Abstract
Augmented reality (AR) projects typically involve interactive systems that align virtual objects with the real world. This process is called registration and can make it seem as if virtual objects existed in the otherwise real environment. Registration is widely accepted as a defining and necessary characteristic of augmented reality. In this paper, we reconsider the need for registration on two levels. First of all, we argue that the intended presence of virtual objects in real space can be achieved without registration by an interactive AR system. Secondly, we suggest that the perceived spatial presence of virtual content in real space is not necessary for AR in the first place. We illustrate both points with examples and propose a more encompassing view of AR that focuses on relationships between the virtual and the real rather than on registration.
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Notes
- 1.
The author has positioned the phone manually to make the Pokémon appear at realistic locations. However, similar situations regularly arise without such efforts.
- 2.
Of course, one example does not allow us to draw general conclusions.
- 3.
Players can also turn off the AR mode entirely. If players approach a Pokémon with AR mode switched off, the creature appears in a virtual environment, rather than overlaid onto the camera feed. However, Pokémon are still positioned on a virtual map of the actual surroundings and in this sense, placed in the real environment.
- 4.
This claim was confirmed by Zev Tiefenbach, the studio manager of Cardiff/Miller, who in turn confirmed this with Janet Cardiff (personal communication).
- 5.
In many ways, information defies the terms virtual and real. Arguably, information can have the same effects, no matter whether it is presented virtually or physically.
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Schraffenberger, H., van der Heide, E. (2018). Reconsidering Registration: New Perspectives on Augmented Reality. In: Brooks, A., Brooks, E., Vidakis, N. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT DLI 2017 2017. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 229. Springer, Cham. https://doi.org/10.1007/978-3-319-76908-0_17
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