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	<title>Augmented Reality &#8211; The Writing Platform</title>
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		<title>Where Is The Bird? &#8211; A Story of Augmenting Reality</title>
		<link>https://thewritingplatform.com/2020/02/where-is-the-bird-a-story-of-augmenting-reality/</link>
		
		<dc:creator><![CDATA[Amy Spencer]]></dc:creator>
		<pubDate>Thu, 27 Feb 2020 16:11:47 +0000</pubDate>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[Multimedia Storybook]]></category>
		<guid isPermaLink="false">http://thewritingplatform.com/?p=4099</guid>

					<description><![CDATA[<span class="rt-reading-time" style="display: block;"><span class="rt-label rt-prefix">Reading Time: </span> <span class="rt-time">5</span> <span class="rt-label rt-postfix">minutes</span></span> Where Is The Bird? is the first augmented reality storybook to promote British Sign Language as a language for deaf and hearing children alike. Combining animated Augmented Reality (AR), video and audio with traditional print media, it endeavours to create an immersive multimedia storybook. By turning the pages the reader can find and &#8216;awaken&#8217; magical...  <a class="read-more" href="https://thewritingplatform.com/2020/02/where-is-the-bird-a-story-of-augmenting-reality/" title="Read Where Is The Bird? &#8211; A Story of Augmenting Reality">Read more &#187;</a>]]></description>
										<content:encoded><![CDATA[<span class="rt-reading-time" style="display: block;"><span class="rt-label rt-prefix">Reading Time: </span> <span class="rt-time">5</span> <span class="rt-label rt-postfix">minutes</span></span><p><a href="https://www.amazon.co.uk/Baby-BSL-British-Language-Families/dp/095702553X"><i><span style="font-weight: 400;">Where Is The Bird?</span></i></a><i><span style="font-weight: 400;"> is the </span></i><i><span style="font-weight: 400;">first augmented reality storybook to promote British Sign Language as a language for deaf and hearing children alike. </span></i><i><span style="font-weight: 400;">Combining animated Augmented Reality (AR), video and audio with traditional print media, it endeavours to create an immersive multimedia storybook. By </span></i><i><span style="font-weight: 400;">turning the pages the reader can find and &#8216;awaken&#8217; magical illustrations that pop-up out of the pages as colourful 3D animations before being paired with video demonstrations of BSL sign. </span></i></p>
<p><b> </b><span style="font-weight: 400;">It all started when two friends were having a conversation about how the balance of readers consumption of media has changed. Less time is being spent learning from books and instead people watch documentaries, listen to podcasts, download apps or research through the plethora of online platforms for information on their favourite subjects. This conversation led to many ideas, including  the partnership of VIKA Books, </span><span style="font-weight: 400;">a female-led publishing team, merging creative technology with book arts to conceive new immersive books. </span></p>
<p><span style="font-weight: 400;">While some see screen usage as the enemy of books, VIKA realised there could be an opportunity to combine the best visceral aspects of the physical book with the immense creative possibilities of digital. </span><span style="font-weight: 400;">This led us to begin thinking about how books could link with smartphones to enable intuitive interplay between the printed page and content such as videos, quizzes, interviews or even augmented reality, (AR). We wanted to give readers the opportunity to immerse themselves in their chosen subject however and wherever they wanted &#8211; to be able to watch videos, listen to audio and even share stories with friends yet simultaneously curl up with a book at home and stow it on a bookshelf filled with beautiful titles. And so we began re-imagining the book as the gateway to a whole new way of reading. </span></p>
<p><span style="font-weight: 400;">The commercial gap for</span> <a href="https://www.babybsl.com/"><i><span style="font-weight: 400;">‘Where is the Bird?’