# data[].attributes.body
Creating 3D models out of a height map
(lorenza)

# data[].attributes.attachment_link.readable_text
When I was a kid I was dragged through more National Park visitor centers than I can remember. For me the highlight was the always the miniature model of whatever park it was. By exploring that model you could experience the landscape as if you are a bird (or Superman) and able to fly around. Standing in Yosemite valley looking up at Half Dome is amazing, but you only see it from one angle. The 3d model in the visitor center reveals so much more.

When I got into 3d printing one of the first "killer apps" I discovered was printing 3d maps. Everyone asks me what a 3d printer is good for. Well here is a great use. With a little time and some free or inexpensive software you can make your own 3d model just like the cool one in the visitor center. What's more you can make such a model of anywhere in the world. And depending on the data available you can sometimes make a model much more accurate than the one in the visitor center. For instance my model of Yosemite valley is so accurate that you can see individual trees.

You aren't limited to anywhere in this world, with a little digging you can find data for the Moon and Mars as well.

Step 1: How Does This Work?

If you want to see an exact step by step walk through of this process you can watch either of my two videos linked above.

I made my first 3d terrain models following the instructions given by Gregor Luetolf. His techniques work well and I still use some of the same software, but I have made some improvements which I will detail here.

The basic process is as follows:

1 Get digital elevation data for the area you wish to model. You will typically download that data as a GeoTiff file.

2 If necessary, crop the section of interest from the larger dataset.

3 Convert that data to a DEM file.

4 Make a 3d model based on the data.

5 Print and enjoy.

Share

Recommendations

IoT Challenge

Arduino Contest 2019

Classroom Science Contest

Step 2: Get Your Data: OpenTopo

There are many places online you can get DEM or digital elevation model data from and as you look around you may discover more. The best and easiest to use one which I have found is http://opentopo.sdsc.edu/. It has a really easy to use interface which allows you to crop the section you want and download just that chunk. It also has really good tools for thinning the data before you download which is great because it has some datasets of unbelievable size and it is much nicer to crunch through them on a super computer rather than melting your laptop. Opentopo has a huge collection of LIDAR datasets which record the surface of the earth in such detail that you can sometimes see individual trees and cars. While some LIDAR data may have data points every foot the coverage is very limited. In 2000 the Space Shuttle flew a mission called the SRTM or Shuttle Radar Topography Mission where they surveyed almost all the land areas of the planet. You can download this data from anywhere in the world but it is at a relatively low resolution of 1 data point every 100 feet or so. It is great for mountains, but you can't see smaller features very clearly.

Using their web tools select the area you want and download it as a GeoTIFF file. Depending on the dataset you are using you may have a option to set the grid resolution. This determines how detailed your model will be. You will need to play around some to determine how much data your comparatively puny little computer can handle. Start with their default setting and play from there.

Since this file is produced by a massive Unix supercomputer it comes zipped up as a .tar.gz file (sometime known as a tarball). This is just the Unix version of a .zip file. It isn't hard to unpack, but you may need a tool like 7zip for windows.

Step 3: Get Your Data:The National Map

If you are looking to model an area where you can't find data on openTopo you could check The National Map. It is another good source of DEM data (at least for the US). The interface is easy to use and you can select from elevation models at various different resolutions. The problem is that it doesn't crop the data for you, you need to download the files and open them in QGIS to crop them and extract the data. You may also have to merge different tiles of data and then crop them. This is possible with QGIS but it is a royal pain. But the National Map gives you access to datasets which you can't get on OpenTopo so it is worth knowing about.

A note for our international friends: Both of these sites are sponsored or funded by the US government and as such they concentrate mostly on data from the US. OpenTopo has the SRTM project data which is worldwide, but the more detailed datasets are all from the US. I don't know if these websites can be accessed from outside the US. Some countries have their own download sites where you can find data from your own part of the world. But no matter where you are in the world if you look around you can probably find some data to work with.

