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Making Inside the Augment: Augmented Reality and Art/Design Education

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Augmented Reality in Education

Part of the book series: Springer Series on Cultural Computing ((SSCC))

Abstract

This chapter deals with the developing genre of Augmented Reality (AR) design from architecture to fine arts. Although a great deal of literature exists in this area within the architectural field, this chapter will seek to delve into more holistic approaches to the use of AR in art and design. This will engage the HCI-based issues of handheld device compared to headset (HoloLens, Magic Leap) technologies in terms of Lichty’s theory of immersive gesture. Differences between these platforms, as well as AR’s distinctions from other immersive media offer insights into the development of pedagogical models in the creative disciplines. Of particular interest is the use of AR in Design Education, allowing future possibilities for hybrid models of creative expression, like augmented overlays on physical models/artworks, to the use of AR as a tool in material work. This chapter aims to look at the current literature, draw inferences through analyzing case studies how educational models are being constructed through the theory of gesture and consider models for the use of these technologies in improving the creative disciplines.

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Correspondence to Patrick Lichty .

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Lichty, P. (2020). Making Inside the Augment: Augmented Reality and Art/Design Education. In: Geroimenko, V. (eds) Augmented Reality in Education. Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-030-42156-4_15

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  • DOI: https://doi.org/10.1007/978-3-030-42156-4_15

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-42155-7

  • Online ISBN: 978-3-030-42156-4

  • eBook Packages: Computer ScienceComputer Science (R0)

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