The inaugural ‘Augmented Revolution’ AR trail featured six artworks across two Adelaide CBD locations throughout the duration of the festival. Each site hosted three physical pillars with QR codes to download the app to iOS and Android devices and unique in-app scannable codes that trigger each artwork with precise positioning based upon ground detection.

While using the app, users could locate and navigate each artwork through an interactive map, capture snapshots and live screen recordings of their device screen, and explore artist bios and artwork synopses of contemporary First Nations artists Carly Tarkari Dodd, Jaydenlee Tong, and Temaana Yundu Sanderson-Bromley, as curated by Dearna Newchurch.

 

 

The VR experience immerses viewers in the vast landscapes of South Australia’s mid-north region where the famous Tesla SA big battery is located and gives the unique opportunity to see the battery from within the compound fence.

We captured 360 footage on-location, including a breathtaking 360 drone flyover to introduce the entire experience, and introduced interactive elements to allow users to manually select an area to visit or opt for an immersive guided tour throughout four different areas. Information on each area is delivered through scripted voiceover and on-screen graphics highlighting key points suited for an audience ranging from technical engineers to school students.

 

 

Users are greeted by an animated character who acts as their guide through the Centres, encouraging them to explore, watch multimedia content including images and video, and take part in a ‘hide and seek’ style game to spot a cute character who is hiding in each room – providing another level of immersion and engagement and prepare them for their in-person visit.

Take a look at the Mount Barker virtual tour here and you can find links to all of the tours here.

 

 

When the pandemic forced the closure of interstate borders, we were presented with the challenge of how to design the exterior; a set of perspective based animations that required very specific placement to deliver the audience experience, the interior; a user-triggered storytelling space to be used by BAE executives, how to test everything and make sure that the exhibition company could install the Cube on location in Queensland… all without any of our staff being able to leave South Australia.

With no way for our team to be on the ground for bump-in adjustments typical of a project like this, we built a VR-based pre-visualisation system in Unity to instruct the Cube’s physical and digital relationship, and interactivity – providing a way to build and test real world solutions without the boundaries of location.

 

 

The app’s experiences include a language learning game with pronunciations, an indigenous plant catalogue, and an AR (Augmented Reality) experience that connects physical artworks to First Nations storytelling through digital interpretation. The ‘Circle of Elders’ AR experience is located at the entrance of the building by ‘Ngurare Beng Marna’ (Important, Big Meeting), a sculpture by a local Djaara/Bangerang artist.

“Galkangu: building with Djaara” acts as a digital companion for visitors of the Galkangu – Bendigo GovHub building, providing an additional layer of content to discover more about the inclusion of Dja Dja Wurrung design elements and language within the building’s architecture, landscaping and spaces

 

 

We delivered the 10-minute animated, interactive VR journey as an app available to be downloaded from the store and experienced on a smart phone contained in a fold-out cardboard viewing headset, allowing for easy accessibility and distribution. A brief questionnaire presented before and after the experience asks the user their opinions and knowledge of smoking, providing insight on any knowledge shift and prompting the young person to reflect and bring their new knowledge home.

Working with the Victorian Aboriginal Health Service team, we formed a narrative designed to connect to young people with familiar voices and visual images that they respect. Knowledge is shared through progressive stages of the experience on virtual Country by ‘Auntie Julie’, an elder who guides the user throughout the journey, and the people from the community the user engages with, listening as they share their lived experience stories.

 

 

Adelaide Christmas Cracker Trail pillars were installed at each location, complete with QR codes to download the app to iOS and Android devices, unique in-app scannable codes, and ground detection and decal alignment technology to take the user through an augmented reality experience based upon the festive event planned at each location.

The user (big or small) can play with pulling digital crackers, popping baubles and enjoying the jokes, facts and games within, utilising face-tracking technology to create fun, bespoke selfies to save and share, and interacting with their surroundings via the phone screen – from decorating Adelaide’s Giant Christmas Tree, posting a Christmas letter at the Town Hall, seeing Santa back on Grote Street, or taking part in a rubber duck race that appears in the Rymill Park pond.

 

 

After pre-visualisation and production was complete, Tandanya was transformed with animations and sounds created by the studio and projected by over 30 synchronised projectors and a 3D sound system onto screens made of hung gauze and other physical exhibits.

The visual and audio narrative asked the audience to pause, look, and listen at significant places to contemplate the story. Overhead, a 30-metre continuous projection of The Milky Way was created to show the story of the constellations known to the Kaurna as emu, lizard and eagle led the audience to experience the next part of the story, which also included a fog ‘spirit wind’ superbly created by Novatech that amazed audiences. It was one of the most captured images of the experience.

 

 

This film offers an unrivalled immersive experience that will leave viewers in no doubt about the devastating effect of climate change. This project fits right in the middle of our lens to produce positive social consciousness projects that entertain, engage and educate audiences. It also ties together our skills in storytelling, interactive, experiential, animation, live-action production and simulation.

Visit the Thin Ice VR website

Major Partner: Torrens University Australia
Financed and developed with the assistance of: South Australian Film Corporation, Screen Australia and Adelaide Film Festival Investment Fund
Supported by: Kathmandu and Documentary Australia

 

 

Welcome, Operative, to F.A.B.L.E. – aka the Federated Association of Believers, Leaders, and Explorers. Your mission is simple: teleport on board this foreign spaceship and connect with the alien. As you explore this new world, there are protocols to follow. Make sure you check in with the alien as you go, follow the principles of consent, and achieve a two-way flow of information that will benefit both of our races.   

Commissioned by MOD., Monkeystack set about creating an AR triggered app-based experience inspired by early 90s game graphics that is played by moving through the room. The experience can best be described as Barbarella meets the Muppets!

Featuring 6 interactive stations including 3 mini games, visitors to MOD. are guided through the experience via an app on their phone using AR marker recognition and BLE beacons installed throughout the exhibit. The app and interactives all communicate to an offsite database which changes conditions and the user journeys of each unique visitor based on how many people are in the room, leading to a rewarding experience for all