Caroline Kelly
In the medieval era the ability to read and write were the markers of education, these days I am reminded of this mentality when I think of how we approach coding. Speaking latin has been replaced with writing code and the literacy divide has now become the digital divide. In preparation for my final project, I attended several workshops as an introductory to building a Virtual or Augmented Reality tool.
There are of course multiple programs that offer free workshops in the attempt to have you use their product or purchase additional training. These workshops provide a foundation that even a layman such as myself found useful. The availability on both Coursera and Udemy offered the widest range of topics covered, and provide plenty of options. However, the design and setup of Circuit Stream most resembled a traditional classroom and offered a lot of support. In terms of its accessibility.
The course provides an introduction to Unity, one of the leading programs for developing AR, VR and 3d gaming apps. Unity is used in both commercial and academic functions, and between the Unreal Engine, is a dominant platform for 3D development. The workshop provided a basic understanding of how to create an app-based AR experience that creates monsters similar to Pokemon Go. Attendees are required to download in advance the Unity software, the Tool Kit and to enable key features such as Visual Studio for effects. During the workshop, the instructor goes through adding project files to Unity which are the Pokemon “monsters”. This being an augmented space much attention must be paid to the external area, that is the reality portion. Unlike traditional coding, there is an element of the unknown as the developer has to account for the changing space that the camera is projecting onto. When developing software it is an essential function to account for the geometric planes that will impact whether the “monster” is on the floor vs the table vs the ceiling.
Of interest was a comment made by another presenter. Some Digital Humanities scholars working in Unity are concerned as questions of obsolescence and external control of the platform are ever-present. While the AR program does allow for code to be written that can easily be translated to run on IOS, Android, PC and Mac devices, the potential loss of control for content creators remains. To a Digital Humanities scholar losing their life’s work because software is no longer supported would be devastating. There was also some discussion in regards to censorship in the virtual world. Already we are seeing early forms of censorship such as the fact that the Coke logo could not be used in an AR platform and would be censored as Coke had a contract with the AR tool who agreed to ban other users from allowing their AR media to interact with coke products. This stands in contrast to the use of a logo for parody or satire which would not be banned were it in a Youtube video and not a virtual space. As we are discussing Augmented Reality we had to also consider that some areas where for sensitivity, political, or other reasons, augmented reality might be inappropriate to use and how this should be addressed. It makes you question Who determines what can be in AR or not? Who determines what locations can be part of AR?
By the end of the 1.5 hour workshop I was not able to transfer the project to an application but was able to obtain a conceptual framework that I can build on. It was far from a Pokemon Go experience, but it did provide some key foundational understanding of what even building an AR experience would look like.




