Ar Cloud Projects

Winner

Finalists

Other Participating Projects

Concrete Oasis
Participant name:
Suzan Oslin

Participants description:

Suzan Oslin
Managing director of UXXR Design


Jens Kull
XR Media Artist


Jatin Pawar
Unity Developer / AR Enthusiast


Laura Hernandez PhD
Experience Designer


Cristina Pereira
Level Designer


Hernando Nieto Jaramillo
Unity Developer


Suzanne Smith
3D Artist


Nico Salgado
Concept Artist

Pershing Square Park located at the heart of downtown Los Angeles, acts as transportation hub for busses, provides parking for commuters, a subway station, along with bike rentals and bike parking. Once famous for its iconic water fountain, which was meant to represent the aqueducts that bring LA its water, no longer holds any water.


This virtual exhibition will be easily accessible to families, students, workers, commuters, technologists, artists, and conservationists. It is a location where many people from different backgrounds can come together to delight in the magic of art and technology, and unite as one for this life-giving resource--water.
Since 2012, California has experienced significant droughts, triggered by historically high temperatures and climate change. These droughts have impacted the major sources of water for California, including mountain snowpacks, reservoirs, rivers, and aquifers.


With Concrete Oasis, the same park that once held water as a reminder of these aqueducts, could again hold the opportunity to connect with our water sources and the importance of water conservation. By harnessing the potential of immersive media, this exhibit will use Augmented Reality (AR) to create a virtual exhibition located throughout the park that depicts Southern California's water sources, the long and arduous journey the water takes, the impact on local habitats, and solutions being considered. It will all be brought to life with AR, visualized with a smartphone.


This exhibition will provide engaging and experiential education regarding water conservation in a fun and novel manner, honoring this precious resource and focusing on the need to conserve.

CityGuyd
Participant name:
Naor Amir

Participants description:

Naor Amir
CityGuyd cofounder who previously worked for Magic Leap and Facebook Reality Labs


Pauline Feder
cofounder and a travel and event industries professional


Arturo Marruffo
head of development and experieced XR developer

At CityGuyd, we believe the future of person to person connection is digital. But that doesn't mean we all need to stay at home with Virtual Reality glasses strapped to our heads - the real world is still out there. There is just no substitute for experiencing the magic of a new city for the first time or enjoying a refreshing beer at the stadium. That's why we use AR to augment real life guides, athletes, or other VIPs at cities and events across the globe - improving the travel experience, increasing fan engagement, and providing our clients with valuable data on their attendees!


We envision a future where travelers don't have to choose between carrying around a travel book and face-to-face guidance from a local who speaks their native language. One where sport fans carry around their favorite athlete right in their own pockets! We believe AR cloud technology can help take down barriers and bridge people together, digitally.


Whether its sightseeing around a new town or attending a new event - with CityGuyd, you never leave home alone again!

RemindAR
Participant name:
Lauren Owen

Participants description:

Born and raised in Lithonia, Georgia, Lauren Owen is a first-generation Jamaican American. She attended Howard University where she received a BBA in Information Systems. After graduating, she worked as the Web Design and Development Specialist for the largest African American Greek-lettered organization, Delta Sigma Theta Sorority, Inc. She then worked full-time while pursuing her Master's degree in Integrated Digital Media from New York University (NYU) and working part-time as a Tech Education Instructor for children. Her studies focused on augmented reality and education. Her recent AR projects include a language learning application, AR enabled children’s books, face filters, and a guided walking tour. Lauren currently works at Tommy Hilfiger as the Manager of E-Commerce Customer Journeys and User Experience. Lauren has also taught courses on augmented reality, published children's books, and runs a holistic eating blog.

To be apart from loved ones or friends by physical distance is nothing new. It often arises from work, education, deployment, and more often recently, health. However, AR Cloud technology lets us think differently on how we stay connected and preserve, if not strengthen, our relationships - Introducing RemindAR.


Despite the physical distances that separate us, we have the opportunity to use AR to remind our friends and family just how much we miss and care for them. Using geo-triggered alerts, loved ones are notified of messages including video/audio, photos, and written notes that load into the space for interaction or view. Triggers can also be marker-based for very specific reminders such as a memorable story on a framed photo or the history and culture behind a special item.


RemindAR helps us remind family and friends that we are thinking of them, staying connected, and deepening our relationships despite the distance that separates us. The AR Cloud has the opportunity to use digital overlays on the real world to deepen our connection with each other and maintain relationships throughout time and space, and it starts with RemindAR.

Web3 Contemporary Spaces
Participant name:
Devon Kennedy

Participants description:

Devon Kennedy
an experienced AR enthusiast who also develops his own AR hardware solution

In Jan-Erik's OSCP presentation, the seventh slide (titled "Layers of the Spatial Web") has a delineation between the bottom portion "Reality Capture Layers" and "Thematic Layers", written at the top. Within the Thematic section there's a layer sandwiched between IOT & Entertainment listed as Art.


Here is where 100% of my proposal's focus will reside.


I believe it is optimal to write an end-user application solely dedicated to this discipline. Whether that manifests in a client library (as referenced in the OSCP roadmap slide) -or in an entirely different interface? I'm not certain. But the software engineer in me is hoping that decision-paralysis is what I'll primarily settle from this AWE Challenge.