Step 4: Crunch Your Data

So hopefully by this point you have a downloaded and un-zipped GeoTIFF file. Some of you may recognize that a TIFF file is a standard raster image file format. So it should come as no surprise that you can actually open this file with Photoshop or a similar program and look at it. It is a greyscale image where the darker areas represent lower elevations and the lighter areas represent higher points. It is possible to run this image through one of myriad programs which convert greyscale pictures to 3d models. This is a useful method as a last resort, but you are left to guess at the scale of the z axis. You can fudge it, but the x and y axes of your model are accurate to millimeters shouldn't the z axis be as well?

My preferred workflow takes the GeoTIFF and converts it to an Ascii DEM file. There are a couple of programs you can use for this. The best one to start with is 3DEM . Although this program is no longer being developed it still works most of the time for what we ask of it. You simply open the GeoTIFF, admire the pretty picture and save it is an ASCII DEM. It couldn't be simpler, except that it doesn't work with all the data sets out there.

The other option here is called MICRODEM. It does all kinds of things which I'm sure are amazing to folks who understand them. For our purposes you just load your GeoTIFF, which they refer to as opening a DEM (just to make things confusing) and then save it as a USGS ASCII DEM. Also worthy of note, there is a function to output your file directly as a .obj 3d model. This option is located in the appropriately named " Caveat emptor" submenu. It is sometimes useful when the next step fails, but it usually produces models with a lot of artifacts which need to be cleaned up by hand.

Step 5: Make Your Model

The best program to make a 3d model from DEM data is AccuTrans3d . This is another quirky program which does all kinds of amazing stuff. Like MicroDEM it has the feel of someone's personal tool box that they wrote to do what they needed to do at the time and then released to the world in case someone else had a use for it. You can down load it and try it for free, but if you decide to use it please send the the author the $20 he asks for it. It isn't very polished and the interface is difficult at times, but once you get the hang of it it does a great job of tuning our DEM data into an accurate 3d model.

The workflow starts with opening your DEM file as a USGS 1 degree ASCII DEM. Then use the " Convert to 3d" function to make your model. This tool's dialog box gives you the option to thin out the data a bit which you may choose to do if you have a big data set and a memory challenged computer. After you have made the conversion I suggest the " Adjust object" tool to shrink your model somewhat. AccuTrans sees things actual size so if you try to export a mountain it isn't going to fit on your printer, and it may cause a painful death to any modeling software you open it with. Scale by whatever factor you need to get the model onto your printer. Accutrans' internal units are meters, but those are interpreted as millimeters when you import your model into other software.

Right now your model is just the top surface of the terrain so it isn't printable. Luckily we can use the curiously named " Extrude Pseudo 2d surface" tool to fix that. You can choose whether to flatten the base for printing on an FDM printer or merely thicken the surface for more economical printing on industrial printers like Shapeways uses. The algorithm which flattens the base is a bit annoying because it projects every polygon from the top surface to the bottom. This doubles the size of your file, when it really only needs to add 4 data points to define the flat rectangular bottom as a single polygon.

Step 6: Set Up for Printing

After you export your model from AccuTrans3d you may want to do some post processing before printing it. I usually use Blender to merge all of the polygons on the bottom of the model into one. This cuts your model's size in half with no loss of quality. It makes it easier on your slicer software particularly if your model is large to begin with.

The other thing to consider is which orientation to print your model. For large scale things like mountains I tend to print them in real world orientation. This avoids printing overhangs and the layer lines mimic the topographic lines of a map which is cool. Really detailed maps made from LIDAR scans are sometimes better printed on their side because the sides of a print reproduce more detail than the top.

Step 7: Print Your Map

Once you have your model set up it isn't hard to print, but there are a few tricks. Because your base will be a large square or rectangle it may have pull up problems when printing. PLA is a more forgiving material for this type of print as it tends to shrink less. Choose a build plate with good stick characteristics such as PVA glue on glass. And keeping the whole printer warm or at least away from cold drafts can help with the print. You can save time when printing maps like this by not printing any base layers. You don't get as neat an appearance on the bottom but it can save hours of printing. It also helps keep the model on the build plate because there is less material to shrink and pull on the early layers.

