The Art of Crowddreaming
EN
EN
  • Crowddreaming
  • The Stigmergic Paradigm
    • The First Crisis of the Analytical Paradigm
    • The Digital Challenges and the Second Crisis of the Analytical Paradigm
      • The Digital Representation of Reality
      • The Conceptual Challenge of Space
      • The Conceptual Challenge of Time
      • The Conceptual Challenge of Speed
  • A Working Hypothesis for a new Paradigm
  • The Stigmergic Paradigm and the "Digital Monument" conceptual framework
  • Building a Digital Monument
    • The Art of Crowddreaming
      • From the Big Dilemma to the Intent
      • From the Intent to the Story
      • From the Story to the Production
      • Production Examples
  • Overlaying Digital and Objectual Dimension
    • Spatial Computing and the Virtual Continuum
    • Why to use Augmented Reality for a Digital Monument
    • Why not to use Augmented Reality for a Digital Monument
  • Tutorial
    • From Insight to Intent
    • From Intent to Story
    • From Story to Production
  • A Good Practice
    • The Crowddreaming Challenge
    • Brief History of the Challenge
    • The Challenge as a Crowddreaming Effort
    • Keys to Success
    • Risk Factors
    • A Transfer Model
      • The Public Call
      • Addressing training Needs
      • Content Development
      • Evaluation
      • Deployment of Europa Square
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  1. Overlaying Digital and Objectual Dimension

Why not to use Augmented Reality for a Digital Monument

It is important to be aware of today's limits of AR technologies in the design phase so to avoid to generate unrealistic expectations and consequent disappointment.

  1. Very high-end, and therefore expensive, smartphones and tablets are required.

  2. The lack of uniformity in the behavior of Android devices makes very difficult to control the quality of experiences for these systems.

  3. Battery life is still a big problem. An experience that is continuously active runs out of battery generally within a maximum of 1 hour.

  4. It is still very difficult to make different users interact within the same experience.

  5. The market is still very immature and the chances that a product or platform will not last are very high.

Keeping these limitations in mind, today it is more than possible to create reliable solutions for controlled environments, as those in schools tipically are.

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Last updated 5 years ago

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