ARC-1 — Ambient Residue Collectibles MVP Specification for Field-First AR Discovery, Single-Take Transfer, and Afterfield Decay

Canonical definition

ARC-1 defines a field-first augmented reality collectible system in which hidden user-placed entities are sensed through haptic and chromatic signals, revealed in situ, transferred once, and reduced over time to a fading non-interactive afterfield. 

Abstract

ARC-1 specifies a minimal viable architecture for a collectible system based on field-first discovery rather than map-first spawning.

A user places a hidden entity into the environment.
It is not immediately visible.

Discovery unfolds as:
• haptic signal
• chromatic bleed
• spatial reveal
• single-take transfer

After transfer:
• the object disappears from the world

If unclaimed:
• it decays into a non-interactive afterfield

ARC-1 defines a new interaction grammar:

presence → sensing → reveal → transfer → disappearance → residue

Core claim

Discovery should begin as felt presence, not visual certainty.

A collectible is not something you see first.
It is something you enter.

Core shift

Traditional AR:

→ map → icon → object → capture

ARC-1:

→ field → signal → approach → reveal → transfer → decay

Collectibles become:

temporary environmental traces

The ARC loop

place → hidden
hidden → sensed
sensed → bleeding
bleeding → revealed
revealed → claimed
claimed → transferred
transferred → vanished

or:

revealed → expired → afterfield → dissolved 

Detection grammar

1. Haptic pulse

A single pulse indicates nearby presence.

Not continuous.
Just a threshold.

2. Chromatic bleed

Color appears before form.
• signals type
• gives direction
• creates atmosphere

The object is not yet visible.

3. Reveal

Only when alignment is correct:

→ the entity appears in place

Lightweight.
Embedded.
Not dominant.

4. Transfer

One action:

“Take it with me”

No battle.
No throw.
No ritual.

Entity model

Each collectible:

E = { id, anchor, type, chroma, state, decay, payload, owner } 

Field form:

E(t) = A × C × R(t) × P

Decay:

R(t) = e^(−λt)

States:
• active
• weakening
• afterfield

Decay and afterfield

Decay is not failure.
It is structure.

Lifecycle:
• active → claimable
• expired → non-claimable
• afterfield → faint residue
• dissolved → gone

The world becomes:

layered in time

Placement logic

ARC-1 is user-placed.

Not system-spawned.

Meaning enters the world through:
• choice
• location
• intent

The system does not decide relevance.
The user does.

Personal box

After transfer:
• object leaves the world
• object enters personal layer

This separates:

world presence
from
owned presence

Minimal MVP

One loop:
• one placer
• one finder
• one object
• one environment
• one pulse
• one bleed
• one reveal
• one transfer
• one afterfield

Nothing more is needed.

What ARC-1 is not

ARC-1 is not:
• a map-based game
• a spawn system
• a radar interface
• a persistent object grid
• a traditional collector

It is:

a residue-based discovery system

Conceptual contribution

ARC-1 combines:
• hidden placement
• pre-visual sensing
• chromatic signaling
• local reveal
• single ownership
• disappearance
• residue memory

This creates:

collectibles as environmental events

Minimal form

place → sense → reveal → take → fade

One-sentence summary

ARC-1 turns collectibles into temporary field events that are sensed before seen, claimed once, and remembered only as fading residue.

Keywords

ambient AR; ARC-1; residue collectibles; field-first discovery; chromatic detection; haptic signal; single-take transfer; afterfield decay

Source


DOI


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Corpus

Canonical statement

A collectible should not persist.
It should pass through the world.

Paper index

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