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ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES
                                                            encountAR Final Report


Scott Pollock, Faculty of Information, Museum Studies
spollock.u.toronto@gmail.com

Tony Zhou, Department of Engineering
tooniz@gmail.com

Sheng Xu, Department of Engineering
xusheng1@ecf.utoronto.ca

                                                        For Professor Jonathon Rose, ECE 1778
                                                                                     April 2012




1                                                                                   April 2012
ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES
                                                                        encountAR Final Report



1. INTRODUCTION

           This report summarizes the development of a mobile phone application for the museum
           field that brings on-line strategies of visitor engagement on-site, in the museum gallery itself.
           Our project team created an original mobile app, on the iOS platform, that uses augmented
           reality (AR) to ‘hang’ visitor comments inside the galleries they visit. Unlike other AR
           applications museums use to deliver content, our app is designed as a participatory
           experience, allowing visitors to encounter previous visitors’ commentary, respond to an
           open-ended statement that the previous visitor has ‘hung,’ and pose a statement to be
           completed by the next visitor who encounters the virtual domain.

           The app provides solutions for on-site visitor engagement, breaking free of the traditional
           feedback systems. The app allows museum visitors to ‘see themselves’ in the exhibit, add
           their own insight and comments and make connections between the artifacts or artwork on
           display and the personal meaning each visitor constructs during their visit. For the museum
           visitor, it is an exercise in what Livingstone (2007) calls an “intertextual experience,” the
           opportunity for museums to share authority by design in their exhibits with their visitors.1

           For the museum practitioner, the app is a new visitor research tool to better understand
           augmented reality as a platform for visitor engagement. Curators can post an open-ended
           statement about the exhibition and monitor visitor responses. The app offers measurable
           indicators of learning success in a fun, exploratory way.

           We developed the app as a pilot project for the Royal Ontario Museum’s Jane Ash Poitras:
           New Acquisitions of Contemporary First Nations Art Daphne Cockwell Gallery of Canada:
           First Peoples. Working with the curator of the exhibit, we designed the components to
           encourage visitors to think and react to the artist’s work in ways the curator had intentioned
           and discover ways visitors interact with the exhibit in ways unimagined.




1
 Livingston, P. (2007). A question of truth: Writing experience into an exhibition. In Visitor voices in museum exhibitions. (pp. 69-72). Washington, D.C:
Association of Science-Technology Centers.


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ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES
                                                             encountAR Final Report

2. BLOCK DIAGRAM OF PROJECT




FIGURE 2.1-2.2 APPLICATION BLOCK DIAGRAM

2.1 – STRUCTURAL OVERVIEW
        Our application consists of two parts, mobile client and remote servers. The mobile client is
        the iPhone mobile application written by our project team based on Qualcomm AR library
        for providing a complete augmented reality experience. The remote servers are the existing
        services provided by Facebook and Disqus. We used these two services to store, retrieve and
        manage all user data in a centralized manner. In particular, we were able to leverage the
        power of Disqus, an online discussion and commenting service as a central hub for
        moderating all of the comments submitted by our users.

        Figure 2.1 is a block diagram and a hierarchical view of the internal structure of our
        application which includes three major components: pre-scan view, augmented reality view
        and comments view controllers.

2.2 – AUGMENTED REALITY AND PRE-SCAN VIEW CONTROLLERS
       Augmented reality and pre-scan view controllers are a group of controllers responsible for
       controlling and presenting various user interface elements. It is built on the existing
       Qualcomm Vuforia AR library. The Vuforia AR library enabled us to recognize different
       museum objects through the iPhone camera and then overlay UI elements and other
       information on top of the camera feed. For example, we are able to display question,
       responses, avatars and instructions related to a specific art once the art is recognized in the
       camera feed.



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ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES
                                                             encountAR Final Report

2.3 – COMMENTS VIEW CONTROLLERS
       Comment view controllers is a group of controllers responsible for displaying, posting,
       retrieving, and parsing user responses from Disqus as well as user profiles from Facebook.
       The communication between our application and Disqus is realized through JSON parser
       and AFNetworking library since Disqus API can only be accessed with JSON. For
       Facebook, we used standard Facebook iPhone API. Comments view controllers display user
       profiles and comments by either passing data to the augmented reality and pre-scan view
       controllers or by pushing views directly onto the screen.