Spirit of the Place
Participant name:
Maciej Ziarkowski

Participants description:

Maciej Ziarkowski
UI programmer


Siobhan Lawson
Lighting and experience designer


Ivan Pecorari
UX designer experienced in XR


Jonathan Cohen
Economist and urban data scientist

Spirit of the Place is an AR platform for local community interaction and expression.

The goal of the project is to lower the friction of engaging in communication inside hyper-local communities, so that people who inhabit and cherish the same places can more easily form vibrant communities around those places.


Every place in the world (a local street, a building, a square) can have its own Spirit - a digital being or "ghost" that inhabits the place, and represents the local area and its community. Physically visiting a place allows members of the community to interact with that place's Spirit, which could be represented in AR by a highly symbolic decorative pillar or as an anthropomorphic creature.


A single Spirit not only gives users access to a local communication medium, but also pro-actively encourages and facilitates the use of that platform. It is a curious being who can ask people what they like about the place, how the place makes them feel, what they would like to see more in this place. It can then share one user’s answers with others to stimulate discussion or create connections between individuals.


Spirit of the Place can also become a canvas for the community’s self-expression - for example, the design of the decorative pillar could be collaboratively edited over time by all people who come to interact with the Spirit, leading to organically evolving visual styles for every single Spirit.


A Spirit can also host rotating art installations, for example where the same user-editable AR sculpture is presented by many Spirits across a whole city, and the results of user modifications by the different communities can be compared after the installation period ends. By actively participating, people become co-creators of the experience and feel heard within their community.


The key aspect of the project is to establish the Spirit as a local entry point to a whole world of activities related to a single place - as opposed to a large number of mobile or web-based apps that are primarily topic-driven, and only optionally location-based, we would like to put the focus on the place as a location for a multitude of human activities, and on the Spirit as a facilitator of these activities.

AR District of Learning
Participant name:
Learning Pathmakers

Participants description:

Co-founder
Michael Robbins
is well-versed in a broad range of VR/AR technologies. In addition to working with MAVRIC.

We are at an inflection point in human existence in the midst of a global pandemic.


Our educational systems are in crisis, struggling to prepare the next generation. Meanwhile the future of digital society is racing ahead, widening the chasm between the future and our most marginalized and vulnerable fellow human beings.


Technology is already pulling us apart, and now companies are racing to separate us even further by carving “the Metaverse” into their own feudal kingdoms so they can call it their own. We already need to #UnZuckTheWeb. Humanity is at risk if we let the same thing happen to the Spatial Web.


We are charting a different pathway to bridge this chasm and change the future.


⇒ Augmented Reality is the fundamental technology that holds the key.


AR can help us link people with technology in our physical communities. Learning Pathmakers is bringing people together through learning to create a world that belongs to all of us.


Our Three Engines


For over a year, Learning Pathmakers has been developing a strategy, plan, and team of collaborators to build:

  • An augmented reality playground for exploring the future of learning and digital society,
  • A decentralized OS so people can own their data and digital lives, and
  • Solutions for school communities that build understanding of fundamental technologies so they can co-create new solutions.

These come together in a multiplayer game to take charge of learning and technology in an Augmented Reality District of Learning in downtown Washington, D.C. Our initial priority is to engage people in the ecosystem for teen learners in DC, including educators, parents, community members, and the business community.


Phase 1: The Augmented Reality Playground (ARP)


The ARP is being planned in coordination with the renewal and expansion of the New York Avenue Sculpture Project.


It will extend four avenue blocks from 13th Street NW to 9th Street NW where it will intersect with Mt. Vernon Square—the location of the Apple Flagship store in the historic Carnegie Library building.


Visitors to the ARP will explore the 4 Digital Elements through AR:

Data <+> Water
Blockchain <+> Earth
Artificial Intelligence <+> Fire
The Spatial Web <+> Air

 

Our lead partners are Downtown DC and MAVRIC. We are in discussions with others and need to engage more partners. The ARP offers an amazing showcase opportunity for AR.

Future Golf AR
Participant name:
Wade Tinney

Participants description:

Patched Reality
an AR & VR experts solutions provider for top industry clients


Patrick O’Shaughnessey
founder and software engineering executive veteran


Wade Tinney
product & market and an XR and Game industry veteran

Future Golf is a design-and-play golf game. You can play on holes (or whole courses) around your neighborhood and design your own holes for other players. Courses of golf are created by selecting a series of player-designed holes. When players play, they earn currency which can be used to charge and upgrade their equipment, buy furniture and power-ups for their own greens, host tournaments, and customize their character.


GAME BACKSTORY

It’s the year 2112 and golf is no longer constrained to perfectly manicured courses. Now, a hole can appear nearly anywhere and they are visible to anyone carrying a T-Scope 9000 device. This device is just one of many incredible tech innovations that have changed the game. From powered clubs that can send the ball on seemingly impossible trajectories, to balls that are attracted by certain sub-molecular energy waves, these innovations have brought a new strategic element to the skill and concentration of the classic game.


All these changes to the game are reflected in the players as well. Golf is no longer a game for rich white guys; the golf cart has been replaced by the hoverboard and you’re more likely to see players sporting a backpack and jeans than plaid golf pants. The elitism of golf may be a thing of the past, but the competition is fiercer than ever, both at the individual level, and among teams of players.