Category: Thesis
Thesis: Office Hours 3.24 / Sarah Rothberg
Midterm Feedback
Quilt Materials
Due to Covid 19 i’ve placed visiting the Garment District here on hold and have ordered some items through etsy. I also took a look at online shops from places from the Garment District for future possible purchases. With needing to maybe keep things a little more tight financially also looking to see what could be sourced as material at home from clothes, sheets or pillow cases : ) More soon ❤
Thesis: Office Hours 3.10 / Marina Zurkow
Somethings mentioned:
- to spend some time deep thinking, writing on brainstorming around the qualities, materialities of trees and quilts, patterns of mending and the lifespan and break down of materiality of both
- The Overstory by R. Powers – trees as a narrative mechanic symbol and character in storytelling and poetry
- Beryl Korot’s weaving
- History of making and thinking through textile art
- The idea of artifacts, the quilt as an artifact, as a map? as a protective layer of comfort and warmth
- how does this idea of repair and mending return to AR?
- thinking about our first lecture in magic windows
Adapting Plugin for AR
Looking at this plugin and hope to adjust it for AR ❤
Will instead stage it with Vuforia or ARfoundation image targets if can’t get it to quite work
Move to an AR session & AR session origin
- so that you can see the camera feed live behind the current game object
- try for 1 image, and then adjust for more gameObjects / texture loads later
Looking at Original Plugin
Items to consider how they’re functioning in Full Sample Scene:
- Cube
- Main Camera
- Point Light
- Assets
Items in Assets
- Sample Scene (Full)
- Unity Full Sample scene
- Materials
- Textures
- C# Script – ChangePhoto
Cube
- Transform = slight rotation allows us to see that its a 3d shape from the camera perspective
- Cube (Mesh Filter) =
- Box Collider
- trigger – unchecked
- material – no physic material
- Mesh Renderer
- Materials
- size 1
- Element 0 = PhotoTexture
- Lighting
- Cast shadows = on
- Receive shadows = checked
- Probes
- light probes = off
- reflection probes = blend probes
- anchor override = none (transform)
- Additional Settings
- motion vectors = per object motion
- Materials
- Change Photo Script
- Target Material = photo texture
- Default Texture = photo texture
- Overlay Texture = cameraOverlay Texture
- Is Save To Local file = checked
- photo Texture = legacy shaders / diffuse
- Main Color
- select image
Camera
Main Camera
tag = main camera / layer = default
- Plugins (look at more closely?)
- IOS ->
- ImagePickerLib
- Assets/Plugins/iOS/ImagePickerLib.h
- ImagePickerLib
- Assets/Plugins/iOS/ImagePickerLib.mm
- ImagePickerUtil
- Assets/Plugins/iOS/ImagePickerUtil.mm
- ImagePickerLib
- IOS ->
Tried adding in new ARfoundation Packages:
- AR subsystems (3.0.0)
- ARkit XR Plugin (3.0.1)
- AR Foundation (3.0.1)
Building Lists and Navigation (Tutorial)
Working through this tutorial for mobile lab – https://developer.apple.com/tutorials/swiftui/building-lists-and-navigation
Section 1: Get to know the Sample Data
Section 2: Create the Row View
Section 3: Customize a Row View
Section 4: Create the list of landmarks
Section 5: Make the list Dynamic
Section 6: Setup navigation between List & Detail
Magic Windows: Final
Little sleepy plant friends ❤ For this project / sketch I kept playing with AR Foundations place multiple objects example. Thinking of our class conversation on animism and some of the examples shown in the class lecture on augmenting objects. Would be better as an object / image tracking build.
Ideal Functionality:
When you tap a plant a dialogue bubble pops up and its facial emotion changes.
Also would like to try instantiating the same object with different textures, similar to what Hayk showed us in class last week with his Augmenting the urban space. That way there could be a linear dialogue being clicked through, or could toggle from asleep to awake? https://forum.unity.com/threads/how-to-instantiate-the-same-object-with-different-textures.269030/ Would also like to play with transparency layers https://forum.unity.com/threads/make-object-cube-transparent.495314/
Current Functionality:
Right now its more like a sticker, where you tap the screen a little below the pot to have the prefabs appear ( a zzz dialogue box) and set of sleeping eyes). Since the angle is based on where your phone is at time of ar session launch, the stickers wont always be at the right perspective when used. Would be better to have it centered around object recognition? Have had a couple issues with using images as materials? They seem to be getting reversed. I think I also left the UI example on that helps guide user through movement for better plane detection.
Misc Quilt Tests
Also played around some with images & stitching appear on the quilt as a simple test. This also uses the AR foundation Place multiple objects tutorial. Would like to try it for image targets (either the AR foundation example or starting with Vuforia for tests). For Some reason the textures were wrapping upside down? Need to take a closer look and make sure i didnt get lost in my XYZ system
Midterm Presentation
Thesis: Thinking about Collections
For my project’s MVP I hope to build an app that lets me create my own tree species image collections from images selected from my camera roll or taken live.
Those images would then be added to a list or dictionary (form to be explored). This collection could then be used as texture wraps viewable in AR exploration mode (Unity + ARfoundation + Swift/IOS).
Things to also consider is dynamic/mutable libraries, Loading Resources at Runtime, and world saving or some ability to save the changes to collections once the app is closed.
Other things noted: Coroutines , Quaternions
Brainstorming App build


Brainstorming around ways to organize Tree Species image groupings
- List
- is like a dynamically sized array, you don’t need to know how many elements it will have ahead of time
- can store any type
- using
- UnityEngine;
- System.Collections;
- System.Collections.Generic;
- can create a constructor and then populate your list
- .Add
- add function to add to end of the list
- .Count
- same as length property of arrays
- .Remove
- .Insert
- .Clear
- Dictionaries
- Dictionary
- to ideally have each associated target collection wrap as image textures around associated prefabs (like planes)
Maybe it would function something like this could work for the mvp? Although it is for sprites, could work similarly for images.
It contains similar steps needed:
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