3. STATEMENT OF FUNCTIONALITY

3.1 – APP STARTUP
       While the app is loaded a splash screen (Fig. 3.1) is presented to the user, it is automatically
       dismissed when loading completes. Upon entering the app, a semi transparent picture of
       Mona Lisa is shown with text “scanning encountAR” as cues to what to do next. (Fig. 3.2).




FIGURE 3.1-3.2 (LEFT) SPLASH SCREEN, (RIGHT) PRE-SCAN CAMERA SCREEN

        At the same time, a question mark button is presented for user to tap, which brings up a
        sheet with additional help features (Fig. 3.3). Since normal operation requires only pointing
        the camera to target paintings at this stage, as a design choice we allowed any tap on screen
        to bring up this features menu. “Help” brings up more details instructions, “Torch on” turns
        camera LED on to assist image recognition under dark conditions, “Autofocus” and
        “Continuous autofocus off” allows maneuvering the camera focus in more predictable ways,
        and lastly “Select Gallery” (Fig 3.4) allows the user to pick different sets of images to be
        scanned. The sets of images are grouped under different museum exhibits.




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ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES
                                                             encountAR Final Report




FIGURE 3.3-3.4 (LEFT) HELP FEATURES, (RIGHT) SELECT GALLERY SUBMENU

3.2 – IMAGE RECOGNITION & AUGMENTED REALITY
        As user points the camera at one of the target paintings in currently selected gallery, an
        overlay of images, texts, and buttons appear on top of the current camera view. They
        dynamically track the location and orientation of the target painting as if they are post-it
        notes stuck on the painting. (Fig 3.5) The combined views of the camera and its target
        painting, and the overlay of dynamically tracking images, texts, and buttons, form the so
        called Augmented Reality view or AR view.




FIGURE 3.5-3.6 (LEFT) AUGMENTED REALITY VIEW, (RIGHT) ENCOUNTAR RESPONSE VIEW

        In the AR view, there is a variety of interactive features. An encountAR is composed of a
        question section and a response section. The white-background bottons with a plus sign, a
        back arrow, and a forward arrow are for posting a reply, viewing previous encountAR,
        viewing next encountAR, respectively. Each painting is attached with a number of
        encountARs specific to it, and users can tap the plus sign to add a response of his/her own
        (Fig. 3.6). Facebook is integrated in a secure and seamless fashion allowing users to log into
        their social profile.

3.3 – PAINTINGS, THREADS, AND COMMENTS
       Users can tap “View encountARs” button on AR view to bring up a list of current
       encountARs of the painting (Fig 3.7) – which are analogous to threads in discussion boards.
       Under each encountAR, specific responses and comments can be viewed (Fig 3.8).



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ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES
                                                          encountAR Final Report




FIGURE 3.7-3.8 (LEFT) ENCOUNTARS VIEW, (RIGHT) ENCOUNTAR THREAD VIEW

      From the app curator’s point of view, the whole encountAR conversation system extends
      beyond the app to an external admin system called Disqus – a commercially available web
      service (Fig 3.9) where the curator can manage comments, setting levels of user access, and
      add restricted words.




FIGURE 3.9 DISQUS ADMIN INTERFACE, MORE INFORMATION ON DISQUS.COM




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ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES
                                                             encountAR Final Report


3.4 – WHAT IS LACKING
       All orientations of the phone – the phone needs to be positioned in landscape orientation
       for parts of the app to visually make sense. The main reason is due to complex calculation of
       3D matrix of image recognition coordinates.

         Dynamically create encountARs – current encountARs are pre-generated images. The
         main challenge with dynamic in-app generation is the time it takes to code the algorithm for
         generating an encountAR image. There are elements of randomness such as sizes, locations,
         and orientations of words, which help visual appeals but make coding time-consuming (Fig.
         3.10).