This Yosemite model was made by gluing together 35 separate prints. Each print took about a day on a Replicator clone. The LIDAR data is so accurate that you can see individual trees and cars in parking lots.

Have fun with the technique and be sure to let me know what you come up with.

# data[].attributes.attachment_link.description
Make 3d Printed Topo Maps of Anywhere: When I was a kid I was dragged through more National Park visitor centers than I can remember. For me the highlight was the always the miniature model of whatever park it was. By exploring that model you could experience the landscape as if you ...

# data[].attributes.body
Create height maps of any place on earth
(Lorenza)

# data[].attributes.attachment_link.readable_text
International Tabletop Day is a celebration of one of the greatest of human inventions - playing games together. When you gather with friends around your favorite board and tabletop games, you'll be taking part in a tradition that goes back thousands of years, when games such as Go and Senet were invented.

Over their lifetime, board and tabletop games have changed very little, as far as the way they are played. However, as with all the things, change is inevitable and augmented reality (AR) is one of the prime mechanisms leading the way. Let's take a look at five devices at the forefront of this AR change to tabletop gaming.

HoloGrid: Monster Battles

The idea of AR has been around since the early 1900s, but it was in the movie Star Wars: A New Hope, in the scene where Chewbacca and R2D2 are playing a chess-like game with holographic creatures (dejarik), where the world got to see what AR was, and what it is finally coming to be.

Phil Tippett is the creator of that miniature monster chess game and has since used his supreme visual effects skills to make more creatures come to life in iconic geek movies such as Dragonslayer, RoboCop, and Starship Troopers. In 2016, Tippett Studio partnered with Happy Giant to create and publish the HoloGrid: Monster Battle, which was successfully funded via Kickstarter with the help of 824 backers and over $100,000 raised.

HoloGrid: Monster Battle is an AR hybrid turn-based strategy/collectible card game made for two players or teams, available for iOS and Android devices, and with cross-platform play. It ships with two foldable device stands, two card packs, and rules sheet, and may be bought directly from the website, or from Amazon. The free AR app is available for download on Google Play and iTunes. Sadly, Chewbacca, R2, nor the Millennium Falcon come with the game.

Live Game Board

The Live Game Board ( LGB) AR device was introduced back in June 2014, and released in October 2014. The physical part of the game is a simple mat that acts as the game board. The AR aspects are overlaid onto the board and visible through mobile devices. The LGB mat can be bought directly from the website, is available on hard paper and plastic poster material, comes in a variety of sizes, and with US prices ranging from $7.50 to $14.50. LGB AR games are all currently free and available only for Android devices.

But LGB is more than just a game mat with multiple AR games at hand. LGB was designed to also be the world's first AR mobile game publishing platform. The LGB software developer's kit (SDK) for Unity and Vuforia is free to download from the game website, and you are invited to publish your games on the LGB game store. The LGB games currently available are few, with more on the way. In the meantime, you could be taking advantage of the LGB SDK to create and publish your own AR games.

GAME-ON

The AR tabletop game system uses specially-designed playing cards created by GAME-ON creator Damien Lopez, and the Aurasma app developed by Hewlett-Packard. According to the GAME-ON Kickstarter page and this Reddit post, Lopez is creating GAME-ON to be a full-fledged gaming system akin to Live Game Board, but using special playing cards as the AR medium.

GAME-ON is still in development, but the game's YouTube page has videos of a small variety of cards that have already been designed for games so far. Lopez stated he will be "registering to attend gaming events as part of my continuing efforts to raise awareness for GAME-ON", so look for him and the game at the gaming cons you attend this year.

Genesis Augmented Reality

"Imagine if Mortal Kombat and Pokemon had an augmented baby." That's the premise behind the Genesis Augmented Reality gaming system, according to the games' teenage creators, Long Roos and Ryan Neale.

