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Jeremiah Alexander
Dec 19, 2018 · 5 min read
Augmented Reality has a lot of jargon! This visual cheat sheet quickly
gets you to the parts that matter most.
. . .
Realities
Which reality are you in?
. . .
Devices
How do you see the augmented reality?
Mobile AR
AR is seen through a mobile app that utilises the device camera, for
example Pokemon Go or IKEA place.
Related:
Web AR
AR seen through a web browser, can be on desktop or mobile.
Related:
Lenses
Social platforms like Snap or Facebook allow their cameras to be
overlaid with AR lters and shared with friends.
Marker-based
Attach virtual content to a speci c thing in the real-world e.g. a QR-
code style pattern, an image, a 3D object, a face.
Con: Requires pre-con guring the marker and then a constant clear
view of it.
Markerless
Understanding the real world and using that information to position
virtual content in it e.g. placing objects on a table.
Pro: makes virtual content feel like it actually belongs in the world.
Related:
AR Cloud
A global virtual layer, where content can be placed and persist for all
users (think GPS on steroids).
. . .
Content
What’s in the virtual layer?
3D Objects
Three-dimensional objects that have width, height and depth — often
called Models.
• Textures are the images that are wrapped around a model. Models
include UV mappings that de ne which points on the geometry
use which pixels on the texture image.
2D Objects
Flat rectangles that we display an image or video on. Often called
panels, quads or planes.
Related:
Spatial Audio
Sounds can have a position in 3D space, so how clearly we hear it is
a ected by our distance from it.
Con: like real life, too much surrounding audio becomes noise.
. . .
Interactions
How do users interact with the virtual content?
Touch
Mobile AR still allows the use of the touchscreen and so can support all
the same gestures as normal apps.
Con: requires spare hands (so not really compatible with mobile AR).
Gestures
Using gestures performed by the user to control objects and trigger
interactions. Usually hand or facial gestures.
Con: currently limited support and can also be tiring (remember the
Wii).
Gaze
Tracking the user’s gaze to determine their focus and trigger
interactions. Rather than actual eye tracking, this is often what the
device camera is looking towards.
Proximity
Tracking the user’s distance from virtual objects and using that to
trigger interactions.
Voice
Use voice commands from the user to trigger interactions.
. . .
https://wiarframe.com/ar-design-cheat-sheet