</span></i></a><span style="font-weight: 400;"> was identified after a laborious personal experience searching for British Sign Language (BSL) teaching aids. </span><span style="font-weight: 400;">Teaching materials for BSL are surprisingly limited and</span><span style="font-weight: 400;"> not always entirely clear as</span><span style="font-weight: 400;"> sign language has a dimensionality and depth, which cannot be cap</span><span style="font-weight: 400;">tured across the pages of a book. Deaf children can often find books uninspiring as the written word is a static, sonic, linear language &#8211; separate to the visual, dynamic language of BSL. We were inspired to fill this gap in the market and</span><span style="font-weight: 400;"> enrich the learning experience by using digital materials as a solution. </span><span style="font-weight: 400;">From previous projects and general market research, we noticed how </span><span style="font-weight: 400;">imperative it is to consider </span><i><span style="font-weight: 400;">why</span></i><span style="font-weight: 400;"> and </span><i><span style="font-weight: 400;">how</span></i><span style="font-weight: 400;"> we might use technology with each book &#8211; it needs to marry with the content and hold purpose rather than arbitrarily added as a gimmick</span><span style="font-weight: 400;">. </span><span style="font-weight: 400;">However, it seemed to us that </span><span style="font-weight: 400;">as a uniquely visual language, BSL would be well represented by AR, video, illustration and touch. </span></p>
<img decoding="async" loading="lazy" class="aligncenter wp-image-4101" src="http://thewritingplatform.com/wp-content/uploads/2020/02/BabyBSL-AR-BIRD_cmyk_T-1.jpg" alt="" width="600" height="400" />
<p><b>Development</b></p>
<p><span style="font-weight: 400;">In October 2018, VIKA won InnovateUK’s Audience of the Future Award to prototype a series of products demonstrating the multi-media AR interface used in </span><i><span style="font-weight: 400;">Where is the Bird?</span></i> <span style="font-weight: 400;">VIKA worked in partnership with BDH, an established team that creates award-winning content for digital media, alongside partners from within the deaf community including </span><a href="http://vs1.org/"><span style="font-weight: 400;">VS1 Productions</span></a><span style="font-weight: 400;">, the </span><a href="http://www.deafstudiestrust.org/"><span style="font-weight: 400;">Deaf Studies Trust</span></a><span style="font-weight: 400;"> and Elmfield School for the Deaf. </span></p>
<p><span style="font-weight: 400;"> </span><span style="font-weight: 400;">The project’s first phase involved a human-centred study, which focussed on discovering market research knowledge, product design knowledge through prototyping and user evaluation. We created many versions of the book and our results were logged, evaluated and used to inform the next series of design iterations. </span><span style="font-weight: 400;">This process was repeated many times with parents, pre-schoolers and members of the deaf community which gave us invaluable insight and guidance and provided our first clue for creating a commercially innovative product: always, </span><i><span style="font-weight: 400;">always</span></i><span style="font-weight: 400;"> think about the audience’s needs and wants. Without this user testing, assumptions would have guided us incorrectly and we would never have been unable to achieve this successfully. </span></p>
<p><span style="font-weight: 400;">By the end of the process, Baby BSL had become an interactive system of learning. It can be read as a storybook without using the digital additions or it can be used alongside the AR and the videos; alternatively extra information can be accessed through the app so readers can pick and choose how they want to engage with the world of Baby BSL at various points in the daily routine. It is designed with a soft-touch approach to introduce immersive technologies in a gentle, ethical and unobtrusive way to young families. We believe </span><i><span style="font-weight: 400;">Where Is The Bird?</span></i><span style="font-weight: 400;"> is a book, which is enhanced by the power of AR and accomplishes its purpose more successfully because of the use of technology.</span></p>
<p><span style="font-weight: 400;"><img decoding="async" loading="lazy" class="aligncenter wp-image-4102 size-medium" src="http://thewritingplatform.com/wp-content/uploads/2020/02/BabyBSL-cover-Plain-1-438x450.jpg" alt="" width="438" height="450" srcset="https://thewritingplatform.com/wp-content/uploads/2020/02/BabyBSL-cover-Plain-1-438x450.jpg 438w, https://thewritingplatform.com/wp-content/uploads/2020/02/BabyBSL-cover-Plain-1-292x300.jpg 292w, https://thewritingplatform.com/wp-content/uploads/2020/02/BabyBSL-cover-Plain-1-768x788.jpg 768w, https://thewritingplatform.com/wp-content/uploads/2020/02/BabyBSL-cover-Plain-1-585x600.jpg 585w" sizes="(max-width: 438px) 100vw, 438px" /></span></p>
<p>&nbsp;</p>
