstract
This demonstration will highlight the Designer’s Augmented Reality Toolkit (DART), a system that allows users to easily create augmented reality (AR) experiences. Over the past year our research has been focused on the creation of this toolkit that can be used by technologists, designers, and students alike to rapidly prototype AR applications. Current approaches to AR development involve extensive programming and content creation as well as knowledge of technical topics involving cameras, trackers, and 3D geometry. The result is that it is very difficult even for technologists to create AR experiences. Our goal was to eliminate these obstacles that prevent such users from being able to experiment with AR. The DART system is based on the Macromedia Director multimedia-programming environment, the defacto standard for multimedia content creation. DART uses the familiar Director paradigms of a score, sprites and behaviors to allow a user to visually create complex AR applications. DART also provides low-level support for the management of trackers, sensors, and camera via a Director plug-in Xtra. This demonstration will show the wide range of AR and other types of multimedia applications that can be created with DART, and visitors will have the opportunity to use DART to create their own experiences.

Full Reference:
Blair MacIntyre, Maribeth Gandy, Jay Bolter, Steven Dow, Brendan Hannigan. “DART: The Designer’s Augmented Reality Toolkit.” Presented as a demo at The Symposium on User Interface Software and Technology (UIST ’04), November 2-5, 2003, Vancouver, BC, Canada.

Blair MacIntyre, Maribeth Gandy, Jay Bolter, Steven Dow, Brendan Hannigan. “DART: The Designer’s Augmented Reality Toolkit.” Presented as a demo at The Second International Symposium on Mixed and Augmented Reality (ISMAR03), pages 329-330, October 7-10, 2003, Tokyo, Japan.