    FIGURE 3.10 AN ENCOUNTAR QUESTION-PORTION CONSISTS OF RANDOMLY POSITION TEXT AND A PROFILE



4. TEAM ENCOUNTAR

                TONY ZHOU - PROGRAMMER
                FACULTY OF ELECTRICAL & COMPUTER ENGINEERING




     •   Research on Qualcomm Vuforia SDK Research on Qualcomm SDK and alternative
         solutions.
             o Research and compared IQ Engines, Qualcomm Vuforia, and native OpenCV
     •   Image Recognition of the app through Qualcomm SDK
             o Fine tuned the recognition features already available and respond with required 3D
                 matrix data.
             o Tested with 20 images of different sizes, patterns, contrast levels.
     •   Help menu and additional features
             o Help screen consisting of a view controller displaying user instructions
             o Torch consisting of turning on and off back camera LED assisting camera visibility
                 in dark rooms
             o Autofocus capabilities
             o Gallery Selection where user can switch between different datasets
     •   Graphics design for the interactive screens of the app


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ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES
                                                            encountAR Final Report

           o   Used photoshop for creating most of graphics on scanning screen and augmented
               reality screen
           o   Also produced in-app special effects – manipulation of alpha/transparency, drop
               shadows, gradient buttons.



               SHENG XU - PROGRAMMER
               FACULTY OF ELECTRICAL & COMPUTER ENGINEERING




    •   Research on Qualcomm Vuforia SDK
            o Understand Vuforia architecture and its “QCAR” library
    •   Facebook integration
            o Research and understand the Facebook iphone API
            o Create a login system that allows the users to sign in with their Facebook accounts
            o Retrieve user profile including name, email address and display picture from
                Facebook
    •   Comment system and Disqus integration
            o Research and understand the general Disqus API
            o Create custom Disqus API for iphone using JSON parser for retrieving and storing
                user information, question and comments on Disqus
            o Designed comment system hierarchy to meet the comment storage needs of our
                application
            o Create UI for displaying comments and questions.
            o Integrate with Facebook so that user can post with Facebook profiles
    •   Splash screen and icon
            o Use Photoshop to create our application’s main splash screen and icon




               SCOTT POLLOCK - APPER
               FACULTY OF INFORMATION - MUSEUM STUDIES




    •   Concept and UI design
            o Research mobile and AR applications specific to museum sector
            o Research participatory models of communication featured in app
            o Coordinate user feedback from on-site tests and presentation at museum studies
                conference to influence app’s functionality
    •   Liason with Royal Ontario Museum staff
            o Share project development, obtain artist permission and coordinate in-gallery testing
                of app
    •   Project Manager
            o Assign tasks, write and submit project reports


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ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES
                                                              encountAR Final Report

            o Design, develop and manage presentations
            o Coordinate scheduling for meetings
    •   encountAR development
           o Use Photoshop/inDesign to design and create graphics for encountARs
           o Use Photoshop to design help screen



5. LESSONS LEARNED & REFLECTIONS

                TONY - “I learned that feature prioritization is important. Our initial brainstorm
                contained two to three times the features we have now. By project proposal we have
                already reduced them to a much smaller amount, but we had not given priorities to
                all features. We should have divided each week to smaller units of work to ensure we
                always had scheduled enough time to meet required features first then proceed with
                opportunistic ones.”

                SHENG - “I learned that design is very important for any applications. We have made
                a lot of design changes during the development process. Therefore, it is important to
                make the code as flexible as possible. This means it is better to write everything in
                multiple reusable functions rather than a huge block of code. For example, our codes
                were written in the way so that it can be easily modified to accommodate any
                changes in the comment system design.”

                SCOTT - “I learned how important it is to clarify the user experience from the start.
                Many of the features I envisioned for the app could have been more clearly
                presented to the developers early on. From here, we could have prioritized our tasks
                better and set a manageable schedule to develop our targeted features more fully
                (and let others go).”