Like the GAME-ON system, Genesis AR uses specially-designed cards as its base, but uses them more like a traditional trading card game. However, Genesis AR distinguishes itself in two ways - by utilizing real-time strategy gaming mechanics, and by having an RPG-like system already built around it.

Genesis AR players take on the roles of six drifters: Baron, Osirus, Tyran, Aurora, Erebus, and Alatus. Each character has their own skills, equipment, and origin story, and can be summoned to fight each other in AR with the cards and your mobile devices.

For a limited time, the Genesis Augmented Reality Starter Pack is available for pre-order on the website. The Pack includes "2x Random Genesis characters, Single Player Horde Mode & Rose Aurora Skin".

CastAR

Probably the most high profile device on this list, CastAR (developed by Technical Illusions) is coming at AR in a different way compared to the previous companies. Instead of viewing AR through mobile devices, it's building on the current trend that virtual reality is on, but with actual eyewear in place of full headsets. No playing cards, no game mats.

But gaming is definitely a priority for CastAR. Technical Illusions was founded in 2013 by Jeri Ellsworth and Rick Johnson, two people who had previously worked on teams involved with developing virtual and augmented reality products at Valve. In August 2016, Darrell Rodriguez was appointed as its CEO, having previously been a president at LucasArts, and COO of Electronic Arts Los Angeles. And in September 2016, the company established CastAR Salt Lake City, a studio specifically tasked with developing mixed reality gaming and entertainment.

Sometime in 2017 is when the CastAR glasses are scheduled to meet the public eye. Until then, we'll have to wait and see what effects it'll have on gaming. Taking in everything being talked about, it sure looks like CastAR will be a positive benefit for games and gamers alike.
This International Tabletop Day, will you be playing any augmented reality games? Are you already involved in AR gaming? Let us know in the Comments! Header image credit: Genesis Augmented

# data[].attributes.attachment_link.title
Five Augmented Reality Devices That Hold The Future Of Tabletop Gaming | Geek and Sundry

# data[].attributes.attachment_link.description
International Tabletop Day is a celebration of one of the greatest of human inventions - playing games together. When you gather with friends around your favorite board and tabletop games, you'll be taking part in a tradition that goes back thousands of years, when games such as Go and Senet were invented.

# data[].attributes.body
Ik heb meerdere projecten voor hen gedaan.

https://thevirtualdutchmen.com/2018/03/02/the-mine-explorer-we-brengen-archief-tot-leven/

# data[].attributes.attachment_link.readable_text
Galloperende paarden, knallende musketten en kanonnen, rook vulde de lucht...

In 1815 was er maar één missie: overwinning! De slag bij Waterloo werd meer dan 200 jaar geleden besloten. De strijd was significant voor de verslechtering van het rijk van Napoleon.

LiveTour5D heeft ons gevraagd om de historische strijd opnieuw te maken, zodat de strijd kan worden herbeleefd in het hier en nu. De Virtual Reality -ervaring van de slag bij Waterloo zal op locatie aan bezoekers van het museum worden aangeboden.

# data[].attributes.attachment_link.title
De slag bij Waterloo in Virtual Reality - The Virtual Dutch Men

# data[].attributes.attachment_link.description
Galloperende paarden, knallende musketten en kanonnen, rook vulde de lucht... In 1815 was er maar één missie: overwinning! De slag bij Waterloo werd meer dan 200 jaar geleden besloten. De strijd was significant voor de verslechtering van het rijk van Napoleon.

# data[].attributes.attachment_link.readable_text
The first augmented reality app for the BBC will be released to coincide with the its new Civilisations series

The BBC is launching its first augmented reality app, as part of a major collaboration between the BBC and more than 30 museums from across the UK and to mark the launch of new landmark arts and culture series, Civilisations.

'Civilisations AR' is being developed by BBC Research & Development and Nexus Studios, enabling people to explore some of the most important exhibits from UK museums in the comfort of their living rooms. The app will be available for IOS and Android from the beginning of the new series.

