Wednesday, August 19, 2015

Computer Scientists Introduce a New Software Modeling Program

UMass Amherst Computer Scientists Introduce New Graphics Software


August 11, 2015

AMHERST, Mass. – Computer scientists from the University of Massachusetts Amherst led by Evangelos Kalogerakis today unveiled a new software modeling program that uses sophisticated geometric matching and machine learning to successfully mimic the human perception of style, giving users powerful new tools to compare the style similarity of three-dimensional (3D) objects.

Computer Scientists Introduce a New Software Modeling Program Augmented-Reality-Technology-046
Computer Scientists Introduce a New Software Modeling Program
Kalogerakis and his doctoral student Zhaoliang Lun in the College of Information and Computer Sciences at UMass Amherst, with Alla Sheffer from the University of British Columbia, presented their new algorithm at one of the world’s largest computer graphics conferences, the annual Association for Computing Machinery’s (ACM) Special Interest Group on Computer Graphics and Interactive Techniques (SIGGRAPH) 2015, going on this week in Los Angeles.

Kalogerakis is an expert in developing computational techniques that analyze and synthesize visual content, focusing on machine learning algorithms that help people to create 3D models. To develop the new software, he and colleagues drew on observations about style similarity in art history and appraisal literature, which provided geometric elements including shape, proportion and lines, and visual motifs as key indicators of stylistic similarity.

They also used crowdsourcing to present object’s style comparisons to more than 2,500 people, including artists, who volunteered via Amazon Mechanical Turk on the Internet. This yielded more than 50,000 responses on seven structurally diverse categories, buildings, furniture, lamps, coffee sets, architectural pillars, cutlery and dishes. The human respondents agreed on style similarity on average 85 percent of the time.

As for the software tool, the researchers evaluated it by comparing its responses to the human evaluations and found that it achieves “a surprising agreement rate” of 90 percent, Kalogerakis reports, “making it your next-to-best alternative style expert for providing you with suggestions of objects to populate your home, dining table, or virtual reality environment.”

As he explains, computer graphics algorithms help people create movies, visual effects, games, virtual and augmented reality environments. They are also useful in manufacturing real objects and designing architectural scenery. More generally, the new algorithm is expected to be useful to those exploring databases of digital representations of buildings, pillars and other objects according to style attributes for designing virtual or real environments, creating content for a computer game, and populating an augmented reality environment with virtual objects.

Computer algorithms also run in the background on many devices, as well, he says, such as spell and grammar checkers, programs that deblur photographs or focus on faces. Robots run computer algorithms to recognize their environment to move around and pick up objects. Online search engines run computer algorithms to help users find documents, pictures and videos.

SIGGRAPH members include researchers, developers and users from the technical, academic, business and art communities who use computer graphics and interactive techniques. ACM is the world’s largest educational and scientific computing society for educators, researchers and professionals to inspire dialogue, share resources and address the field’s challenges.

Following links gives more information about new software modeling program

Elements of Style: Learning Perceptual Shape Style Similarity  (PDF)


Friday, August 7, 2015

First Eye Tracking Upgrade for Augmented Reality Glasses

SMI Shows First Eye Tracking Upgrade for Augmented Reality Glasses


SensoMotoric Instrument (SMI) adds eye tracking to Epson Moverio BT-200 for hands-free interaction, gaze sensitive on-demand content, and personalized visualization in augmented reality.

BOSTON and TELTOW, Germany, August 6, 2015 /PRNewswire/ --

At the 2015 Siggraph Conference, SensoMotoric Instruments (SMI) shows the world's first Eye Tracking Integration for augmented reality, based on Epson's Moverio BT-200 see-through head mounted display and on SMI's mobile eye tracking platform. With this new solution, unprecedented quality and efficiency is brought to personalized visualization and to multi-modal, hands-free interaction with context-sensitive displays. For the first time, professionals and researchers can integrate gaze, and visual attention in AR applications.

[caption id="attachment_310" align="aligncenter" width="500"]First Eye Tracking Upgrade for Augmented Reality Glasses Augmented-Reality-Technology-045 First Eye Tracking Upgrade for Augmented Reality Glasses[/caption]

SMI will demonstrate the solution at Siggraph in Los Angeles, booth 1022, August 11-13, 2015.

One critical component for a good AR user experience is the ability to accurately overlay and add content to objects, as if pinning it to them. To achieve this, precise knowledge about the users' physiognomy and gaze is required. SMI's advanced eye tracking algorithms offer this quality and add continuous adaption of the visualization to the user's biometric information, replacing current cumbersome and error-prone display calibration routines.

Visual orientation, search and inspection procedures are often crucial, yet error-prone, tasks in manufacturing, logistics, technical service, medical and other professional fields. Gaze-sensitive information processing supports tasks by exploiting the user's attention, e.g. by providing "in-the-loop" gaze guidance during procedures that are quality-sensitive and visually complex. This can be done by structuring, guiding and monitoring the search, and the visual intake progress. Eye tracking enables objective assessment and documentation of what is seen. Gaze overlay also allows for transfer of expertise and can make expert knowledge and procedures explicit and transparent to others.

With eye tracking in AR Displays, context sensitive information can be provided to the user exactly when he needs it, where he needs it. Superimposing information and instructions onto real objects gives the user access to instant 'at-a-glance' and on-demand information, such as condition of cargo, health data of patients, or performance data of machines. SMI's eye tracking integration into multimodal interaction helps to realize convenient, hands-free device and application operation in these challenging situations and environments.

"I believe that eye-tracking is one of the last remaining critical interaction mechanisms that will enable digital eyewear to be intuitive for end users and SMI is the clear leader in this space," says Pete Wassell, CEO and Co-Founder of Augmate.

Professor Dr. Thomas Schack, who leads the research group "Neurocognition and Action - Biomechanics" (NCA) at the Cluster of Excellence Cognitive Interactive Technology (CITEC) at Bielefeld University: "SMI's AR eye tracking is the technology platform that helps us realize a unique research project at CITEC, funded by the German Federal Ministry for Education and Research. ADAMAAS focuses on the development of a mobile adaptive assistance system in the form of intelligent glasses."

"SMI Eye Tracking for Augmented Reality Glasses completes our broad range of innovative eye tracking solutions for researchers and developers," says Eberhard Schmidt, Managing Director at SMI. "Many AR applications need and will greatly benefit from eye tracking for visualization and interaction purposes. With this latest addition, our eye tracking platform spans all relevant display categories from desktop over handheld and mobile to HMD and Smartglasses for VR and AR. According to market researchers, the AR smartglass market will grow tremendously to 100 million units in 2018 and it will be as big as the smartphone market in 10 years. We think that eye tracking will be of critical importance to equip AR devices and applications with the high-quality user experience to reach such numbers."

The SMI AR Eye Tracking upgrade package to the Moverio BT-200 comes with an SDK for easy creation of and integration with applications for the rapidly growing smart glasses and augmented reality applications market. Among other functionalities, the SMI SDK allows access to real-time streaming of gaze data synchronized with the AR display content.

- Cross reference: Picture is available at AP Images (http://www.apimages.com )

About SMI

SensoMotoric Instruments (SMI) is a world leader in eye tracking technology, developing and marketing eye & gaze tracking solutions for scientists and professionals, OEM and medical solutions for a wide range of applications. Find out more at www.smivision.com. Follow @SMIeyetracking on Facebook, Flickr, YouTube and Twitter.

News Release Source : SMI Shows First Eye Tracking Upgrade for Augmented Reality Glasses
Image Credit : SensoMotoric Instrument (SMI)

Wednesday, April 16, 2014

Scientists use Google Glass to map the future of medical testing

Scientists use Google Glass to map the future of medical testing (video)


WASHINGTON, April 8, 2014 — A team of researchers at UCLA has transformed Google Glass into powerful, wearable medical testing laboratory. Aydogan Ozcan and his team developed an application that reads dozens of different types of diagnostic tests for malaria, prostate cancer and HIV, to name a few. Glass uploads the results to secure servers and provides anonymous data to epidemiologists.