6. APPER REFLECTION

        Developing encountAR was an opportunity to contribute to the ROM’s growing investment
        in new mobile technologies. The museum launched its mobile app available on iStore just
        over a year ago. Users can access additional information about its collection, use it to find
        their way around the museum, and download free audio tours. The museum is developing a
        SCVNGR app to encourage visitors to interact with collections across the galleries
        (generally, ROM visitors only visit 2-5 of the 30+ galleries during their visit). And in just
        over a month, the ROM will be the first major museum in North America to launch an
        integrated marketing and interpretive experience using augmented reality. Visitors will be
        able to use their iPhones to ‘reskin’ dinosaur skeletons in the exhibition hall.

        While all these initiatives increase visitor interaction with the collections, they still lack an
        opportunity to encourage dialogue or socialization between museum visitors or staff.

        As museum visitor advocate, scholar and enthusiast, David Carr wrote, “when a cultural
        institution invites its users to bring original experiences and questions to each other, it


9                                                                                                April 2012
ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES
                                                                       encountAR Final Report

           recognizes the truths that we are never finished becoming, and that we need to speak to each
           other.”2 The encountAR app is influenced by Carr’s notion that as public learning domains,
           museums need to encourage their users to think together more freely, encourage dialogue
           and participate in the act of becoming something, together.3

           encoutAR gave me the opportunity to sit and talk with Trudy Nicks, the ROM’s ethnology
           curator. She wanted to know how “in the hell” (her words, not mine) this “Twitter” stuff
           can help visitors better understand the exhibits she spends so much time developing.

           Trudy and I met in the gallery she works in, talking about technology and its place in the
           museum. Most importantly, we sat and watched scores of visitors walk right on by her work,
           without ever stopping.

           When I first proposed encountAR, she was pessimistic (to a degree) about the impact new
           technologies are having. However, when I suggested she use it to ask visitors what they
           found ‘funny’ or ‘interesting’ about her exhibits, she quickly came around. All of a sudden,
           she cared about what visitors had to say and encountAR was her tool to listen. I’m not sure
           if I can go so far as to call Trudy an ‘advocate,’ but she provide us with a half-dozen possible
           encountARs for our project. All over a discussion about technology.

           For the first time, both the institutions we support and the users who visit them are on equal
           footing. We have the technology at our disposal to understand how these objects influence
           us and find a way to make meaning of them, together. We have the common language, in
           140 characters or less, to learn not only about the objects we encounter, but the individuals
           we share these spaces with.

           We no longer need to regulate these conversations on-line. With the technology available,
           we can bring these conversations in side the walls of the museum. It’s time to think
           differently. It’s time for encoutAR.



7. FUTURE WORK

           For future development, we would propose the following changes or additions:

     •     Datasets are not required to be local to the app, they could be downloaded from an external
           site instead. Having the dataset stored externally decouples dataset updates from app
           updates, which enables the flexibility for rapid dataset updates.
     •     Following best practices of mobile applications, one could replace many texts with graphics.
           This is extremely important for localization of apps in general.
     •     More social integrations – in addition to Facebook, signin with Twitter, G+; Broadcast
           encountARs to multiple social networks to promote social engagement.


2
 Carr, D. (2011). Bertha Bassam Lecture, Faculty of Information, University of Toronto. April 14, 2011. Unpublished lecture notes.
3
 Carr, D (2010). Variable thinking, variable knowing. Keynote address, Visitor Studies Association Conference, Phoenix AZ, July 29 (to be published in
Visitor Studies).


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ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES
                                                             encountAR Final Report

     •   The open ended questions/statements portion of EncountARs are currently images, an
         algorithm can be used instead to generate them on-the-fly, which again adds flexibility.
     •   Certain artworks travel around the world, location tags can be added to user inputs. This
         allows museums to find out more about the conversations, and at the same time enables
         communication of audiences across different sites.
     •   On screen buttons were at times difficult to use. User gestures such as swipes can be
         integrated into the app instead for a better user experience.
     •   Build a separate mobile application for the museum curator to remotely upload arts and
         moderate comments instead of going to both Qualcomm and Disqus websites on a desktop
         computer.
     •   Design a more user-friendly comment system user interface. One possible improvement is to
         display all questions and comments on one page instead of using two separate table views.


