Tangible Cube (Faceit AR);
Tangible Cube is an AR demo featuring multi-participant interaction with abstract and reflective digital 3D objects in the real world. It is a persistent and anchor-based experience. This demo was presented at the AWE conference in Santa Clara in 2021.

Blender 3D
Resight Engine
  • Enable a multi-participant experience that promotes collaboration and social interaction.
  • Create a persistent, anchor-based experience that allows users to revisit the demo at any time.
This demo was designed to showcase two main features of Resight Engine: a real-time multiplayer game and persistence AR, which allows the content to remain anchored to the physical environment even when switching between sessions or devices.

We aimed to develop a demo tailored for casual gaming, offering users a "feel-good" experience. With plans to present it at the AWE conference in Santa Clara, my focus shifted to integrating the Resight Engine into our showcase.

Inspired by David Lee's elastic man, I wanted to create a similar experience in AR. However, I struggled with how to bring the dynamic nature of the web into AR in a proper way. That's where Resight Engine came in and helped everything fall into place.
As our team worked on a demo, we grappled with several UX-related questions. These questions included determining the appropriate level of pressure to apply when pressing an object, deciding how many vertices should be affected when touching an object, and exploring what would happen if two people touched the same vertices simultaneously.

Additionally, we had to consider how the experience would change when more than two people were sculpting at once. We also needed to develop an effective way to incorporate an undo function in a multiplayer environment, and we needed to determine the appropriate height for objects in the physical environment.

Another challenge was figuring out how to reset the space and delete virtual objects. We also needed to determine which types of objects would be the most enjoyable for users to interact with, and how complex those objects should be. Finally, we explored whether it was possible to create sculptable objects with reflective materials.

The rest of the development process involved iterative testing with specific focus on each 3D model. This included modeling in Blender, importing to Unity, and testing the sculpting in AR before repeating the process as needed. Despite a few sleepless nights, the application finally performed satisfactorily and was a great representation of our team at various conferences and presentations.