<p><span style="font-weight: 400;">In April 2019, VIKA received the </span><a href="https://swctn.org.uk/immersion/"><span style="font-weight: 400;">South West Creative Technology Network (SWCTN)</span></a><span style="font-weight: 400;"> Immersion Prototype Award to produce a prototype Baby BSL buggy book for distribution and test the market for commercial scalability. This let us invest into a range of communications strategies alongside three complementary agencies: </span><a href="https://oggadoon.co.uk/"><span style="font-weight: 400;">Oggadoon</span></a><span style="font-weight: 400;">, </span><a href="https://ladburypr.com/"><span style="font-weight: 400;">Ladbury PR</span></a><span style="font-weight: 400;"> and </span><a href="https://www.msqpartners.com/"><span style="font-weight: 400;">MSQ Partners</span></a><span style="font-weight: 400;">, as well as researching relationships with bookshops, distributors, partners, and community hubs in order to get </span><i><span style="font-weight: 400;">Where is the Bird?</span></i><span style="font-weight: 400;"> to as many families across the South West as possible. </span></p>
<img decoding="async" loading="lazy" class="aligncenter wp-image-4100 size-medium" src="http://thewritingplatform.com/wp-content/uploads/2020/02/190110_Crianças_055-600x400.jpg" alt="" width="600" height="400" />
<p><b>VIKA’s Challenges</b></p>
<p><span style="font-weight: 400;">Many people still don’t know what augmented reality is or the potential it has. For new innovations, such as AR, success is dependent on both the end user and the marketplace dramatically changing their past behaviour in exchange for new benefits. Many of our books will include tech as an integral part of the experience and so our counter to this problem is to try and guide users through that learning process in a clear and simple manner.</span></p>
<p><span style="font-weight: 400;">Additionally, sourcing funding to support risky, early-stage innovation within a fledgling market is hard work as a venture such as this requires developers, animators and sound technicians which is a costly effort to pursue, with hefty upfront costs. </span></p>
<p><b>The Next Step</b></p>
<p><span style="font-weight: 400;">Whilst working on </span><i><span style="font-weight: 400;">Where is the Bird?</span></i><span style="font-weight: 400;"> our focus was mainly on driving the storytelling and experience and less on making the AR models as sophisticated as we could. With our newfound knowledge of this medium however, we now know how to improve integration onto the page and have a big imagination for what this can achieve next time. Our new focus is to provide more interactive features for the audience when engaging with a book – and making the book a portal itself into the world of Baby BSL. </span></p>
<p><span style="font-weight: 400;">Natural progression for AR is to replace hand-held devices with wearable ones, like glasses or a pair of lenses. Whether that will coincide with digital paper we’re not sure, it depends on the development of holographic projection for 3D animation to takeover the page. It seems that people will expect any given surface to have information available in the next generation of interfaces and it’s the reason people are excited about AR.</span></p>
<p><i><span style="font-weight: 400;">Where is the Bird?</span></i><span style="font-weight: 400;"> has been an interesting project and has helped us concrete the motivations of the company. This opportunity allowed us to test out new partnerships and start thinking about our possibilities for the future.</span></p>
<p><a href="https://www.facebook.com/vikabooks"><span style="font-weight: 400;">Facebook</span></a></p>
<p><a href="https://twitter.com/vikabooks"><span style="font-weight: 400;">Twitter</span></a></p>
<p><a href="https://www.instagram.com/vika.books/"><span style="font-weight: 400;">Instagram</span></a></p>
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		<title>The Fantastia Express</title>
		<link>https://thewritingplatform.com/2019/10/the-fantastia-express/</link>
		
		<dc:creator><![CDATA[Amy Spencer]]></dc:creator>
		<pubDate>Thu, 31 Oct 2019 17:45:40 +0000</pubDate>
				<category><![CDATA[Experience]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[Immersion]]></category>
		<guid isPermaLink="false">http://thewritingplatform.com/?p=3997</guid>

					<description><![CDATA[<span class="rt-reading-time" style="display: block;"><span class="rt-label rt-prefix">Reading Time: </span> <span class="rt-time">6</span> <span class="rt-label rt-postfix">minutes</span></span> This is an article about an augmented reality practice-based research project, The Fantasia Express, commissioned by the UK Department for Transport through an InnovateUK competition. And about how a non-writer tried to create a story around a train journey from London to Edinburgh. I am an artist who specialises in technology-driven public realm work that...  <a class="read-more" href="https://thewritingplatform.com/2019/10/the-fantastia-express/" title="Read The Fantastia Express">Read more &#187;</a>]]></description>