NOTE: ENTREPENURIAL DEVELOPMENT

         EncountAR would be open to entrepreneurial development to help museums and cultural
         institutions with their interpretive and audience engagement strategies. The app could be
         localized, developed for specific exhibits and museum projects (and take on different
         names/personalities by design). Alternatively, it could be developed as a global network that
         museums around the world could create ‘channels’ for. The Royal Ontario Museum has
         expressed interest in using the app beyond pilot for an upcoming photography exhibition,
         Observance and Memorial: Photographs from S-21, Cambodia (August 11, 2012 - March 17,
         2013).




11                                                                                        April 2012

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[AR] EncountAR Final Report - demo link in descriptions

  • 1. ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES encountAR Final Report Scott Pollock, Faculty of Information, Museum Studies spollock.u.toronto@gmail.com Tony Zhou, Department of Engineering tooniz@gmail.com Sheng Xu, Department of Engineering xusheng1@ecf.utoronto.ca For Professor Jonathon Rose, ECE 1778 April 2012 1 April 2012
  • 2. ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES encountAR Final Report 1. INTRODUCTION This report summarizes the development of a mobile phone application for the museum field that brings on-line strategies of visitor engagement on-site, in the museum gallery itself. Our project team created an original mobile app, on the iOS platform, that uses augmented reality (AR) to ‘hang’ visitor comments inside the galleries they visit. Unlike other AR applications museums use to deliver content, our app is designed as a participatory experience, allowing visitors to encounter previous visitors’ commentary, respond to an open-ended statement that the previous visitor has ‘hung,’ and pose a statement to be completed by the next visitor who encounters the virtual domain. The app provides solutions for on-site visitor engagement, breaking free of the traditional feedback systems. The app allows museum visitors to ‘see themselves’ in the exhibit, add their own insight and comments and make connections between the artifacts or artwork on display and the personal meaning each visitor constructs during their visit. For the museum visitor, it is an exercise in what Livingstone (2007) calls an “intertextual experience,” the opportunity for museums to share authority by design in their exhibits with their visitors.1 For the museum practitioner, the app is a new visitor research tool to better understand augmented reality as a platform for visitor engagement. Curators can post an open-ended statement about the exhibition and monitor visitor responses. The app offers measurable indicators of learning success in a fun, exploratory way. We developed the app as a pilot project for the Royal Ontario Museum’s Jane Ash Poitras: New Acquisitions of Contemporary First Nations Art Daphne Cockwell Gallery of Canada: First Peoples. Working with the curator of the exhibit, we designed the components to encourage visitors to think and react to the artist’s work in ways the curator had intentioned and discover ways visitors interact with the exhibit in ways unimagined. 1 Livingston, P. (2007). A question of truth: Writing experience into an exhibition. In Visitor voices in museum exhibitions. (pp. 69-72). Washington, D.C: Association of Science-Technology Centers. 2 April 2012
  • 3. ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES encountAR Final Report 2. BLOCK DIAGRAM OF PROJECT FIGURE 2.1-2.2 APPLICATION BLOCK DIAGRAM 2.1 – STRUCTURAL OVERVIEW Our application consists of two parts, mobile client and remote servers. The mobile client is the iPhone mobile application written by our project team based on Qualcomm AR library for providing a complete augmented reality experience. The remote servers are the existing services provided by Facebook and Disqus. We used these two services to store, retrieve and manage all user data in a centralized manner. In particular, we were able to leverage the power of Disqus, an online discussion and commenting service as a central hub for moderating all of the comments submitted by our users. Figure 2.1 is a block diagram and a hierarchical view of the internal structure of our application which includes three major components: pre-scan view, augmented reality view and comments view controllers. 2.2 – AUGMENTED REALITY AND PRE-SCAN VIEW CONTROLLERS Augmented reality and pre-scan view controllers are a group of controllers responsible for controlling and presenting various user interface elements. It is built on the existing Qualcomm Vuforia AR library. The Vuforia AR library enabled us to recognize different museum objects through the iPhone camera and then overlay UI elements and other information on top of the camera feed. For example, we are able to display question, responses, avatars and instructions related to a specific art once the art is recognized in the camera feed. 3 April 2012