[caption id="attachment_303" align="aligncenter" width="400"]Scientists use Google Glass to map the future of medical testing  Augmented-Reality-Technology-044 Scientists use Google Glass to map the future of medical testing[/caption]

In the American Chemical Society's (ACS') newest Breakthrough Science video, Ozcan demonstrates how the app works, and explains the broad impact it could have on medicine. The video is available at: http://youtu.be/7e1rcWE1h0g.



The previous videos in the series are available here.

Subscribe to the series at youtube.com/AmerChemSoc, and follow us on Twitter @ACSpressroom.
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The American Chemical Society is a nonprofit organization chartered by the U.S. Congress. With more than 161,000 members, ACS is the world's largest scientific society and a global leader in providing access to chemistry-related research through its multiple databases, peer-reviewed journals and scientific conferences. Its main offices are in Washington, D.C., and Columbus, Ohio.

To automatically receive news releases from the American Chemical Society, contact newsroom@acs.org.

Follow us: Twitter Facebook

News Release Source :   Scientists use Google Glass to map the future of medical testing (video)

Tuesday, April 15, 2014

Google Glass As an Assistive Aid to Help People with Parkinson's

Google Glass puts the focus on Parkinson's


The next generation of wearable computing is being trialled for the first time to evaluate its potential to support people with Parkinson's.

Experts at Newcastle University are investigating Google Glass as an assistive aid to help people with Parkinson's retain their independence for longer.

[caption id="attachment_298" align="aligncenter" width="500"]Google Glass As an Assistive Aid to Help People with Parkinson's Augmented-Reality-Technology-043 Google Glass As an Assistive Aid to Help People with Parkinson's[/caption]

Glass is a wearable computer being developed by Google. Likened to the kind of technology fictionalised in the Hollywood Blockbuster Minority Report, at first glance Glass appears to be no more than a pair of designer glasses. But the system works like a hands-free smartphone, displaying information on the lens of the Glass. The technology is voice-operated and linked to the internet.

Not currently available outside the US, the five pairs of Glass at Newcastle University were donated by Google to allow researchers to test how they could be used to support people with long-term conditions.

Initial studies by the team - who are based in the University's Digital Interaction Group in Culture Lab, part of the School of Computing Science - have focussed on the acceptability of Glass. They have been working with a group of Parkinson's volunteers aged between 46-70 years.

Now they are working on the next stage of the project, using the technology to provide discreet prompts linked to key behaviours typical of Parkinson's, such as reminding the individual to speak up or to swallow to prevent drooling. Glass can also be used as a personal reminder for things such as medication and appointments.

The team will also be exploring how the motion sensors in Glass can be used to support people with 'freezing', a behaviour caused by motor blocking a common symptom of Parkinson's.

Led by Dr John Vines, PhD student Roisin McNaney and Dr Ivan Poliakov, this is the first UK trial of Glass. Presenting their initial findings later this month at the ACM Human Factors in Computing Systems (CHI) 2014 conference in Toronto, Canada, the team will show how emerging technologies can potentially be used to support people with progressive diseases such as Parkinson's and dementia.

"Glass opens up a new space for exploring the design and development of wearable systems," explains Dr Vines, who along with colleagues in Culture Lab is working on a number of projects investigating how technology can be used to support people in everyday life.

"It is very early days – Glass is such new technology we are still learning how it might be used but the beauty of this research project is we are designing the apps and systems for Glass in collaboration with the users so the resulting applications should exactly meet their needs.

"What was really encouraging from this early study was how well our volunteers took to the wearable technology and the fact that they could see the potential in it."

Parkinson's disease is a progressive neurological condition affecting up to 10 million people worldwide, with onset generally in those over 50.

The condition manifests itself in motor symptoms including rigidity, tremor and 'bradykinesia' or slowness of movement.

These affect balance, gait, arm and facial movements. Motor blocks commonly affect people's legs during walking causing them to 'freeze'; speech and voice are typically affected in terms of volume and clarity and the automatic swallowing mechanism is blocked so individuals often drool.

Aside from the physical signs, there are a myriad of emotional and social factors relating to loss of independence, social confidence, embarrassment and stigma.

Roisin, a speech and language therapist whose PhD has primarily focussed on the use of external cues as behavioural prompts, says one of the big challenges is finding technology that is not only useful to people but is also discreet.

"People with Parkinson's are already coping with so much and one of the main causes of social isolation is the stigma around behaviours such as drooling and tremor which they have no control over," explains Roisin, who is using discreet prompts to remind people with Parkinson's to swallow to prevent drooling, a common side effect.

"The last thing we want is a system of cueing which is so obvious it adds to people's overall embarrassment. Wearable computing is still quite novel but as more people buy into the technology and start to wear it out and about for leisure then systems such as Glass offer us a real opportunity for the long-term treatment of progressive conditions."

Dr Vines adds: "Technology has the potential to play a central role in the development and improvement of people's lives. The challenge is understanding everyone's different needs and tailoring that technology so that it makes a real impact on society."

Claire Bale, Research Communications Manager at Parkinson's UK, said: "This new study looking into Google Glass is an exciting example of how new technologies could be used to improve the lives of people living with Parkinson's by tackling a wide variety of problems – from freezing to remembering to take their medication on time.

"But to really make the most of the potential of new technologies it's essential that researchers work in partnership with the real experts in the condition – people living with Parkinson's.

"Only people with the condition can tell us if these new approaches will genuinely improve their lives in meaningful and realistic ways."

Case studies:

Partners Lynn Tearse, 46, and Ken Booth, 56, from County Durham, were some of the first volunteers to try out Glass as part of the Newcastle University trial.

Ken, who was first diagnosed with Parkinson's in 1991, underwent Deep Brain Stimulation last year in a bid to relieve some of the side effects of the condition.

"The drugs just weren't working for me anymore," explains the former salesman.

"I'd been offered the operation five years ago but I was too scared and at the time I was managing with the medication. But by last year the tremor had got so bad I couldn't carry on.

"The difference is incredible. It hasn't stopped the episodes completely and I still have to take the medication but it's helping to control the symptoms so I can live my life."

Trialling Glass for a week, Ken says both he and Lynn are complete converts.

"They're just fantastic. The potential for someone with Parkinson's is endless. For me the biggest benefit was confidence. When you freeze your legs stop working but your body carries on moving forward and it's easy to fall.

"Because Glass is connected to the internet you can link it to computers and mobile phones. So if you're alone you just have to look through the Glass and carers, friends or relatives will be able to see exactly where you are and come and get you. Or you just tell it to call someone and it rings them."

Lynn, a retired teacher who was diagnosed with Parkinson's in 2008, adds: "People would probably say you can do all these things on a smartphone but actually, with Parkinson's, negotiating a touch screen is really difficult.

"It's not just the tremor. During a 'down time' when the medication is starting to wear off and you're waiting for the next lot to kick in it can be like trying to do everything wearing a pair of boxing gloves. Your movements are very slow and your body won't do what you want it to."

Lynn says Glass could also be hugely helpful to unlock the brain when is 'freezes'.

"No-one really understands why it happens," explains Lynn, "but it happens when the flat surface in front of you breaks up or the space in front of you narrows such as a doorway. Revolving doors are particularly bad.

"Your legs gradually freeze up and the difficulty is getting started again. The brain seems to need a point beyond the blockage to fix on and people use different things – Ken will kick the end of his walking stick out in front of him but many people use laser pens to create a virtual line beyond the barrier. This is where Glass could really make a difference."

Using it as a medication reminder is another of the applications the Newcastle University team is looking at.

"The drugs don't cure Parkinson's, they control it so it's really important to take the medication on time," explains Ken.

"I was taking two or three different drugs every two hours, different combinations at different times of the day; some with water, some with food, the instructions are endless. Having a reminder that is literally in your face wherever you are and whatever you are doing would really help."