										<content:encoded><![CDATA[<span class="rt-reading-time" style="display: block;"><span class="rt-label rt-prefix">Reading Time: </span> <span class="rt-time">6</span> <span class="rt-label rt-postfix">minutes</span></span><p style="text-align: left;">This is an article about an augmented reality practice-based research project, The Fantasia Express, commissioned by the UK Department for Transport through an InnovateUK competition. And about how a non-writer tried to create a story around a train journey from London to Edinburgh.</p>
<div style="text-align: center;">
<p><iframe loading="lazy" src="https://player.vimeo.com/video/328023473?dnt=1&amp;app_id=122963" width="500" height="281" frameborder="0" allow="autoplay; fullscreen" allowfullscreen title="FANTASIA EXPRESS"></iframe></p>
<p style="text-align: left;">I am an artist who specialises in technology-driven public realm work that distracts, diverts and creates participation from the general public. Most of the time, I am trying to create a mechanic or system that disarms the audience and gives them the freedom to be both present and be themselves when confronted by unusual circumstances. It is their behaviour, reaction, and participation that most interests me. This is similar, in many ways, to Roy Ascott’s ideas on the same subject from the 1960s;</p>
<p style="text-align: left;">“Ascott challenges artists to acknowledge information technology as the most significant tool of the age and insists that it is the artist&#8217;s obligation to use this technology. Yet, unlike Nam June Paik&#8217;s vision, Ascott&#8217;s is not ironic; rather, it is utopian in its embrace of a new medium, excited by the potential of a thriving, dynamic exchange between technology and art to empower the spectator and deepen his or her experience”.</p>
<p style="text-align: left;">For me, writing and storytelling were a means to change the behaviour of train passengers. My main objective was to create a shared experience that connected passengers to both passing locations and to each other. I felt that a locative story was the best way to do this. Rosemary Kay, from Immersive Storylab, was brought in at the beginning as lead writer and she became one of many collaborators on the project. It was a very steep learning curve.</p>
<p style="text-align: left;">The inspiration for the project was a 5-minute YouTube video, <a href="http://www.bewegtesland.de">Documenting the Bewegtes Land Project,</a> where 400 residents along a 19-mile train route put on short performances for passengers. These whimsical vignettes showed everything from “running” bushes to a shark emerging from a lake and startling canoers. I felt that this type of theatrical site-specific performance could be reimagined using immersive technology, specifically augmented reality, and applied to a much longer journey. We took inspiration from Bewgates to create a 4-word manifesto. Our content had to be locative, automated, scalable and ridiculous.</p>
<p style="text-align: left;">This resulted in Fantasia Express becoming two things. Firstly, and officially, it was a public demonstration of the application of location-based augmented reality within and outside a moving train carriage. Secondly, it involved an alien spaceship sent to earth to capture relics of our imagination; a cross between “Predator” and “The Hitch-hikers Guide to the Galaxy”.</p>
<p style="text-align: left;">From a narrative perspective, it was new territory for everyone. A long train journey presented a specific set of requirements that we described as the “narrative anatomy of a train journey”. No matter at what point a passenger joined or left the train or in which direction they travelled, we presented them with a story consisting of a beginning, a middle and an end. This story punctuated their journey at geographic points, allowing them to dip in and out of the experience. We used a simple interface, which showed a countdown timer for the next event, along with an audible alert for the larger AR set pieces. The central concept of Aliens sent to earth to collect myths was not only ridiculous but it allowed us to practically tie together lots of different stories and landmarks within a single storyworld.</p>
<p style="text-align: left;">The project involved a long initial process of researching and identifying interesting facts and stories about the route from London to Edinburgh. Some things worth Googling are: the Lambton Worm, Berwick-upon-Tweed still being at war with Russia, The Falkirk Triangle (UFO), The Barnburgh Cat, Deadmans Chair and Roman Gods of the Tyne). We picked a few stories for the fully scripted and narrated AR experiences, whilst others we presented as illustrated Wikipedia (Fantasiapedia) style content. We directed users to look out for landmarks visible from the train and for features that we had given made-up names, such as ‘space mirrors’ for Solar panel farms.</p>
