Augmented Reality Research at Princeton University

Our team creates AR systems that help people build social connections, learn new skills, and stay connected.

Capybara

Programmable and Social AR for Children
By Princeton HCI
Capybara is a social AR app that aims to democratize AR by empowering young people to express themselves through creating AR content with others while learning programming. Inspired by Scratch and Pokémon GO, Capybara will enable people of all ages can used block-based programming to build AR experiences with 3D characters that they can place at physical locations, which others can interact with and remix into their own creations.
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Dream gARden

Collaboratively Created AR Spaces
By Liz Petrov
Despite the potential for connecting strangers in the digital realm, current research has not explored location-based augmented reality experiences that enable strangers to connect by building artifacts collaboratively. With Dream Garden, anyone can see 3D flowers planted by strangers, and plant their own flowers to grow the garden. Dream Garden gives us insights on how we can use augmented reality as a tool to bring people together in real life, creating technologies that bring us together instead of driving us apart.
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ARtic Escape

Socially Engaging AR Escape Rooms
By Theo Knoll
While physical escape rooms provide groups with fun, social experiences, they require a gameplay venue, props, and a game master, all of which detract from their ease of access. We present ARctic Escape, a co-located augmented reality two-person escape room designed to promote collaboration through play. Participants found that the ARctic Escape experience was fun, collaborative, promoted discussion, and inspired new social dynamics.
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PokAR

Facilitating Poker Play Through AR
By Adam Gamba
PokAR aims to alleviate the following three difficulties of traditional poker by leveraging AR technology: (1) the need to have physical poker chips, (2) complex rules of poker, and (3) slow game pace caused by laborious tasks. With PokAR, two players engage in heads-up Texas hold’em poker, utilizing AR on their mobile devices to facilitate gameplay. We found that PokAR slightly increased the game pace, and participants had an overall enjoyable experience, suggesting that AR has the potential to augment and simplify traditional table games.
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Research Team

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Youjean Cho
Undergraduate Student
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Amna Liaqat
Postdoctoral Research Fellow
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Fannie Liu
Researcher
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Andrés Monroy-Hernández
Assistant Professor

Alumni & Collaborators

Theo Knoll
Alumni
Adam Gamba
Alumni
Liz Petrov
Alumni