Lynn adds: "Parkinson's can be very isolating. Ken and I work together – we went away last month and I learnt to ski – but the Parkinson's symptoms and the drug side effects can be frightening and often embarrassing and not always well understood.

"Any technology which promotes confidence and helps people take better control of their condition and their life should be welcomed."
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News Release Source :

Google Glass Could Help Stop Emerging Public Health Threats

Google Glass could help stop emerging public health threats around the world


The much-talked-about Google Glass — the eyewear with computer capabilities — could potentially save lives, especially in isolated or far-flung locations, say scientists. They are reporting development of a Google Glass app that takes a picture of a diagnostic test strip and sends the data to computers, which then rapidly beam back a diagnostic report to the user. The information also could help researchers track the spread of diseases around the world. The study appears in the journal ACS Nano, a publication of the American Chemical Society, the world's largest scientific society.

[caption id="attachment_294" align="aligncenter" width="500"]Google Glass Could Help Stop Emerging Public Health Threats Augmented-Reality-Technology-042.jpg Google Glass Could Help Stop Emerging Public Health Threats[/caption]

"It's very important to detect emerging public health threats early, before an epidemic arises and many lives are lost," says Aydogan Ozcan, Ph.D. "With our app for Google Glass and our remote computing and data analysis power, we can deliver a one-two punch — provide quantified biomedical test results for individual patients, plus analyze all those data to determine whether an outbreak is imminent."

Google Glass looks like a pair of eyeglasses without the lenses, but with a small rectangular transparent screen near the right eye that functions as a tiny computer screen. A mouse is built into the right arm of the frame.

Ozcan and colleagues at the University of California, Los Angeles, designed a custom app for Google Glass. The app uses Glass' built-in camera to take a picture of a diagnostic test, called a lateral flow immunochromatographic assay. A familiar example of such an assay is a home pregnancy test.

The wearable computer transmits images of these test strips with their custom-created Quick-Response (known as "QR") code identifiers to more powerful computers in other parts of the world for analysis. Then, a quantified diagnostic result is beamed back to the Google Glass user. If the user is in a remote area without Wi-Fi, then he or she can connect Glass to a smartphone to transmit the data along with geographical information for disease tracking.

In pilot tests, the team successfully used the method with HIV and prostate-specific antigen (known as "PSA") assays. Results were available within eight seconds for each individual test. They could even take a picture of several test strips next to each other in one image and come up with the correct diagnoses.

Other medical diagnostic devices based on smartphone technology, including one recently developed by Ozcan's team, require additional equipment to be attached to the device. Or they require extensive handling of the device and the tests. But the researchers note that their Google Glass set-up works without any external hardware attachments. It is also hands-free, allowing busy technicians to quickly go through many patient tests in a short period.
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The researchers acknowledge funding from the Presidential Early Career Award for Scientists and Engineers, the U.S. Army Research Office, the National Science Foundation, the Office of Naval Research and the National Institutes of Health.

The American Chemical Society is a nonprofit organization chartered by the U.S. Congress. With more than 161,000 members, ACS is the world's largest scientific society and a global leader in providing access to chemistry-related research through its multiple databases, peer-reviewed journals and scientific conferences. Its main offices are in Washington, D.C., and Columbus, Ohio.

To automatically receive news releases from the American Chemical Society, contact newsroom@acs.org.

News Release Source :  Google Glass could help stop emerging public health threats around the world

Wednesday, January 29, 2014

Intelligent Augmented Reality glasses designed for professors

Intelligent glasses designed for professors


This news release is available in Spanish.

The proposed system (Augmented Lecture Feedback System – ALFs) seeks to improve communication between students and professors during large lecture classes like those frequently given at universities. The way they work is quite intuitive: the professor wears a pair of augmented reality glasses that enable him/her to see symbols above each student; the symbols indicate the person's state while this activity is taking place. "These symbols are activated by the students via their cell phones and are used to tell the professor that they don't understand the explanation, or that they have understood it, to ask the professor to go more slowly, or to say whether or not they know the answer to the question that the professor has just asked the class," explains one of the researchers from UC3M's Grupo de Sistemas Interactivos (Interactive Systems Group), Telmo Zarraonandia. This way, the professor knows, simply by looking at the symbol a student has displayed over his/her head, exactly what that student wishes to communicate to him/her. In addition, on the upper part of the glasses, the system shows a diagram with the aggregate of the answers given by the students, which can be particularly useful in large groups.

[caption id="attachment_289" align="aligncenter" width="619"]Intelligent Augmented Reality glasses designed for professors Augmented-Reality-Technology-041 Intelligent Augmented Reality glasses designed for professors[/caption]

The main advantage of this device is that students have a new way to communicate that enables them to be in contact with the professor both immediately and privately, and without interrupting the class. "The channel that we've created will help overcome the problems of timidity or fear of speaking in front of the class that some students have", points out one of the researchers, Ignacio Aedo, a tenured professor in UC3M's Computer Science department. This way, the professor has a source of immediate information on what the students are grasping from his/her presentation. "The hope is that this system will make for more effective lecture classes, because receiving greater feedback, continuously, will allow the professor to adapt the class based on the students' actual knowledge and understanding, giving extra examples, varying the rhythm or skipping those parts of the lesson that the students indicate that they already know or remember," concludes Aedo. Moreover, through the glasses, the system allows the professor to visualize notes or comments that s/he doesn't want to forget to mention at specific moments, and which s/he can introduce in the system prior to the class.

Education of the future

The architecture of the system is described in a scientific article published in the British Journal of Educational Technology in a special monographic edition dedicated to the education of the future. The prototype that these researchers have developed is controlled by gestures, captured with a Microsoft Kinect; using these gestures, the professor selects the support slide for an explanation, or activates predetermined questions to which the students respond by displaying a variety of symbols that they select using their cell phones. The system can identify the students using facial recognition (by previously loading their photographs to a database) or, in larger groups, by using a positioning system based on markers.

In order for the students to be able to select the symbols, they just have to connect their cell phones to the server where the system is installed. The professor, on the other hand, just needs a pair of augmented reality glasses. "Because of their ability to display information on the user's field of vision, these devices have the potential to change the way in which we carry out many of our daily tasks, as well as offering many interesting possibilities from a research point of view," comments Telmo Zarraonandia. Currently, the various models of augmented reality glasses are costly and not very ergonomic because they are too heavy and make it difficult for the professor to move, but "it is hoped that in the next few years new models will come onto the market and these will be suitable for use in class, as might be the case with the new Google glasses, which could be adapted to this system," points out Ignacio Aedo.
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This research is part of TIPEx (Information Technologies for Planning and Training in Emergencies), a project that has been funded by the Ministerio de Economía y Competitividad (Economy and Competitivity Ministry) in which researchers from the Universidad Politécnica of Valencia and the Universidad Pablo de Olavide also participate; the project examines how augmented reality and other technologies can be applied to the area of emergency management.

Further information:

Title: An augmented lecture feedback system to support learner and teacher communication Authors: Telmo Zarraonandia, Ignacio Aedo, Paloma Díaz, Álvaro Montero Journal: British Journal of Educational Technology. Volume: 44. Number: 4. July 2013 Article published on-line 4 June 2013 DOI: 10.1111/bjet.12047http://onlinelibrary.wiley.com/doi/10.1111/bjet.2013.44.issue-4/issuetoc

VIDEO: http://youtu.be/sNHFhL034F4

News Release Source : Intelligent glasses designed for professors

 

 

Wednesday, January 8, 2014

Metaio to integrate 3D Augmented Reality into Intel® RealSense™ Computing SDK

Metaio to integrate 3D Augmented Reality into Intel® RealSense™ Computing SDK


MUNICH and SAN FRANCISCO, Jan. 6, 2014 /PRNewswire/ -- Metaio, the world leader in augmented reality (AR) software and solutions, today announced at the 2014 Consumer Electronics Show (CES) the planned integration of their patented 3D augmented reality tracking software with the Intel® RealSense™ Software Development Kit (SDK).


