From Clay to Play — Digitizing Artwork Into Interactive AR Characters

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Participate and share : Poster

Alexandra MacLaughlin  
Christina Zientek  

Blur the lines between traditional art media and augmented reality! Come learn how easy it is to convert a student-created clay sculpture into a living, moving character that you can interact with within an augmented reality space. Watch student creations come to life!

Audience: Library media specialists, Teachers, Technology coordinators/facilitators
Skill level: Intermediate
Attendee devices: Devices not needed
Participant accounts, software and other materials: No software is required; after the demonstration, attendees will be given a QR code to a website with several video tutorials and student resources to recreate the method in their classrooms.
Topic: Creativity & curation tools
Grade level: PK-12
Subject area: Computer science, STEM/STEAM
ISTE Standards: For Educators:
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
Additional detail: Student presentation

Proposal summary

Purpose & objective

This poster session challenges educators to incorporate low-tech solution into innovative learning environments, inspiring student creativity to new levels.

Attendees will learn about Qlone, Mixamo, and Adobe Aero.

Using a traditional design model, attendees can learn how to structure a hands-on clay activity to create a biped character. Attendees will learn how to scan the item into a 3D file that can be imported into augmented reality.

Supporting research

Mills, K. A. (2010), Shrek Meets Vygotsky: Rethinking Adolescents' Multimodal Literacy Practices in Schools. Journal of Adolescent & Adult Literacy, 54: 35-45. doi:10.1598/JAAL.54.1.4

Educators Engage Youth With Augmented Reality, Virtual Reality, and Real World Connections. (2016, November 2). PRWeb (USA). Retrieved from

Online Creation of Panoramic Augmented Reality Annotations on Mobile Phones. (2012). IEEE Pervasive Computing, Pervasive Computing, IEEE, IEEE Pervasive Comput, (2), 56.

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Christina Zientek, St. Jude Graduate School

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