Showing posts with label AR Technology. Show all posts
Showing posts with label AR Technology. Show all posts

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, 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.
###

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

Monday, February 27, 2012

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]

Browse All : AR Market

http://www.marketsandmarkets.com/Market-Reports/reality-applications-market-458.html

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).

Early buyers will receive 10% customization of reports.

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.

About MarketsandMarkets

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.

MarketsandMarkets also provides multi-client reports, company profiles, databases, and custom research services. They cover thirteen industry verticals, including advanced materials, automotives and transportation, banking and financial services, biotechnology, chemicals, consumer goods, energy and power, food and beverages, industrial automation, medical devices, pharmaceuticals, semiconductor and electronics, and telecommunications and IT.

We at MarketsandMarkets are inspired to help our clients grow by providing apt business insight with our huge market intelligence repository.

Contact:
Mr. Rohan
7557 Rambler Road,
Suite 727, Dallas, TX 75231
Tel: +1-888-6006-441
Email: sales@marketsandmarkets.com
MarketsandMarkets Blog
http://twitter.com/marketsmarkets

Article Source: http://www.sooperarticles.com/news-society-articles/business-news-articles/marketsandmarkets-global-augmented-reality-market-2016-723412.html

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.

Augmented Reality Marketing For Your Marketing Goals

Augmented Reality Marketing: How To Use This New Technology For Your Marketing Goals


By Jerry O Smith


Augmented reality (AR) is defined as a live, direct view of the physical environment augmented by computer-assisted sensory input including sound, video, graphics or GPS information. As a result, the technology functions by enhancing one's current perception of reality. When AR is combined with mobile commerce or mCommerce, large retailers poise themselves in the front of the pack by deciding and planning their marketing strategies in using this system. Augmented reality marketing is now being coined as the new and hottest marketing techniques out there.

[caption id="attachment_260" align="aligncenter" width="500"]Augmented Reality Marketing Augmented-Reality-Technology-027 Augmented Reality Marketing[/caption]

"The biggest story is that people are becoming more attached to their PDA's and using them more in their daily lives", said Al Ferrera, national director of retail and consumer product practice at BDO USA, Chicago. A recent survey of the chief financial officers from the top 100 largest retailers found that 100 percent of ten of the largest retailers and 54 percent of the rest studied said that they planned to increase their mobile investments in 2012.

By implementing AR with the mobile apps, large retailers are able to touch their customers more closely while creating a more intriguing experience for the consumer when presenting their products and services. Augmented reality marketing entirely enhances the shopping experience by artfully attracting the consumer's attention and allowing them to virtually participate in their shopping experience.

A good example of this is a company that created an AR mobile app for the iPhone where the app gets frames from an eyeglass company and allows consumers to virtually try on various frames and styles. This interesting app also allows the consumers to send photos of themselves through the various social networks in order to glean the opinion of friends, who might be able to give good advice. This web-based AR mobile app generated a 50 percent month to month increase in revenue for this particular company while 30 percent of the visitors participated in what AR had to offer. Large retailers are also experimenting with AR and mCommerce apps that allow consumers the ability to virtually try on jewelry or even apply make-up.

Our entire shopping experience is currently being completely transformed by augmented reality marketing. Not only will shopping become easier and faster, it appears that it's going to become much more interesting as well. As of now, we are only seeing the tip of the iceberg of a new and exciting approach to cutting edge marketing.

Augmented reality marketing is the bleeding edge of mobile marketing techniques; learn more about this new trend on our website.

Article Source: http://EzineArticles.com/?expert=Jerry_O_Smith
http://EzineArticles.com/?Augmented-Reality-Marketing:-How-To-Use-This-New-Technology-For-Your-Marketing-Goals&id=6822565

Thursday, January 12, 2012

Augmented Reality in the Tourism Industry

Augmented Reality and the Tourism Industry


Author:Carla Fourie


Augmented Reality (AR) allows recorded and animated images to blend and be viewed in real time. Most of the past augmented reality apps mainly focused on entertainment, such as the Lego Kiosks, futuristic baseball cards and even a virtual tour of the starship Enterprise. More recent apps however, have shifted their focus: providing travelers with useful information and answers to their possible questions.

[caption id="attachment_263" align="aligncenter" width="500"]Augmented Reality in the Tourism Industry  Augmented-Reality-Technology-028 Augmented Reality in the Tourism Industry[/caption]

What does augmented reality mean for tourism? Augmented reality apps comprise different layers, such as museums, historic sites, dining and real estate to name but a few. The tourism layer, however, is the one most commonly used. This makes sense since tourists need information which will make their travelling experience easier, more informed and more secure, allowing travelers to experience the destination before they arrive.

A few examples of how augmented reality was used in tourism TripAdvisor launched their Augmented Reality Tours app for iPad this month, using images from Google Street View to create a virtual walk through various destinations. This app might not be as advanced as apps by Layar, Lonely Planet or mTrip, but is still more useful and fun to use than 2D maps.

The Beijing Institute of Technology created a virtual reconstruction of Yuanmingyuan, a local historic site destroyed in 1860 during the Opium War, by using various paintings and sketches. They built a coin-operated viewing platform which tourists can use to see what Yuanmingyuan used to look like.

The Cluny Abbey Museum in France has a giant augmented reality screen, a 'window to the past' if you will, allowing users to 'travel back in time' and view a pre-destruction example of the Abbey. GraffitiGeo launched the first ever augmented reality restaurant recommendations app. Just point your phone towards a restaurant and see immediate reviews.