(Logo: http://photos.prnewswire.com/prnh/20130530/SF23360LOGO)


Winner of multiple awards, including the ISMAR Tracking Competition and the recent 2013 Volkswagen Tracking Competition, Metaio's augmented reality tracking technology recognizes real-world images, objects and environments in order to attach relevant digital or virtual information, in real-time. Tracking is perhaps the most important aspect of any augmented reality experience. Now, with the Intel® RealSense™ 3D camera integrating into 2 in 1, Ultrabook, notebook, and AIO devices, real and virtual objects environments will interact with each other in practical as well as entertainment applications. For example, someone could accurately map a room in their house and virtually rearrange the furniture on their computing devices.




[caption id="attachment_284" align="aligncenter" width="640"]Metaio to integrate 3D Augmented Reality into Intel® RealSense™ Computing SDK Augmented-Reality-Technology-040 Metaio to integrate 3D Augmented Reality into Intel® RealSense™ Computing SDK[/caption]

"Intel's vision is to make computing more immersive and enable human-like natural interactions with our devices," said Mark Yahiro, Managing Director, New Business, Perceptual Computing, Intel Corporation.  "Using Intel RealSense 3D camera technology in combination with Metaio's augmented reality tools, we look forward to blurring the virtual and real worlds further than ever before. For example, children will be able to play with their favorite toys and customize their experiences with digital interactions in creative new ways."


The Intel RealSense Software Development Kit (SDK) will be released in the first half of 2014. It will be an evolution of the Intel® Perceptual Computing SDK, which was released in 2012 and has been downloaded over twenty-five thousand times by developers worldwide.  The Intel® RealSense SDK will include voice recognition in more than 9 languages; background subtraction, a capability that enables developers to add green-screen-like functionality to applications; close-range hand and finger tracking that permits users to control their computing devices with mid-air hand and finger gestures; and face analysis, which identifies users and tracks their facial features across the camera's field of view. Once the addition of the 3D tracking and recognition engine by Metaio is completed, the Intel RealSense Computing SDK will offer developers advanced augmented reality features using depth data from the integrated Intel RealSense 3D camera in computing devices.


This anticipated integration brings new levels of interactivity to the SDKs of both Metaio and Intel. The 65,000 developers on Metaio's AR platform will have access to advanced human-computer interaction features offered by Intel. Developers will be able to create experiences that utilize hand gestures or facial recognition; manipulate backgrounds and environments in real time; and utilize voice recognition, all for new augmented reality applications that bridge the physical and digital worlds for natural, intuitive and immersive experiences.


"Developers need the best tools," said Metaio CTO Peter Meier. "Metaio's collaboration with Intel for the Intel RealSense SDK with depth camera integration will allow developers to push the boundaries on creativity and use of technology in completely new ways of human interactions with computing devices."


To learn more about the Metaio SDK and download it for free, please visit http://metaio.com/products


About Metaio The worldwide leader in Augmented Reality (AR) research and technology, Metaio develops software products for visually interactive solutions between the real and the virtual world. Based on the Metaio Augmented Reality platform, digital and 3D content can be integrated seamlessly into the real world through the user's camera view. Serving over 65,000 developers and powering over 1,000 apps for enterprise, marketing, retail, publishing and industrial cases, over 30 Million consumers use Metaio's AR software. Learn more at www.metaio.com


SOURCE Metaio

RELATED LINKS
http://www.metaio.com

News Release Source : http://www.prnewswire.com/news-releases/metaio-to-integrate-3d-augmented-reality-into-intel-realsense-computing-sdk-238960841.html

Monday, August 20, 2012

Augmented Reality Solution The New Virtual World

Augmented Reality Solution The New Virtual World




Our Augmented Reality solutions don't require specific markers such as bar codes or black and white shapes and allows for robust tracking of 2D and 3D objects. These can be added to your existing applications, eliminating the need to start again and saving you money.

Would you like to give your customers the total frame technological experience when they use your site? Then Augmented Reality is the best product for you. Of course, this doesn't have to be use alone; we can modify your business app or site in order for your company to make the most of Augmented Reality.

[caption id="attachment_193" align="aligncenter" width="500"]Augmented Reality Solution The New Virtual World Augmented Reality Solution The New Virtual World[/caption]

Augmented Reality creates local mobile search applications which are either marker-based or market less. Marker-based apps mean that the camera on a mobile device must have a specific visual indication in order for the software to call up the correct info.

Marker less apps on the other hand uses positional data such as a device's GPS or compass to determine locality and the available services in the area. AR applications then add graphics and sound to the natural world as it exists. This enriches a user's physical experience with virtual information and experience.

With our Augmented Reality solutions, we can create marker less tracing compatible with any device on the market, including iPhone and Android. The displays we create offer rich, informative graphicswhich appear in the field of vision and give a rich, virtually enhanced aspect to the world around you and your customers.

Our ability to manage and animate even the most complex 3D objects through a simple language allows us to offer cutting edge AR applications at extremely competitive prices, as we offer easy development and maintenance at the very highest level of quality.

We will show you the 3D videos which will look like live video for you. Our first assignment is to show our clients the power and prospective of today's Web 3.0 technologies in the advanced web of tomorrow. We are expanding our business in the following sectors like tourism, consumer retail, sport, Indoor places like Shopping malls, Museums, Theme parks, Events, Car manufacturers, and largely within the digital print industry for printing brochures.

We are presently positioned in Switzerland, UK also casing EU market, but we are set to make inroads into the Middle East.

Steve Jones is a content writer who works with virtual mob. He has more than 5 years of experience of writing reviews aboutAugmented Reality Solution and AR Solution. Also provides other information regarding Augmented Reality Mobile Application Development.

Read more: Augmented Reality Solution The New Virtual World http://www.sooperarticles.com/internet-articles/ecommerce-articles/augmented-reality-solution-new-virtual-world-930179.html

Application of Augmented Reality in Various Fields

Application of Augmented Reality in Various Fields




Augmented reality (AR) refers to the process of enhancing or amplifying the visuals of the real world that we see through our eyes, with the help of computer generated imagery. The motive behind augmented reality is to add description and definition to the real world places or objects. It is different from virtual reality as virtual reality only creates computer simulated environment. Augmented reality takes real world object or space as the base and combines various technologies that add appropriate information to help the person understand better about that space or subject. For example, a fighter pilot on the battlefield calculating trajectory of enemy's location with the help of AR. In this case, the augmented reality used by the pilot includes a headgear incorporated with a computer interface and other satellite and radar technologies that maps data of the geographical battlefield. Additionally, AR also adds voice speech, various other co-ordinates, atmospheric or climatic information and much more that increases the success rate of the pilot on a mission.

[caption id="attachment_189" align="aligncenter" width="480"]Application of Augmented Reality in Various Fields Application of Augmented Reality in Various Fields[/caption]



The technology is rapidly advancing in recent years and has been started to put into many fields that includes aviation (commercial airlines), where the pilot gets important information regarding landscape, maps, instructions, climate, and technical info about the plane itself; museums, where the various artefacts can be tagged with descriptions such as when and where it was forged or found, its historical details, etc.; medical, where patients data can be accessed by doctors for diagnostics; training, where information regarding the mechanism or how things work can be provided to the engineering students; and in automobile industries, where car manufacturers integrate AR's navigational feature to windscreen that provides driving directions to the driver.

Furthermore, augmented reality can also act as an informative and entertainment tool for an ordinary person. There are many cell phone AR applications that can be downloaded by the user and use it for informative purpose. Some of the multiple platform applications that are available in the market are Wikitude, Google Goggles, Layar, SpotCrime, Augmented Colors, Augmented Car Finder, Google Sky Map, AR Invaders, Lookator, TagWhat and much more.

Augmented reality has received a good acceptance from the people all around the world despite being relatively new developing technology. Though it is not fully developed, technological giants from all across the globe are constantly investing in research and development for the same. Moreover, CG artists from various places has also come together to provide 3D content for AR environment.