  • 4. ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES encountAR Final Report 2.3 – COMMENTS VIEW CONTROLLERS Comment view controllers is a group of controllers responsible for displaying, posting, retrieving, and parsing user responses from Disqus as well as user profiles from Facebook. The communication between our application and Disqus is realized through JSON parser and AFNetworking library since Disqus API can only be accessed with JSON. For Facebook, we used standard Facebook iPhone API. Comments view controllers display user profiles and comments by either passing data to the augmented reality and pre-scan view controllers or by pushing views directly onto the screen. 3. STATEMENT OF FUNCTIONALITY 3.1 – APP STARTUP While the app is loaded a splash screen (Fig. 3.1) is presented to the user, it is automatically dismissed when loading completes. Upon entering the app, a semi transparent picture of Mona Lisa is shown with text “scanning encountAR” as cues to what to do next. (Fig. 3.2). FIGURE 3.1-3.2 (LEFT) SPLASH SCREEN, (RIGHT) PRE-SCAN CAMERA SCREEN At the same time, a question mark button is presented for user to tap, which brings up a sheet with additional help features (Fig. 3.3). Since normal operation requires only pointing the camera to target paintings at this stage, as a design choice we allowed any tap on screen to bring up this features menu. “Help” brings up more details instructions, “Torch on” turns camera LED on to assist image recognition under dark conditions, “Autofocus” and “Continuous autofocus off” allows maneuvering the camera focus in more predictable ways, and lastly “Select Gallery” (Fig 3.4) allows the user to pick different sets of images to be scanned. The sets of images are grouped under different museum exhibits. 4 April 2012
  • 5. ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES encountAR Final Report FIGURE 3.3-3.4 (LEFT) HELP FEATURES, (RIGHT) SELECT GALLERY SUBMENU 3.2 – IMAGE RECOGNITION & AUGMENTED REALITY As user points the camera at one of the target paintings in currently selected gallery, an overlay of images, texts, and buttons appear on top of the current camera view. They dynamically track the location and orientation of the target painting as if they are post-it notes stuck on the painting. (Fig 3.5) The combined views of the camera and its target painting, and the overlay of dynamically tracking images, texts, and buttons, form the so called Augmented Reality view or AR view. FIGURE 3.5-3.6 (LEFT) AUGMENTED REALITY VIEW, (RIGHT) ENCOUNTAR RESPONSE VIEW In the AR view, there is a variety of interactive features. An encountAR is composed of a question section and a response section. The white-background bottons with a plus sign, a back arrow, and a forward arrow are for posting a reply, viewing previous encountAR, viewing next encountAR, respectively. Each painting is attached with a number of encountARs specific to it, and users can tap the plus sign to add a response of his/her own (Fig. 3.6). Facebook is integrated in a secure and seamless fashion allowing users to log into their social profile. 3.3 – PAINTINGS, THREADS, AND COMMENTS Users can tap “View encountARs” button on AR view to bring up a list of current encountARs of the painting (Fig 3.7) – which are analogous to threads in discussion boards. Under each encountAR, specific responses and comments can be viewed (Fig 3.8). 5 April 2012
  • 6. ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES encountAR Final Report FIGURE 3.7-3.8 (LEFT) ENCOUNTARS VIEW, (RIGHT) ENCOUNTAR THREAD VIEW From the app curator’s point of view, the whole encountAR conversation system extends beyond the app to an external admin system called Disqus – a commercially available web service (Fig 3.9) where the curator can manage comments, setting levels of user access, and add restricted words. FIGURE 3.9 DISQUS ADMIN INTERFACE, MORE INFORMATION ON DISQUS.COM 6 April 2012
  • 7. ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES encountAR Final Report 3.4 – WHAT IS LACKING All orientations of the phone – the phone needs to be positioned in landscape orientation for parts of the app to visually make sense. The main reason is due to complex calculation of 3D matrix of image recognition coordinates. Dynamically create encountARs – current encountARs are pre-generated images. The main challenge with dynamic in-app generation is the time it takes to code the algorithm for generating an encountAR image. There are elements of randomness such as sizes, locations, and orientations of words, which help visual appeals but make coding time-consuming (Fig. 3.10). FIGURE 3.10 AN ENCOUNTAR QUESTION-PORTION CONSISTS OF RANDOMLY POSITION TEXT AND A PROFILE 4. TEAM ENCOUNTAR TONY ZHOU - PROGRAMMER FACULTY OF ELECTRICAL & COMPUTER ENGINEERING • Research on Qualcomm Vuforia SDK Research on Qualcomm SDK and alternative solutions. o Research and compared IQ Engines, Qualcomm Vuforia, and native OpenCV • Image Recognition of the app through Qualcomm SDK o Fine tuned the recognition features already available and respond with required 3D matrix data. o Tested with 20 images of different sizes, patterns, contrast levels. • Help menu and additional features o Help screen consisting of a view controller displaying user instructions o Torch consisting of turning on and off back camera LED assisting camera visibility in dark rooms o Autofocus capabilities o Gallery Selection where user can switch between different datasets • Graphics design for the interactive screens of the app 7 April 2012
  • 8. ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES encountAR Final Report o Used photoshop for creating most of graphics on scanning screen and augmented reality screen o Also produced in-app special effects – manipulation of alpha/transparency, drop shadows, gradient buttons. SHENG XU - PROGRAMMER FACULTY OF ELECTRICAL & COMPUTER ENGINEERING • Research on Qualcomm Vuforia SDK o Understand Vuforia architecture and its “QCAR” library • Facebook integration o Research and understand the Facebook iphone API o Create a login system that allows the users to sign in with their Facebook accounts o Retrieve user profile including name, email address and display picture from Facebook • Comment system and Disqus integration o Research and understand the general Disqus API o Create custom Disqus API for iphone using JSON parser for retrieving and storing user information, question and comments on Disqus o Designed comment system hierarchy to meet the comment storage needs of our application o Create UI for displaying comments and questions. o Integrate with Facebook so that user can post with Facebook profiles • Splash screen and icon o Use Photoshop to create our application’s main splash screen and icon SCOTT POLLOCK - APPER FACULTY OF INFORMATION - MUSEUM STUDIES • Concept and UI design o Research mobile and AR applications specific to museum sector o Research participatory models of communication featured in app o Coordinate user feedback from on-site tests and presentation at museum studies conference to influence app’s functionality • Liason with Royal Ontario Museum staff o Share project development, obtain artist permission and coordinate in-gallery testing of app • Project Manager o Assign tasks, write and submit project reports 8 April 2012
  • 9. ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES encountAR Final Report o Design, develop and manage presentations o Coordinate scheduling for meetings • encountAR development o Use Photoshop/inDesign to design and create graphics for encountARs o Use Photoshop to design help screen 5. LESSONS LEARNED & REFLECTIONS TONY - “I learned that feature prioritization is important. Our initial brainstorm contained two to three times the features we have now. By project proposal we have already reduced them to a much smaller amount, but we had not given priorities to all features. We should have divided each week to smaller units of work to ensure we always had scheduled enough time to meet required features first then proceed with opportunistic ones.” SHENG - “I learned that design is very important for any applications. We have made a lot of design changes during the development process. Therefore, it is important to make the code as flexible as possible. This means it is better to write everything in multiple reusable functions rather than a huge block of code. For example, our codes were written in the way so that it can be easily modified to accommodate any changes in the comment system design.” SCOTT - “I learned how important it is to clarify the user experience from the start. Many of the features I envisioned for the app could have been more clearly presented to the developers early on. From here, we could have prioritized our tasks better and set a manageable schedule to develop our targeted features more fully (and let others go).” 6. APPER REFLECTION Developing encountAR was an opportunity to contribute to the ROM’s growing investment in new mobile technologies. The museum launched its mobile app available on iStore just over a year ago. Users can access additional information about its collection, use it to find their way around the museum, and download free audio tours. The museum is developing a SCVNGR app to encourage visitors to interact with collections across the galleries (generally, ROM visitors only visit 2-5 of the 30+ galleries during their visit). And in just over a month, the ROM will be the first major museum in North America to launch an integrated marketing and interpretive experience using augmented reality. Visitors will be able to use their iPhones to ‘reskin’ dinosaur skeletons in the exhibition hall. While all these initiatives increase visitor interaction with the collections, they still lack an opportunity to encourage dialogue or socialization between museum visitors or staff. As museum visitor advocate, scholar and enthusiast, David Carr wrote, “when a cultural institution invites its users to bring original experiences and questions to each other, it 9 April 2012
