Figure Display AR


Assignment 3 - Development of Interface Application (AR)

By Eliza Gurney (636267)

Word Count (including titles): 685

(uploaded late due to power outage)

Introduction

Screen recording link: https://youtu.be/ex9e1XVq0Fk (note that this recording uses a slightly older version of the program without the correct second card and purchase button due to issues with the licensing key)

This application aims to provide a unique product marketing experience for shoppers at Anime at Abbotsford and create a competitive edge for the company. The application allows users to view the store's collectable figures in Augmented Reality (AR) by scanning the store's reward card, allowing collectors to position multiple figures to check sizing and other features.


Description of the application

This application follows the theme of Product Marketing, with the key product being collectable figures sold by the store Anime at Abbotsford. The application provides a 3D view of collectable figures that can be bought from the store when using their membership or collectable cards, allowing customers to rotate and scale the figure to fit within their space. Customers are also able to see how the price varies between different sizes and types of figures, with additional information like scale and a description also being provided alongside a purchase button. In the context of figure collecting, a product's scale and size are very important factors, with collectors often needing to measure out spaces to ensure a purchase will fit within their current space. By utilizing AR in this app, users will have a much easier time measuring figures in their spaces compared to traditional 2D product interfaces, making users feel more confident with purchases and give “the user an ownership feeling” that makes them more likely to purchase the product. (B.-M. Prodea and C. P. Constantin, “THE ROLE OF AUGMENTED REALITY IN DIGITAL MARKETING STRATEGY”, 2023,

https://research-ebsco-com.ezproxy.utas.edu.au/c/nprl3q/viewer/pdf/i7inypdwpv) Research has also shown that users are likely to spend more time looking at products that utilize AR marketing in comparison to products that use standard 2D interfaces, once again increasing the likelihood that customers will purchase products from this company compared to those who do not utilize AR product marketing. (Tony Liao, “Augmented or admented reality? The influence of

marketing on augmented reality technologies”, 2014, https://www-tandfonline-com.ezproxy.utas.edu.au/doi/pdf/10.1080/1369118X.2014.989252) Within the figure-collecting field, AR has a high potential to increase product purchases by providing a more tangible sample of the final product in comparison to traditional interfaces, allowing users to see the figure in their own space and grow a more personal attachment to it. Alongside this many figures will already have premade 3D models during their development process making their use in AR applications much simpler than other product fields which would require custom-made models.

 

Interaction Design

within this current application there are a few key interactions:

  • Scaling and rotating a figure
  • Changing to a different figure
  • Moving the cards around physically to fit figures within a space
  • Looking directly at a figure for more details and purchase options

These interactions allow users to freely look at a figure in their space, giving them a more tangible connection to a figure whilst also providing key details on the figure like price and size. The UI elements to scale, rotate, and change a figure are all laid out in front of a card, allowing users to change multiple card settings at once if they are both on the display compared to if the UI elements were displayed using screen space, allowing users to use two cards more easily at once. In contrast to this, the figure's details are displayed using screen space, with only one figure's details being displayed at once as to not provide information clutter, further streamlining the purchasing process.

Further proposed interactions include:

  • Proper implementation and interaction between the Anime at Abbotsford website and the app
  • The ability to change between different figure editions and poses
  • Photo mode to take pictures of the virtual figure display for future reference

These further interactions would help flesh out the initial application prototype by smoothly integrating them to work alongside the current 2D website interface, with the purchase button taking the user into the website to complete the purchase rather than currently doing nothing. The ability to see different editions and versions of figures is also very useful within the context of figure collecting as it once again allows users to see the tangible differences between different versions more clearly. Finally, the ability to take photos whilst in the app will provide a clear reference image that a user can refer to when looking to purchase a figure, adding to the application's ease of use.

 

Technical Development

Interface Technology: AR

Interface Device: Phone – Samsung Galaxy S10

Controls:

- Point camera at cards to make the figures appear on your screen

- Aim camera at figures to display information such as price and size

- Click + or - buttons to change size

- Use slider to rotate figures

- Use drop down menu to navigate different figures

- Press purchase button to purchase

  Descriptions of 3D Models

Metal Gear Rex – Figure example used in scene.



Sapphiart – Figure example used in the scene.


Ainz Ooal Gown – figure example used in the scene (image did not upload properly)


Figure card – card used as an image target


Membership card – card used as an image target


References

Report references

Application Assets

chat GPT: used for code generation:

https://chat.openai.com/share/8c894b3a-1dd3-472f-b81a-4d51d63994b9

https://chat.openai.com/share/b7f0303b-1157-4da4-8ba8-efe1ad17ba68

Files

ARFigure.apk 119 MB
Sep 25, 2023

Get Assignment 3 AR

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