 


Get high quality creative Augmented Reality service in UK from Imaginar. We can create your unique 3d content and help to implement this into an augmented reality environment application. Contact our augmented reality designer for more details. visit us at http://www.imaginar.co.uk/

 

Tuesday, February 28, 2012

Augmented Reality Puzzles First-Ever Electronic Labyrinth Game

Ravensburger Wows With Interactive 'Augmented Reality' Puzzles, First-Ever Electronic Labyrinth Game and More


Global Puzzle, Game and Toy Leader Showcases Thomas & Friends™ Line with Debut CGI Artwork Under Newly-Extended Contract, Presents Live Demos by Make 'N' Break Game Developers


NEWTON, N.H., Feb. 12, 2012 /PRNewswire/ -- Fun with family and friends is moving into high gear with Ravensburger!  Known for its high-quality puzzles and playthings, Ravensburger launches its Augmented Reality line of interactive puzzles that come to life with a free app from the App Store that utilizes the camera function of the iPhone® or iPad®2 to animate the scene.  Also debuting is the first-ever Electronic Labyrinth game and a gorgeous new line of Thomas & Friends™ puzzles featuring new CGI artwork.  Ravensburger's lineup of puzzles, games and WOW brand toys will be on display at the 2012 American International Toy Fair, February 12-15 at the Javits Convention Center, Booth #441.

[caption id="attachment_216" align="aligncenter" width="500"]Ravensburger Wows With Interactive ‘Augmented Reality’ Puzzles Augmented-Reality-Technology-012 Ravensburger Wows With Interactive ‘Augmented Reality’ Puzzles[/caption]

In addition, Andrew and Jack Lawson, creators of Ravensburger's award-winning game series, Make 'N' Break, will be at the company's booth, Sunday, February 12, from 10am-12pm, and Monday, February 13, from 9am-2pm, conducting demonstrations of the popular line.  Each Make 'N' Break game features wooden building blocks that players use to assemble the structures shown on the game cards.

"For the first time, Ravensburger is presenting a collection of puzzles and games that encompass both traditional and digital features, helping to take family enjoyment to a whole new level," said Thomas Kaeppler, CEO of Ravensburger.  "Our 2012 offerings provide endless opportunities for learning, sharing – and creating lasting memories together."

Especially exciting for Ravensburger is the launch of its groundbreaking Augmented Reality collection of four, 1,000-pc puzzles that combine traditional puzzle play with an innovative digital component.  Available this fall, the new AR puzzles include: Above the Roofs of Paris; Colorful Underwater World, African Animals and Lofoten, Norway.

Ravensburger also is thrilled to introduce its Thomas & Friends™ puzzles, featuring new CGI artwork, fresh designs and innovative packaging.  A cornerstone license for the company through 2014 under its newly-extended contract, Ravensburger will debut nine items at Toy Fair, including four 4-in-1 shaped puzzles, four 24-pc floor puzzles and four 35-pc puzzles.  This premiere range will be followed by the launch of more new Thomas & Friends products this fall.

Other licensed lines debuting include: the Chuggington™ collection with seven brightly-colored puzzles based on the CGI-animated children's TV hit from Ludorum, and Me to You™ from Carte Blanche Greetings Limited, one of the fastest-growing non-media-based brands in the world.

Also, Ravensburger has put the pieces in place for an expansive puzzle collection that pushes the boundaries of design with eye-catching offerings such as the American Heritage Series, American history-inspired puzzles perfectly timed for this presidential election year; Wooden Structure Puzzles, featuring a wood grain look; Chromadepth Puzzles with 3D Glasses;Krypt, a supremely-challenging 654-pc monochromatic concept; and 3D Building Sets, a collection of four of the world's most recognizable structures – Empire State Building, Eiffel Tower, Big Ben and a New England Lighthouse – that takes puzzle-building skyward, to display-worthy structures that stand up to 18" tall with exacting details.

New games are highlighted too, with Electronic Labyrinth, the latest in Ravensburger's best-selling shifting maze series.  The interactive board game features an electronic book that helps players free the wise wizard from the evil witch who banished him to the labyrinth.  Also now available in the U.S. are three of Ravensburger's most popular European strategy games: The Castles of Burgundy, which immerses players in 15th Century European aristocracy where they must build and manage their estate; Asara, in which players take on the roles of famous architects who compete to build the grandest tower; and Seeland, where players assume the roles of 19th Century Dutch merchants striving to harvest the most crops.

And, for preschoolers, Ravensburger is showcasing a new assortment of WOW brand toys.  Each ultra-durable WOW toy comes with a ten-year satisfaction guarantee and features "push and go" friction motors and realistic sounds.  Among the 2012 offerings are Jurassic Jimmy, a dinosaur-themed play set, and Cupcake Chloe, a pretty-in-pink bakeshop set for young chefs-in-training.

About Ravensburger

Newton, NH-based Ravensburger is the U.S. subsidiary of Ravensburger Spieleverlag GmbH, a German toy and game manufacturer with a 125-year history of tradition.  Founded in Ravensburg, Germany in 1883, Ravensburger is a leading producer of toys loved the world over and celebrated for its meticulous commitment to detail, high production standards and superior quality control.  In addition to Ravensburger-branded puzzles, games and arts & crafts, the company is the exclusive distributor of WOW Preschool Toys and holds licenses for such well-known brands as Chuggington™, Thomas and Friends™, Animal Planet™, Highlights™, Me to You® and more.

 

SOURCE Ravensburger

News Release Source : http://www.prnewswire.com/news-releases/ravensburger-wows-with-interactive-augmented-reality-puzzles-first-ever-electronic-labyrinth-game-and-more-139179379.html

MushABellies Come to Life With 3D Augmented Reality Game

Best-selling collectible plush includes a new twist.


Augmented Reality technology now included with MushABellies.


NEW YORK, Feb. 13, 2012 /PRNewswire/ -- New York International Toy Fair -- More than 4.5 million MushABelly® plush collectibles have already captured hearts worldwide. Now all new MushABelly collectibles will include a cutting-edge 3D augmented-reality game that makes kids' favorite MushABellies come to life, right in their own living room, as they watch "Magic Before Your Eyes"™.

[caption id="attachment_218" align="aligncenter" width="500"]MushABellies Come to Life With 3D Augmented Reality Game Augmented-Reality-Technology-013 MushABellies Come to Life With 3D Augmented Reality Game[/caption]

Augmented-reality (AR) technology is the hottest trend in apps, and Jay@Play is the first toy manufacturer to combine plush with a game experience for the entire family. MushABellies' new 3D augmented-reality game, powered by Jay@Play's ToyTube Network™, blends the game world and the real world using a smartphone device and exclusive, patented augmented reality from Gravity Jack.

Play right on your coffee table, rug, bedspread or anywhere you choose! Hold the virtual MushABellies in the palm of your hand or play catch with them in your kitchen, and listen to their hilarious sound effects. MushABellies love to be tickled, and each character has unique behaviors, sounds and treats.

Using a Toy Tube Tracker Card, launch MushABelly Mungo Monkey at the target barrel to score lots of banana points. Quickly tap them with your fingertip to earn more points. Move the Toy Tube Tracker Cards to make the game more challenging.

Six new MushABelly characters will debut in 2012: Heckle the Hedgehog, Buzzie Bee, Mungo Monkey, Racket Raccoon, Finless Frog, and Conan Cow. All are featured in the MushABelly games.

The Free MushABelly App is now available in the Apple App Store and soon to be in the Android Marketplace. At launch, supported devices will include the iPad 2, iPhone 4, iPhone 4S, and soon to include Android 3.0+ operating systems and more.

To see a demo of the app right in the toy aisle, simply download the MushABelly app and aim your device at the ToyTube logo on the MushABelly package. Or visit www.toytubenetwork.com.