  • 10. ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES encountAR Final Report recognizes the truths that we are never finished becoming, and that we need to speak to each other.”2 The encountAR app is influenced by Carr’s notion that as public learning domains, museums need to encourage their users to think together more freely, encourage dialogue and participate in the act of becoming something, together.3 encoutAR gave me the opportunity to sit and talk with Trudy Nicks, the ROM’s ethnology curator. She wanted to know how “in the hell” (her words, not mine) this “Twitter” stuff can help visitors better understand the exhibits she spends so much time developing. Trudy and I met in the gallery she works in, talking about technology and its place in the museum. Most importantly, we sat and watched scores of visitors walk right on by her work, without ever stopping. When I first proposed encountAR, she was pessimistic (to a degree) about the impact new technologies are having. However, when I suggested she use it to ask visitors what they found ‘funny’ or ‘interesting’ about her exhibits, she quickly came around. All of a sudden, she cared about what visitors had to say and encountAR was her tool to listen. I’m not sure if I can go so far as to call Trudy an ‘advocate,’ but she provide us with a half-dozen possible encountARs for our project. All over a discussion about technology. For the first time, both the institutions we support and the users who visit them are on equal footing. We have the technology at our disposal to understand how these objects influence us and find a way to make meaning of them, together. We have the common language, in 140 characters or less, to learn not only about the objects we encounter, but the individuals we share these spaces with. We no longer need to regulate these conversations on-line. With the technology available, we can bring these conversations in side the walls of the museum. It’s time to think differently. It’s time for encoutAR. 7. FUTURE WORK For future development, we would propose the following changes or additions: • Datasets are not required to be local to the app, they could be downloaded from an external site instead. Having the dataset stored externally decouples dataset updates from app updates, which enables the flexibility for rapid dataset updates. • Following best practices of mobile applications, one could replace many texts with graphics. This is extremely important for localization of apps in general. • More social integrations – in addition to Facebook, signin with Twitter, G+; Broadcast encountARs to multiple social networks to promote social engagement. 2 Carr, D. (2011). Bertha Bassam Lecture, Faculty of Information, University of Toronto. April 14, 2011. Unpublished lecture notes. 3 Carr, D (2010). Variable thinking, variable knowing. Keynote address, Visitor Studies Association Conference, Phoenix AZ, July 29 (to be published in Visitor Studies). 10 April 2012
  • 11. ECE 1778 - CREATIVITY AND PROGRAMMING FOR MOBILE DEVICES encountAR Final Report • The open ended questions/statements portion of EncountARs are currently images, an algorithm can be used instead to generate them on-the-fly, which again adds flexibility. • Certain artworks travel around the world, location tags can be added to user inputs. This allows museums to find out more about the conversations, and at the same time enables communication of audiences across different sites. • On screen buttons were at times difficult to use. User gestures such as swipes can be integrated into the app instead for a better user experience. • Build a separate mobile application for the museum curator to remotely upload arts and moderate comments instead of going to both Qualcomm and Disqus websites on a desktop computer. • Design a more user-friendly comment system user interface. One possible improvement is to display all questions and comments on one page instead of using two separate table views. NOTE: ENTREPENURIAL DEVELOPMENT EncountAR would be open to entrepreneurial development to help museums and cultural institutions with their interpretive and audience engagement strategies. The app could be localized, developed for specific exhibits and museum projects (and take on different names/personalities by design). Alternatively, it could be developed as a global network that museums around the world could create ‘channels’ for. The Royal Ontario Museum has expressed interest in using the app beyond pilot for an upcoming photography exhibition, Observance and Memorial: Photographs from S-21, Cambodia (August 11, 2012 - March 17, 2013). 11 April 2012