AR Horses Xray Helper

The application I found that directly linked augmented reality to my major,equine science and management, was an app called “AR Horses Xray Helper.” Quentin Pleyers is the application publisher, and the intended platform is through apple products like an iPhone or an iPad. I couldn’t find hardly any information about the publisher(s?) of the app, other than the few other mediocre apps they have produced, which were more along the lines of simple games. 

The intended audience for the application is students in veterinary school, specifically those studying equine anatomy. It allows the viewer to take a close up look at the distal limbs of a horse. 

This application of augmented reality is a functional, real-world practice for veterinary students to learn how to properly and safely use x-ray equipment on horses. Inspecting the lower limbs of horses can be very hands-on and dangerous so this app offers an AR approach to let equine veterinary students learn and not compromise their safety as they do so. 

This is a somewhat appropriate use of AR. The purpose of augmented reality is to engage digital graphics with the user’s surrounding world, which this technically does. This application and use of AR however, has the same value to vet students as a physical reconstruction of an equine leg. While this is more accessible than say, an actual bone model, it would have put AR to better use with something that is much harder to experience in the real world. Which leads me to my thoughts about the lacking parts of the experience…

One thing that I would consider a weakness is the lack of the upper body anatomy. I think that it would be really beneficial for students to be able to view the internal layers and bone structure of the barrel, neck, and head of the horse as well. This would have applied augmented reality into a more beneficial learning option. Overall a pretty neat AR use in the equine science industry. Check it out here:


AR in High Fashion

The innovation of augmented reality has resulted in many new ways for us to try new things and experiences. One example being how we try on clothes/choose clothing. I am going to go over two different ways the fashion industry has included augmented reality in their advertising resulting in more traffic toward their brand. Specifically I’m going to talk about two different augmented reality lenses/filters. Dior, Gucci, and other high fashion brands have integrated the use of augmented reality into the shopping experience through virtual try-ons. For example, Dior has a set of filters for Snapchat and Facebook that allow users to try on accessories like hats or sunglasses. Gucci has a filter within the app that allows the user to virtually try on a pair of sneakers. Customers have the opportunity to see what a product looks like on them before purchasing. This is especially convenient for online purchases and big ticket items. The second type of augmented reality fashion experience is not necessarily a try on one, but an embedded 360 view of a product. For example Burberry began using Google search technology to allow customers to place a product in front of them and scroll their finger around to see different angles of the product. Burberry included larger accessories like bags and purses.

The majority of this information comes from a source called Electronic Runway which caters to peoples interested in fashion and technology. I think this use of augmented reality is very useful and functional for people into clothing. These items are luxury pieces and it’s very nice to see what something might look like on especially if you’re buying it online. I think this was a very appropriate use of augmented reality and quite creative. I think anyone into fashion or anyone who is buying a luxury item as a gift or for themselves would find this technology very useful.

I have linked here the Gucci app ( ) and some screenshots of the AR try on! To “try on” shoes and accessories simply open the app and select the “try on” tab on the opening screen.

From the Gucci App

Augmented Reality: Meet the artists creating the future of storytelling

The art world is always looking for new mediums to create with. As technology advances so does the art world. People are always moving forward in ways to create. “These illustrators, designers, and digital sculptors believe that augmented reality (AR) has the potential to unlock new forms of storytelling and self-expression.” Who knows how far AR will go but these artists aren’t waiting to around for the future: They’re creating now. Everybody has heard of Pokemon GO using AR, and even iOS measure app, but something that hasn’t been explored vastly, is augmented reality art. Many design tools continue to be developed and furthered, such as Reality Composer, and Adobe Aero.

Heather Dunaway Smith

Previously a multimedia technician at Apple, Heather discovered the creative potential of technology. She studied interactive multimedia out of a desire to tell stories that connected the audience and art. Today her art pushes the boundaries of AR, using Manu interactive elements and immersive experiences. “AR is especially good at allowing people to try on different perspectives and realities. The illusion of proximity makes the work really impactful. Experiences that seem to happen in your immediate physical space automatically feel personal and emotionally potent. If the piece is truly responding to the audience, it will give them a sense of agency and ownership over the work. The line between art and audience is blurred, leading to a deeper emotional connection.”

from Heather Dunaway Smith

Andrew Wilson

Andrew Wilson has been doing ink on paper calligraphy for nearly 7 years. He eventually discovered ProCreate on the iPad. Once he began he never turned back. He was eventually incorporating his work into the program Rough Animator and Procreate’s animation tools. “I enjoy creating lettering that has a tangible quality; something that creates the illusion of depth using light and shadow. Around a year ago I started seeing people experimenting with augmented reality using Slide AR, an uncomplicated app that allows you to arrange PNGs and GIFs in a 3D space. For me, this seemed like a great way to expand on the 3D elements I had already been trying to bring to my work.”

from Andrew Wilson on instagram

Susi Vetter

AR began as an experimentation to play and have fun, but it ended up becoming apart of her everyday workflow. She now illustrates and animates with programs such as, Procreate, Photoshop, and After affects. He works become reality in Artivive, Adobe Aero, and Facebook’s Spark AR. “There’s this magic moment when you alter or enhance the physical world with something virtual — that’s the tension I like to work with in AR and what I focus on in my process. I like making the jump from a pencil sketch in the physical world to a finished art piece in AR. I ask myself what the AR layer does to the physical art, what different aspects it adds, how it can surprise or shock and make the artwork complete. When creating a piece with AR, I like to think of it as a necessary part of the artwork and not decoration.” Another thing Susi discovered was the level of sharing and collaboration on ideas in the AR community. he hopes the excitement for these virtual mediums continue to grow.

from Susi vetter on instagram

Augmented Reality Show and Tell: Apollo 11 As They Shot It

The New York Times is one of, if not the most powerful news organization in our country. It has a rich history of upholding the truth and informing their readers. The New York Times is also looking to revolutionize the way readers read their content through Augmented Reality. One of the times most interesting AR experiences is their story on the Apollo 11 moon landing. The story incorporates transcripts from the flight log aboard Apollo 11. As you begin to scroll through the article pictures of the landing begin to appear. We then move to the moon walk phase of the mission. As you keep scrolling you end up on the moon outside of Apollo 11 with a variety of different AR filters to experience. The different filters are separate landscape shots of the moon take by Armstrong. The next phase of the story now focuses on Buzz Aldren exiting the craft. You can view his descent to the moons surface in AR as well. As you scroll through the transcripts of Aldren, Armstrong and their flight control we move to the iconic planting of the American flag on the moon. You can view the actual picture in AR as well. The article the moves to a variety of different panoramic pictures if the moon which you can view in full AR. After this the article transforms back into a more regular looking article similar to how the piece started. This piece by the New York Times is probably the most visually intriguing and intellectually engaging articles I have ever read. I am a visual learner so when what I am reading is accompanied by AR landscapes that go along with what I am reading it makes the experience much more engaging. I feel that the audience would be the younger generation mostly because they don’t read articles like older individuals. You don’t feel like you’re reading a transcript of the Apollo 11 mission. You feel like a part of the team almost because you are seeing what they saw while at the same time reading what they said about it so it makes the experience that much more immersive. I feel that this an excellent use of AR. It takes the regular article and revolutionizes the experience. With AR an article is no longer on a page its an entire experience. I feel if more news companies utilize this it could revolutionize the way we view print journalism forever.