<p style="text-align: left;">Our initial plan was to create a radio play script to reduce dependence on the unknown technical and production resources that would be available. Although not touched on in this article, the technical element was two-thirds of the project. Imagine inventing a film camera and trying to make a film at the same time. Creating a radio play script gave us a kind of augmented reality location-based podcast. The script then went through several small iterations before we realised this was not the best approach and we should have thought about the story more like a comic book, resulting in a major script cut and revision.</p>
<p style="text-align: left;">We then got to the point about two thirds of the way through where we had some early animations of key scenes and could go into the studio to record actors. This was the first opportunity for us to get a real feel for the creative experience. But, it was still not right. The key learning was that when a user is holding a phone to explore an AR scene, it can get uncomfortable quickly and 30 &#8211; 60 seconds is a good working time-limit. So, again, we had to carry out a large script edit and tweak some of the stories. We had the help of Simon Spencer, a comic book writer, to make the final revision (another 50% cut) and this time we decided on a single actor to play all the parts.</p>
<p style="text-align: left;">The final output of the project was a public trial with the support of LNER (London North East Railways) over two weeks from 17th Feb to 1st of March 2019. We used Google cardboard for the ending and Android phones preloaded with content that we could leave with passengers. We set aside the first week to test and tweak the mechanics of our testing methodology, which was a very wise move as a public trial on a busy intercity train is an incredibly difficult environment. This resulted in changes to the testing approach and the user interface. In terms of how we tested in the final week, we created two frameworks; one full experience test of the whole system that we could only do with a small number of passengers and another framework that allowed a much quicker and more agile way to demonstrate the AR and VR setpieces. After observing people interacting with the project, we made one large improvement to the UX, which was to add a gaming component that allowed people to collect points each time they logged an event.</p>
<p style="text-align: left;">Fantasia Express was an ambitious prototype of many creative and technical elements. The public was universally positive but the story did get a little lost. The potential is there but it needs more iteration, more tightening and a few more jokes. There are some elements that I would like to push and explore more. For the Angel of the North, a contemporary sculpture in Gateshead, UK, viewable from the train, we created a story about how, for one night, the Angel decides to go out on the “toon” but “&#8230;Exhausted the angel returns to his post. He may weigh 200 tonnes but compared to the queens of Newcastle, he’s just a lightweight.”</p>
<p style="text-align: left;">For part of this, we went out in Newcastle and recorded audio of local Geordies discussing the Angel in a taxi rank at 2am. I think the project lends itself to more experimental ways like this to create a narrative that reflects the locations more deeply and to use the technology to add generative and real-time inputs.</p>
<p style="text-align: left;">All this leads me back to the initial objective of changing behaviour, One of the full tests I observed involved a young family traveling together but completely separately on the train. A mother (iPhone), 5-year-old daughter (iPad) and 8-year-old son (Nintendo Switch). I sat in a seat close by and, for 30 minutes, their journey was transformed. They looked out of the windows, followed prompts, played the augmented reality set pieces on cue, shared the experience and looked at the scenery together.</p>
<p style="text-align: left;">And then we lost them. The content became a bit repetitive and it was too long to wait before the next rich content was due to appear. I still felt joy! We had successfully converted devices typically used to suck people into themselves to make people connect and be present with the real world and with each other. We had also added some magic to what is often seen as the pain and inconvenience of a train journey.</p>
<p style="text-align: left;">With the recent passing of Robert M Persia, I think it’s timely to be reminded about the importance of the journey and not just the destination. My standard joke during The Fantasia Express was to say, “Time flies when you spend tens of billions of pounds on high-speed trains or time flies when you&#8217;re having fun”. It’s a typically flippant remark by me but it highlights an often forgotten truth in the transport sector. The perception of time is relative; a good book or film can speed up a long journey faster than any vehicle.</p>
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