The MushABelly augmented-reality app was developed in partnership with Gravity Jack, the industry's leading developer of augmented-reality games and apps. Gravity Jack's patented augmented reality technology allows for the recognition and tracking of real world images and objects, instantly displaying fully interactive games, multimedia content, and more. As seen in the MushABelly App, this one-of-a-kind technology allows this information to be displayed, directly in a real-time scene, when viewed with a smart device. The MushABelly App promises to be just the start of many revolutionary new interactive ways to play, thanks to the ongoing partnership between industry leaders Jay@Play and Gravity Jack.

Come play with us at Toy Fair! Press samples and high-res images are available upon request.

Toy Fair – Booth 1783

Download MushABellies in the Apple App Store

Jay@Play Toy Fair 2012 Virtual Press Office

About Jay@Play:

Jay@Play International was established in 2004 and is a Hong Kong-based company with a showroom in New York City. The company's products are distributed internationally through companies that promote all of their brands on television. Following the worldwide success of its best-selling MushABellies, Totally KooKoo and Happy Nappers product lines, Jay@Play is now launching TV campaigns in the US for its Pop 'n' Play Village" brand, Cuddleuppets, and Skooligans. Jay@Play introduced the ToyTube network, which is a platform for cutting-edge 3D augmented-reality (AR) gaming for the popular MushABelliesbrand. Jay@Play International is a subsidiary of Jay Franco & Sons, the industry leader in the home-furnishing industry.

About Gravity Jack:

Gravity Jack designs and develops robust, custom augmented reality software solutions for the iPhone, iPad, and Android operating systems, using the company's exclusive, patented technology. President and CEO, Luke Richey, founded the company in 2009, assembling a local dream team in software development. Clients of Gravity Jack come from a wide range of industries, and include some of the biggest names in the entertainment, gaming, and retail space. For more information, visithttp://www.gravityjack.com.

 

SOURCE Jay@Play International

News Release Source : http://www.prnewswire.com/news-releases/mushabellies-come-to-life-with-3d-augmented-reality-game-139210509.html

Augmented Reality Helps Intellectually Disabled Workers Perform Their Daily Jobs

Vodafone Spain Foundation and Qualcomm Collaborate to Help Intellectually Disabled Workers Perform Their Daily Jobs


Augmented Reality Improves Individuals' Autonomy at Work and Quality of Life

BARCELONA, Spain, Feb. 28, 2012 /PRNewswire-FirstCall/ -- Qualcomm Incorporated (NASDAQ: QCOM), through its Wireless Reach™ initiative, Vodafone Spain Foundation (VSF) and the APROCOR Foundation, a non-profit organization aimed at improving the quality of life of the intellectually disabled and their families, today presented the Augmented Reality for e-labora project, which aims to help workers with intellectual disabilities integrate into the labor market.

[caption id="attachment_222" align="aligncenter" width="500"]Augmented Reality Helps Intellectually Disabled Workers Perform Their Daily Jobs  Augmented-Reality-Technology-014 Augmented Reality Helps Intellectually Disabled Workers Perform                  Their Daily Jobs[/caption]

People with intellectual disabilities need assistance to perform work tasks, such as how to replenish depleted products on store shelves or what to do when a copy machine runs out of paper. With this in mind, the Augmented Reality for e-labora project, implemented by VSF and the APROCOR Foundation and supported by the Spanish Government through the Avanza 2 Plan (TSI-040500-2010-85), seeks to develop a new paradigm of accessible work environments.   This project will work to improve the integration of intellectually disabled persons in the workplace, creating an environment that enhances their safety, emotional stability, communication, self-determination and participation.

Using Qualcomm's Vuforia™ augmented reality (AR) platform, 3G-enabled smartphones and tablets, and applications and content created by VSF, the project incorporates AR into job coaching and training activities.

With a grant from Qualcomm's Wireless Reach initiative, these AR-enabled devices will be used as personal support tools that provide communication, scheduling functions, on-location tutoring, step-by-step training, task descriptions and other relevant information. Applications include an office navigation tool, a printer instruction guide, and a manual to help gardeners and supermarket stockers through their daily tasks. For example, with the EasyUse AR application, the user points a mobile device at a printer to access an interactive instruction guide with easy-to-understand learning commands that have been digitally superimposed onto the physical environment.

"Qualcomm's Vuforia platform improves the autonomy and integration of the intellectually disabled in the work environment," said Ramon Corral, chairman of the APROCOR Foundation. "It's very helpful for identifying people, giving information about their responsibilities, describing the space they are working in, or offering advice on how to use a device."

"Augmented Reality enabled through 3G connectivity offers new opportunities to improve people's lives," said Shawn A. Covell, vice president for Qualcomm's Wireless Reach initiative.   "We are very pleased to collaborate again with our long-term partner Vodafone Spain Foundation and APROCOR Foundation on this project to support an important community of workers. This project demonstrates how AR on mobile devices can be an effective tool to allow people to achieve their full potential."

"The Augmented Reality for e-labora project is a good example of how VSF helps build strategic collaborations across relevant stakeholders to match social knowledge with technology in order to achieve as a team what we can't do individually," saidSantiago Moreno, general manager of Vodafone Spain Foundation. "With this project, we have the opportunity use technology to change the lives of people with intellectual disabilities and make a difference by promoting independent living and personal autonomy."

Qualcomm's Vuforia platform is among more than 30 innovative wireless solutions the company is demonstrating during Mobile World Congress 2012, February 27-March 1 in Barcelona, Spain. In addition to this project, Wireless Reach will demonstrate how a 3G-enabled cardiovascular monitoring system is helping patients within rural regions of China, and how a mobile phone and microfinance loan is enabling entrepreneurs in Indonesia to operate businesses through the re-selling of airtime minutes to neighbors. To view the demonstrations, visit Qualcomm's exhibit in the Fira Convention Center, Exhibit Hall 8, #8B53.

Additional information on the project is available at www.qualcomm.com/vsf-project

About APROCOR Foundation
APROCOR Foundation is a private non-profit organization with the objective of promoting and executing activities in different fields, aimed to improve the quality of life of the intellectually disabled and their families, supporting everyone's life plan and promoting, in all situations, a more inclusive social model. APROCOR is focused in offering opportunities that promote personal fulfilment, personal independence and social and labour integration. For more information, visitwww.fundacionaprocor.com

About Vodafone Spain Foundation
Vodafone Spain Foundation aims at promoting accessible ICT and using ICT for providing accessible solutions for the elderly and people with special needs. Its programmes comprise the development of innovative projects for the promotion of active and healthy ageing, independent living and personal autonomy. It is committed to improving the social and labour integration of vulnerable groups training them on ICTs and helping to advance their careers. For more information, visitwww.fundacionvodafone.es

About Qualcomm and its Wireless Reach Initiative
Qualcomm believes access to 3G and next-generation mobile technologies can improve people's lives. Qualcomm's Wireless Reach initiative is a strategic program that brings wireless technology to underserved communities globally. By working with partners, Wireless Reach invests in projects that foster entrepreneurship, aid in public safety, enhance the delivery of health care, enrich teaching and learning and improve environmental sustainability. For more information please visitwww.qualcomm.com/wirelessreach

Qualcomm Incorporated (NASDAQ: QCOM) is the world leader in 3G and next-generation mobile technologies. For more than 25 years, Qualcomm ideas and inventions have driven the evolution of digital communications, linking people everywhere more closely to information, entertainment and each other. For more information, visit Qualcomm's website, OnQ blog, Twitter andFacebook pages.

Qualcomm is a registered trademark of Qualcomm Incorporated. Vuforia and Wireless Reach are trademarks of Qualcomm Incorporated. All other trademarks are the property of their respective owners.