A range of fascinating artefacts have been digitally scanned and will be available to view as part of a new virtual exhibition. The app will feature exhibits like an ancient Egyptian mummy from the Torquay Museum, Rodin's The Kiss from the National Museum of Wales, The Umbrian Madonna and Child from the National Museum of Scotland, as well as shining a light on treasures from smaller UK museums.

Major themes from the new Civilisations series will be incorporated into the AR app, allowing people to view, explore and discover the artefacts like never before. At the heart of the experience is a core 'magic spotlight' feature, allowing users to uncover annotations, audio and imagery that enrich the story of each exhibit.

Other features will include:

-X-ray - users will be able to see through or inside an object, such as seeing through a sarcophagus to the mummy within

-Restoration - this feature can be used to rub through the layers of history, bringing lustre to a metal chalice or colour to a faded sculpture

-Navigation - users can browse the exhibition geographically using an AR globe or via the themes of the series

In addition to the AR app, BBC R&D will be using its own Story Explorer tool to let people discover the series and its themes in a digital way through a range of text, clips and images. This enables audiences to delve into the rich content and see how the history fits together at their own pace.

BBC R&D is also making a range of in-house and third party digital tools available to Civilisations Festival partners to help them find new ways of telling stories, to develop their in-house digital skills and to provide them with a digital legacy following the festival's conclusion.

Throughout the Civilisations Festival, museums, galleries and libraries will be able to use a tool, built by BBC R&D, enabling them to produce live broadcasts of talks, panel discussions and Q&As to a professional broadcast quality.

The SOMA tool (single operator mixing application) is a browser-based mixer that lets a single operator to cut between any number of cameras, pre-recorded video, audio and graphics for live broadcast from a remote location, via the internet.

Live broadcasts will be hosted on museums' websites and on BBC Taster.

BBC R&D is also making another tool, SeenIt, available to cultural organisations to help them actively engage communities and audiences by making them contributors. Museums, galleries and libraries can set challenges or tasks for their audience to contribute a film on that topic, such as one of the themes from the Civilisations series. Their footage is then sent via the app to the SeenIt Studio, where a producer can collect, curate, edit and publish the user-generated content as part of a wider story.

Stories will be hosted on organisations' websites and social media profiles.

Cultural organisations can also use a 360 video tool being made available by BBC R&D called EEVO to immerse people in their collections. Within a 360 environment, audiences can use hotspots, branching narrative, and 3D audio features, to explore a collection however they choose to.

360 collections will be hosted on the BBC Taster VR app.

A visual storytelling tool, Canvas, has been made available for arts organisations to help them tell stories in a visually compelling way. Arts organisations taking part in the Civilisations Festival can focus on one artefact to tell a story about history or culture, or create a narrative around a range of cultural pieces and what they tell us about civilisation.

Visual stories will be hosted on museums' websites and on BBC Taster.

Eleni Sharp, executive product manager for BBC R&D, said: "The Civilisations Festival has opened BBC R&D up in a brand new way. Not only has it brought innovative digital tools and skills to hundreds of museums, galleries, libraries, archives and other arts organisations from all over the UK, it has enabled us to trial our ideas and technologies on a huge scale which is going to influence and inform our work over the coming months and years.

"The work we've done with these organisations will enable fans of the series new ways to engage with art and cultural artefacts from across the country. The BBC's first ever AR app is a great example of this, offering users the ability to explore a personal, virtual exhibition of fascinating pieces whenever and wherever they want."

# data[].attributes.attachment_link.keywords[]
nexus studios brings historical artefacts to your living room in bbc ar app

# data[].attributes.attachment_link.title
Nexus Studios Brings Historical Artefacts to Your Living Room in BBC | LBBOnline

# data[].attributes.attachment_link.description
The first augmented reality app for the BBC will be released to coincide with the its new Civilisations series The BBC is launching its first augmented reality app, as part of a major collaboration between the BBC and more than 30 museums from across the UK and to mark the launch of new landmark arts and culture series, Civilisations.

