The cARe project highlighted a number of considerations that will hopefully be of use to anyone embarking on a Augmented Reality Project:
2 Wifi/Data Roaming
3. Positioning of Augmented Reality triggers/markers are of importance and can sometimes be overlooked. Having triggers that are too high or low and bad lighting can also impact the ability to recognise a trigger. A recent trip to the London Science Museum , to see the James May AR exhibition highlighted this. The picture below shows me having to crouch down to get the AR experience to trigger! NB. the exhibition is not only aimed at kids!
To prevent students from turning their phones/tablets into a ‘boombox’ the use of headphone is a must! We found that most students had headphones with them. To let more than one student interact with an experience headphone splitters worked a treat.
5. Equality/Loan Devices, it is inevitable that not everyone will have access to required mobile devices that make AR experiences possible. Furthermore, since mobile devices are so personal, students might not be so keen to share their own device. A solution we’re taking at City is to offer the option to loan devices.
6. Safety Briefings (if your AR project involves walking around streets)
AR in its nature is very immersive and its easy to forget your surroundings and be distracted by the experience. In initial consultations with lecturers a concern of theirs was related to the safety of students. To help prevent this, the solution has been to give safety briefings and send students out in groups (safety in numbers). Furthermore instead of loaning students the latest iPad to walk around with, we have purchased smaller 7″ Samsung devices with the idea that they are more flexible. It was also considered that these ‘not as cool as iPad devices’ ( as ruled by a judge: http://www.guardian.co.uk/technology/2012/jul/09/samsung-apple-cool-ipad-tablet) will be less attractive to thieves.