Qualcomm Contacts:
Tina Asmar, Corporate Communications
Phone: 1-858-845-5959
Email: corpcomm@qualcomm.com

Warren Kneeshaw, Investor Relations
Phone: 1-858-658-4813
Email: ir@qualcomm.com

Vodafone Spain Foundation Contact:
Concha Serrano, Corporate Communications
Phone: +34 610 513 474
Email: concha.serrano@vodafone.com

SOURCE Qualcomm Incorporated; APROCOR Foundation; Vodafone Spain Foundation

News Release Source : http://www.prnewswire.com/news-releases/vodafone-spain-foundation-and-qualcomm-collaborate-to-help-intellectually-disabled-workers-perform-their-daily-jobs-140676323.html

Augmented Reality : real world to be merged with live, dynamic web updates

Aurasma Augments the Real World With Real-time Web Updates


**Company unveils new live update feature at MWC for its free augmented reality platform**

**Feature enables the "Internet of Things" to become an Augmented Reality**

BARCELONA, Spain, Feb. 28, 2012 /PRNewswire/ -- Aurasma, the world's leading augmented reality platform, has announced today at Mobile World Congress (MWC 12) a new feature that enables the real world to be merged with live, dynamic web updates. This announcement follows hot on the heels of Aurasma's launch of its 3D engine at CES 12, since rolled out by commercial partners including Bandai – one of the world's largest toy manufacturers.

[caption id="attachment_224" align="aligncenter" width="500"]Aurasma Augments the Real World With Real-time Web Updates Augmented-Reality-Technology-015 Aurasma Augments the Real World With Real-time Web Updates[/caption]

The new feature, powered by HTML5, allows partners to deliver live web updates augmented into the real world. When viewed with Aurasma, print, products and even places can show live twitter feeds; buildings can be augmented with real-time information from social networks to show who is inside; share prices can be continually updated in newspapers; and tickets for public transport can show travellers the latest travel information. Being able to view live web updates using a mobile device in this way enables the "Internet of things" to become an augmented reality.

Launched in June 2011, Aurasma now has over three million users and three thousand commercial partners are also using Aurasma's free technology to merge their online and offline activity, making it one of the fastest growing platforms in the world.

With Aurasma, even everyday items can have digital depths.  The MWC delegate badge now delivers twitter updates of tweets that include the hashtags #MWC12 and #Aurasma. The back of a 20 Euro note transforms into an interactive audio-visual experience. To watch a video, click here: http://www.youtube.com/watch?v=izjbnI_JTgw

Available as a free app for iOS and Android devices or as a free SDK for app developers, Aurasma uses advanced image and pattern recognition technology combined with a meaning-based approach to computing to recognise and understand images and objects in the real world.  It then augments the real world with interactive digital content, such as videos, 3D animations and now, live web updates.

James Loxam, Chief Technology Officer at Aurasma said:

"Integrating live web updates into the platform allows partners to deliver up to the minute content within an 'Aura' – our name for when the physical and virtual worlds merge.  This feature, powered by HTML 5, adds a new, real-time dimension to the augmented Aurasma experience and opens up a host of new use-cases – we're looking forward to seeing how our partners innovate around it."

Martina King, Managing Director at Aurasma said:

"There are a host of applications for this new live feature on the Aurasma Platform. It enables the 'Internet of things' to become an augmented reality, with print, products and places delivering real-time information and to access it, you just point your mobile phone at them.  Aurasma is changing the way millions of people see and interact with the world using their mobile devices and this new feature looks set to spark a new wave of innovation on the platform by our partners."

Aurasma will be demonstrating on the HP Stand (7C37) at Mobile World Congress (27 Feb – 1 Mar)

For Aurasma enquiries at Mobile World Congress 2012 please contact Tamara Roukaerts, Head of Marketing at Aurasma on +44 7795 463 276 or Tamara@aurasma.com

For further information or visuals, please contact the Aurasma team at Mischief PR on +44 203 128 6600 orAurasma@mischiefpr.com

ABOUT AURASMA

Aurasma is the world's leading augmented reality platform, using mobile devices to merge the physical world with the virtual. Available as a free app for iPhone3G, 4 and 4S, iPad2 and high-powered Android devices or as a free kernel for app developers, Aurasma uses advanced image and pattern recognition to recognise and understand real-world images and objects in much in way the human brain does. It then seamlessly blends the real-world with rich interactive content such as videos and animations called "Auras". Auras can be created for printed images, product packaging, clothing, physical places and users can even use the app to create and share their own.

Since its launch in June 2011, Aurasma has had more than three million downloads. Over 3,000 partners in more than 70 countries worldwide are using the free technology in their campaigns or embedding the technology in their own applications, including global brands such as Panasonic, Mazda, Virgin Atlantic, Sky, BMW, Procter & Gamble, NET-A-PORTER, BBC Worldwide, Hyundai, UniCredit and Universal Pictures. Aurasma was developed by software company Autonomy – an HP Company.

Links
MWC 12 badge shows twitter updates: http://vimeo.com/37539813
20 Euro note comes to life when viewed with Aurasma: http://www.youtube.com/watch?v=izjbnI_JTgw

Aurasma:
http://www.aurasma.com
http://www.facebook.com/aurasma/
http://www.twitter.com/aurasma/
http://www.youtube.com/user/AurasmaLite
http://aurasmalite.tumblr.com/

SOURCE Aurasma

News Release Source : http://www.prnewswire.com/news-releases/aurasma-augments-the-real-world-with-real-time-web-updates-140710813.html

Location Based Augmented Reality Gaming

Location Based Augmented Reality Gaming Company Borglar Launches at SXSW 2012.


Borglar is proud to announce its foray into the realm of location-based augmented reality.


San Diego, California (PRWEB) February 23, 2012

Borglar is proud to announce its foray into the realm of location-based augmented reality. Borglar exists in the space between real and virtual worlds. Borglar wants to accompany it's gamers on a real-life adventure while along the way guiding them in collecting virtual coins, medallions and other special items, allowing the gamer to exchange them for real-world rewards.

[caption id="attachment_228" align="aligncenter" width="555"]Location Based Augmented Reality Gaming Augmented-Reality-Technology-016 Location Based Augmented Reality Gaming[/caption]

The Borglar gaming application is powered by a proprietary, patent-pending hyper geo-location based augmented reality cross promotional delivery system. Borglar allows virtual goods to be placed on specific GPS coordinates ensuring unique users are exposed directly to marketing messages at the precise location of the merchant’s choosing.

“We want to give our players a fun and interactive gaming experience and combine that with tangible items to be acquired in the real world. Whether it is actual items, discounts or location-based information about something in their local area, we believe this interaction between the real and virtual is what people have wanted to see in augmented reality games, but the technology wasn’t quite there yet. It is very exciting we are able to give it to them now”. Founder and CEO Andrew Couch

The application is a real-time, multi-dimensional cross-promotional platform that can be easily integrated or added onto any current two-dimensional promotional campaign to ensure direct brand visibility in a non-intrusive, fun and interactive environment for the game player.

For the merchant, login to Borglar on your computer anytime from any place to start a new campaign with immediate implementation of promotions and watch as Borglar players interact with them. Borglar delivers real-time promotions and brand communication through a highly functional, incentive-based game layer where the environmental factors facilitate immediate interaction between virtual and real world goods and services in real-time.

Interact with the Borglar yourself when the Android application launches at SXSW in Austin, Texas on March 9th. A press conference will be held in the Palmer Events Center rooms 4&5 on Friday March 9, 2012 from 1:30 to 2:30PM – lunch will be provided for the press.

To gather more information about Borglar or to schedule an interview with Andrew Couch, please call 619.379.007 or email at contact(at)borgar(dot)info

Source : http://www.prweb.com/releases/2012/2/prweb9224157.htm

Monday, February 27, 2012

Apple iPhone Applications Vs Google Android Applications

Future of the Mobile Ecosystem – Apple iPhone Applications Vs Google Android Applications


Author: hunkatech


Entire ecosystem is becoming stable and mature constantly. Social media is going mobile. Smartphones are no more a luxury and have become need of the day. Social, deals, B2B segments are changing this world.




[caption id="attachment_232" align="aligncenter" width="529"]Apple iPhone Applications Vs Google Android Applications Augmented-Reality-Technology-017 Apple iPhone Applications Vs Google Android Applications[/caption]




The DNA of the mobile ecosystem is changing. What opportunities will emerge during the course of this decade? Where are the new billion dollar markets? We will explore these questions and more throughout the article with the influential minds who are shaping the mobile industry.