# data[].attributes.attachment_link.readable_text
Erwin Bossers explores how technology and AR can now bridge the gap between online and offline reality

Digital is connected to all aspects of our day to day lives and businesses are thriving due to this digital revolution we're currently experiencing. However, if digital is so integrated into our lives, why is it still so difficult to connect our digital initiatives to analogue results? The everlasting quest for true omni-channel attribution is still ongoing and is a topic most retail brands are struggling with. But nothing is impossible and that's what multiple sessions at SXSW show: there are many possibilities in technology and AR that can change the future for commerce, both on- and offline.

Technology to bridge the online and offline reality

During her talk 'Using AR to Bridge the online-offline retail gap', Tricia Katz from Magic Leap talked about virtual reality, augmented reality and spatial computing as a technological fundament to offer new and relevant experiences to customers. However, few brands are jumping on board that boat. Which is odd, because research has shown that over 60% of all shoppers would pick a retailer that offers AR functionality in their shops. Also, 68% of all consumers are spending more time with products and services when there is an integration with AR. And that's not all, fully augmented pop-up stores have seen an average order value increase of 300%. Many consumers reported that without the experience they wouldn't have bought a product so the experience contributed to the want to purchase.

Bridging digital and bricks

Another example that was laid out during SXSW was by Accenture Digital. A hypothetical customer journey was set out as an experience. Imagine you are browsing for a new pair of sunglasses and you're using an AR application to do so. This app projects the sunglasses you select onto your face. Though the visuals are not yet optimal, it works quite well at giving you an idea of the shape and look on your face. Within this app, you can also buy the product and have it delivered to your home or to a nearby store.

Should you choose to have your glasses delivered to a store, a salesperson carrying a tablet will receive all of your personal information and data. This data includes browsed products, any previous purchases, other recommended products and also personal information (i.e. hobbies and interests) gathered from social media. This will allow much a much more tailored in-store experience as the salesperson has a much deeper understanding of you as an individual. He or she might ask you questions that they already know the answer to such as "are there any special relatives with a birthday coming up because we have a special promotion happening right now" to generate more sales and entice the customer. This is a linear example of how using technology can be good for both consumers but also brands.

So what?

All this data is being inputted into systems which allows knowledge about individuals to be used in either advertising or personalisation of digital touch points such as websites, newsletters or even the product offerings.

AR applications are no longer a "cool" idea or a funny gadget you can play with. It's only a matter of time until the entire retail sector fully discovers the potential of creating experiences that bridge the physical and the virtual. Companies are already starting to connect both worlds via cashless transactions, QR codes and sending receipts via email or even WhatsApp. These concepts are called "on-premise experiences" and they are going to be crucial in connecting your digital strategy to your offline sales.

The fact that the Payment Service Directive (PSD2) has landed is the writing on the wall how consumers will pay in the future and let's not forget that at the end of 2018 Google Payment (part of Alphabet) received a banking license from Lithuania.

Picture a future when you can pay with your Android phone using your Google or Apple credit card. From a data perspective, this would complete the entire customer journey on a single platform from searching for something to visiting the website and in-store transaction. This would allow Google to directly connect and show the effects of online ads to offline purchase behaviour and create an absolute goldmine of data for marketer and brands alike. The question to be asking yourself here is not if this will happen, but when this will happen?

The Take-Away

As a brand, you need to act now. You should start exploring the numerous potential opportunities to create experiences that can function as a gate between the digital world and the physical one. Don't be scared of the required technology and initial investments. The upside and added value to your customers will outweigh the downside. Any brand that does not incorporate this will soon be obsolete.

# data[].attributes.attachment_link.title
The Portal between Two Realities | LBBOnline

# data[].attributes.attachment_link.description
Erwin Bossers explores how technology and AR can now bridge the gap between online and offline reality Digital is connected to all aspects of our day to day lives and businesses are thriving due to this digital revolution we're currently experiencing.

