The shARed spaces team was invited to present a series of workshops as part of the summer camp programming at the White Buffalo Youth Lodge. We subsequently guided four workshops:
- 3D modelling using plasticine
- 3D scanning using WIDAR + intro to various composition tools in WIDAR
- 3D modelling using SculptGL
- Introduction to augmented reality using Adobe Aero
Participants were 11 to 14 years of age and we designed the workshops in particular stages to scaffold up to more complex tasks. WIDAR was chosen for 3D scanning because it has a wide range of in-app tools that enable users to create compositions combining different scans together, add visual effects, and view objects in augmented reality directly through the WIDAR interface. This functionality prepared participants for working with 3D modelling and augmented reality. SculptGL was introduced on day three and was selected again in this context for the intuitive and easy-to-use interface and its simplicity and accessibility. After a short demonstration, the participants were invited to create new models from scratch and manipulate their existing scans which we preloaded onto the computers. Given the choice between these two options, most of the youth selected to create new digital models and were not as interested in manipulating their plasticine model scans.
WBYL provided a number of resources and participants had access to tablets and computers so everyone could explore the technology. The shARed spaces team was also able to use a multi-purpose room with a projector which enabled us to demonstrate apps and software, and showcase participants’ creations to the group.
The final projects were brought into Adobe Aero and animated through Aero’s basic animation options allowing the youths’ models to be further activated. QR codes were exported for each scene so they can be printed and displayed at the White Buffalo Youth Lodge so the participants’ work can be experienced by staff and visitors.
Technical notes
It was discovered in moving through this workflow that scans brought into SculptGL and manipulated would lose their embedded texture mapping—as SculptGL does not have a specialized UV mapping tab—when exported and brought into Aero.