The entire mobile ecosystem is going to hit $1 trillion market by 2014, according to Gartner who is a well-known market- researcher in the mobile world. Gartner advises enterprises to develop a "high-level mobile strategy," rather than committing to any particular device or platform.




What does it mean? It has been a long time that the mobile industry has set in this world. It first started off with the features of devices. Mobile devices like Motorola RAZR have changed the perception of the people using the device. The sole dominance during this phase was of the device manufacturers. This was followed by a phase in the mobile applications market that revolutionized the mobile market. A new phase of the mobile ecosystem emerged with the launching of iPhone in 2007 by Apple. The iPhone that was created by Apple gave a complete new user experience which was unmatched to the experience that was there in all other previous phones. This was the time when the mobile industry saw a new beginning. We say this as an ecosystem because Apple had created its own environment wherein nobody else other than Apple can participate. The ecosystem was closed and Apple had the sole rights of its device. Though other developers were also given a share to contribute to the system but the share is pretty small.

Now with the sole dominance of Apple , with its varied range of iPhone, iPad and iPods other competitors also came up with the market with some awesome features and here is where Google took a plunge and created Android . As a result of this there has been a sudden surge of demand for iphone applications and android applications. Google’s was a more open approach and it invited people from all sorts to take part in its development. There was an opportunity for a third ecosystem and saw the dawn of Windows. This is the third ecosystem that is emerging with a slow and steady pace. Nokia has surprisingly tied up with Windows to get their smartphones and to re-estabilish their position in the market. This phase is traditionally characterized by applications.

Going forward, the emerging phase is that of cloud services and streaming videos. The new era would be dominated by high-end applications and more complex end- to end experience including the cloud. Many mobile business systems will explore contextual cloud services hosted by others. In mature markets, including the U.S., smartphones will dominate device sales for the foreseeable future. Gartner analysts predicted. Many new device types such as tablets and e-book readers will emerge through 2012 but none comparable to the market share of smartphones and laptops. The smartphones market is very competitive with Apple’s OS (iOS) loosing to Google’s Android and onset of Windows

About Hunka Technologies

Hunka Technologies is on one of the leading mobile applications development company based in India. Hunka specializes in Apple iphone application development, android application development, windows mobile application development and HTML 5. Hunka also has a specialized team for iphone game development, ipod & ipad game development and android game development. For more information please check our website: http://www.hunkatech.com


Augmented Reality for Mobile Applications Development

Augmented Reality – A Core Concept for Mobile Applications Development


Author: hunkatech

You are already aware about augmented reality. You have seen it so many times; it’s just that you don’t know what it is called. Putting up in simple words, Augmented Reality is about creating an extended environment for what you see in the reality. Augmented Reality can also be understood as a combination of the real and the virtual world. It is a fine blend of real time environment and computer-generated data.

[caption id="attachment_234" align="aligncenter" width="468"]Augmented Reality for Mobile Applications Development Augmented-Reality-Technology-018 Augmented Reality for Mobile Applications Development[/caption]

An augmented reality application has to be interactive in real-time and it should be in 3D.A well known example of Augmented Reality which almost everyone might have seen but not noticed till date is the analysis used while showing sports such as football, rugby, cricket and swimming. Swimming telecasts often add a line across the lanes to indicate the position of the current record holder as a race proceeds to allow viewers to compare the current race to the best performance which can be taken as an example to understand Augmented Reality.


Augmented Reality is an enhancement of real time objects and real- time environment with the help of digital technology. It can provide you with the information present in a real time object which you cannot see otherwise. In other words, augmented reality uses technologies to deepen your understanding by furnishing details about a real-time object or space.

There are two types of augmented reality- desktop augmented reality and mobile augmented reality. Major mobile application development companies focus on mobile augmented technology with provisions for both iPhone and Android users. Augmented Reality can be classified into Marker based, Markerless and Location –based. Technologies. In the Marker- based AR a visual marker is embedded into the contents that the marketer wants to showcase. Markerless AR uses graphics instead of a marker to showcase their ads. This type of AR has been used by Starbucks with their Starbucks Cup Magic app. When a Smartphone is positioned over the Starbucks Valentines Day Cup, the heart present on the Starbucks cup multiplies and starts flying in a 3D fashion which is quite amazing. In location based AR, which is free for android and Apple devices, the user can point their Smartphone in any direction and look through the camera viewers and get information they want. This utilizes features GPS and the sensors that are in-built in the smart phones. Location based AR enables you to get information about local restaurants or search property and their details by getting the latitude and longitude of the location.

Augmented Reality is the technology of the future. It has already been put to use in various fields including the mobile phone market. Augmented Reality is also being used by Toy companies. It is being used for marketing purposes by companies such as Starbucks and BMW. Augmented reality can be used in video- games to add on to the fun –factor. AR may also be used for real-time navigation information that may be in-built in the car for entertainment and guidance purposes. All –in-all, augmented reality has a lot of untapped potential which when put to use can work wonders for the society. Augmented reality has the power to benefit everyone from a visitor, doctor, soldier or a local looking for a closest subway. There is no single place where augmented reality can’t be applied. Augmented Reality has the ability to change the way one perceives the world.

About Hunka Technologies

Hunka Technologies is on one of the leading mobile applications development company based in India. Hunka specializes in Apple iphone application development, android application development, windows mobile application development and HTML 5. Hunka also has a specialized team for iphone game development, ipod & ipad game development and android game development. For more information please check our website: http://www.hunkatech.com



Monday, January 30, 2012

Global Augmented Reality Market

MarketsandMarkets Global Augmented Reality Market 2016


Author: Mr Rohan


MarketsandMarkets: Global Augmented Reality (AR) Market worth $5151.74 Million by 2016

According to a new market research report "Global Augmented Reality (AR) Market Forecast by Product (HMD, HUD, Tablet PC, Smartphone) for Gaming, Automotive, Medical, Advertisement, Defense, E-learning & GPS Applications (2011 - 2016)" published by MarketsandMarkets (www.marketsandmarkets.com), the total augmented reality applications market is expected to reach $5151.74 million by 2016 at a CAGR of 95.3% from 2011 to 2016.

[caption id="attachment_258" align="aligncenter" width="500"]Global Augmented Reality Market Augmented-Reality-Technology-026 Global Augmented Reality Market[/caption]

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Browse 55 tables and in-depth TOC on Global Augmented Reality (AR) Market Forecast by Product (HMD, HUD, Tablet PC, Smartphone) for Gaming, Automotive, Medical, Advertisement, Defense, E-learning & GPS Applications (2011 - 2016).

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The augmented reality applications market is still in the nascent stage. It has a long way to go in the subsequent five years. There are some shortcomings with respect to the technology that is being used to view the augmented image on a mobile phone and tablet PC's. However, a number of research institutes such as University of Washington (U.S.), and MIT (U.S.) are working towards achieving high quality images and giving the user a far better experience as compared to what it is today.

Products such as smartphones, tablets, and eye wear are still in the introduction stage for augmented reality applications to be viewed. A number of augmented reality enabled gaming and e-learning applications can be downloaded on them for an enhanced view. The other two products; head mounted displays, and head up displays that are used in the military and aerospace applications respectively are mature products in the augmented reality applications market.

The most attractive of all the augmented reality applications are the gaming applications, GPS applications and the online advertisement application. The rate of adoption of technology in the gaming as well as the GPS segment has been very high and will continue to do so.

Geographically, countries such as Japan and China are on the forefront in the adoption of the augmented reality applications. The European region has a number of start-up companies contributing to the augmented reality applications. The market is expected to grow exponentially in the next five years.

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About Author:
MarketsandMarkets is a global market research and consulting company based in the U.S. We publish strategically analyzed market research reports and serve as a business intelligence partner to Fortune 500 companies across the world.