# data[].attributes.headline
Become a Greek Hero with Biborg's AR Facebook Experience for Ubisoft

# data[].attributes.subject
Become a Greek Hero with Biborg's AR Facebook Experience for Ubisoft

# data[].attributes.body
https://lbbonline.com/news/become-a-greek-hero-with-biborgs-ar-facebook-experience-for-ubisoft/

# data[].attributes.attachment_link.title
Assassin's Creed Odyssey - Transformez-vous en Kassandra

# data[].attributes.body
Vanaf pagina 19

# data[].attributes.body
(Pieter)

# data[].attributes.body
UK – Magic UX imagines how we could use augmented reality (AR) to organise and streamline our use of phone apps.

According to design and innovation studio Special Projects, the average person uses about 25 apps per week, which means they are multitasking for a fifth of the time spent on their phones. In response, Special Projects has created Magic UX, a smartphone interface concept, which allows users to create a virtual desktop in order to 'pin' apps or images against to retrieve later.

Enhancing the typically mundane experience of jumping in and out of apps, Magic UX was inspired by the way people naturally place objects on a desk. With no limit to the amount of apps or images they can pin to a space, users are able to explore their smartphone in a more fluid way.

Although currently a concept, Magic UX shows how AR can be used in a subtle, practical way. Read our microtrend Immersive Interfaces to discover more.

# data[].attributes.body
Concept (4) hoe ik het voor me zag volgens de groep (Pieter)

# data[].attributes.attachment_link.title
Oracles Game: Civil War - Viral Reaction on ORACLES AR Board Game

# data[].attributes.attachment_link.description
SCANable teamed up with The Mill, Garage Magazine, renowned make up artist Pat McGrath, photographer Phil Poynter and Beats by Dre to bring supermodels Cara Delevingne, Kendall Jenner, Lara Stone, Binx Walton and Joan Smalls to life on the February cover of Garage.

Find out more: http://scanable.com/featured/behind-work-garage-magazine-augmented-reality-app/
Follow @SCANableon Twitter, Facebook & Instagram for more updates.
Website: SCANable.com
Facebook: https://www.facebook.com/pages/SCANable/309378532501406
Twitter: twitter.com/SCANable

# data[].attributes.attachment_link.title
Garage Magazine Nº10: Marvel Comics Augmented Reality Covers

# data[].attributes.attachment_link.description
The Mill worked closely with Garage Magazine to combine high end fashion with high end visual effects, bringing supermodels Candice Swanepoel, Adriana Lima, Lexi Boling, Cuba Tornado Scott and Karlie Kloss to life with a series of beautiful and captivating visuals inspired by the classic Marvel superheroes Spider Gwen, She-Hulk, Captain Marvel, Thor and Black Widow. The covers, when paired with the app, allow viewers to see 3D renders of each model encased in their superhero inspired armour. Learn more: http://www.themill.com/portfolio/2734/spring--summer-2016-

Follow @Millchannel on Twitter, Facebook & Instagram for more updates.
Website: www.themill.com
Facebook: facebook.com/MillChannel
Twitter: twitter.com/millchannel
Instagram: instagram.com/millchannel

# data[].attributes.attachment_link.title
GARAGE Issue Nº11 Interactive Snapchat Cover

# data[].attributes.attachment_link.description
The Mill teamed up with GARAGE Magazine to create the September issue's interactive cover which unlocks a bespoke Snapchat Lens, as well as an augmented reality experience and exclusive content via the GARAGE app. Learn more in our Behind the Scenes blog: http://www.themill.com/millchannel/842/behind-the-project%3A-garage-magazine-issue-no.11 
Follow @Millchannel on Twitter, Facebook & Instagram for more updates.
Website: http://www.themill.com
Facebook: http://www.facebook.com/MillChannel
Twitter: http://www.twitter.com/millchannel
Instagram: http://www.instagram.com/millchannel