There are a lot of augmented reality apps, too many to mention in only one blog. Did I miss your favourite? Please share it with us in the comments.

About FormFunction

FormFunction is not just another development agency; we're a digital consultancy delivering functional websites, web and mobile applications and business solutions. Take a look at our blog for more interesting technology-related posts.

Article Source: http://www.articlesbase.com/internet-marketing-articles/augmented-reality-and-the-tourism-industry-4533883.html

About the Author

About FormFunction

FormFunction is not just another development agency; we're a digital consultancy delivering functional websites, web and mobile applications and business solutions.

Monday, January 2, 2012

Augmented reality in Australia Open with KIA

Augmented reality at the Australia


Open with KIA and Explore Engage


Author:Alessio


At the Australian Open Explore Engage presented to the market, together with KIA, a new augmented reality application.

The application, which is available for both the iPhone and Android, use the augmented reality to bring the latest model of the Korean carmaker (Optima) from the TV screen onto the user's phone in an interactive 3D model that allows you to have fun discovering all its features.

The application for Kia and is one of the first in Australia to actually use augmented reality for advertising purposes using both television and other media such as web and print media. Explore Engage and Kia are then exploring a field that probably will have a prominent role the future of advertising.

To launch the application just point the camera to the KIA logo that will appear on TV and immediately the punchy Optima will roar its way 'out of the logo in headlights. The three-dimensionality of the model will allow you to see the vehicles in its details and interact with it by raising the hood or by turning the headlights on and off

(as shown in the video http://www.youtube.com/watch?v=zygBTf3-i00).

'We at Kia we are constantly looking for new ways to connect and engage with the people . We are excited about the launch of this product to coincide with the Australian Open,' said Gerrit Walters, Brand and Advertising Manager, Kia Motors.

For its part Explore Engage has always had experimentation and innovation among its goals  and therefore  they say they are very satisfied with the cooperation with KIA

Article Source: http://www.articlesbase.com/cell-phones-articles/augmented-reality-at-the-australia-open-with-kia-and-explore-engage-4123300.html

About the Author

Sunday, January 1, 2012

Augmented Reality (AR) - The World is Your Playground

Augmented Reality (AR) - The World is Your Playground


By Josh Hunt


One of the most exciting current developments in gaming technology in my eyes has to be Augmented Reality (AR). The possibilities this technology provides developers are endless and although AR is still in a fairly primitive state I believe that development of the technology is going to accelerate very quickly over the next 5 years. For those of you that don't know what Augmented Reality is, the simplest way to define it is that it is where a virtual environment is combined or placed over a real world environment to deliver a single reality which we call Augmented Reality. A good example of this is in Terminator 2 where Arnold Schwarzenegger as the Terminator has augmented vision where he can see the real world around him but also has various different scans and data being presented around the real world objects. Another example I've given in the past is that with Augmented Reality in theory you could walk down a busy street with real world people and virtual characters from Star Wars or Lord of the Rings looking through shop windows or climbing up lampposts.

[caption id="attachment_276" align="aligncenter" width="500"]Augmented Reality (AR) - The World is Your Playground Augmented-Reality-Technology-031 Augmented Reality (AR) - The World is Your Playground[/caption]

Augmented Reality is currently being developed because of its usefulness in everyday life, imagine you're someone with a very busy and hectic lifestyle, with Augmented Reality you could have a device built in to your prescription spectacles that allows you to walk to work or catch a train whilst accessing your emails and surfing the internet viewing all this through your the spectacle lenses. Obviously Augmented Reality has much greater uses and can be used in just about any scenario but what really interests me is when you apply AR to the gaming industry. I've recently written an article about the development of AR contact lenses, imagine as a gamer going to a local forest, quarry, beach or just about anywhere on your own or with friends and being able to play a first person shooter with real world surroundings wearing these AR lenses. In theory you could be playing a game like Halo and have crazy alien characters jumping out from behind real world trees and buildings firing lasers and throwing grenades at you. Augmented Reality could even reach a state where it is able to enhance and alter the appearance of the real world around you to make it look for example like the world of Pandora from James Cameron's recent blockbuster hit film Avatar. To be able to walk around a beautifully enhanced version of an area that doesn't really hold any interesting features in the real world would be incredible and people could escape into their own utopia whilst for example sitting on a bus. The possibilities with this technology really are endless and not just in gaming.

Augmented Reality as a concept really does start to become interesting when you combine it with other technologies. As we've seen from demonstrations of Xbox's upcoming innovation Project Natal voice recognition technology has come on leaps and bounds and is starting to be applied effectively to video games. Although voice recognition has been used in the past it has been clumsy and frustrating to work with and now we're really starting to see the human voice become a feasible control option. If we were to combine voice and facial recognition with Augmented Reality it is easy to see the potential that Augmented Reality has to providing an immersive gaming experience within a real world environment. With this combination of technologies you could in theory be able to have two way communication with high definition computer generated characters within your augmented world opening up a whole new avenue of potential in how we play games. I like to think of the experience as something similar to paintball shooting. Paintball shooting in essence is a role playing activity as the people involved in a game are recreating a scenario you would find in warfare. Augmented Reality can provide a similar experience without the need for paintballs and safety gear and instead of shooting real people you could be shooting real people and virtual characters with virtual ammunition. You'd probably still need some kind of gun controller in the example of a first person shooter but it wouldn't fire any ammunition in the real world, just the augmented environment.

Obviously this is all conjecture and most of what we write on this site is. I imagine this idea would work by connecting the AR lenses wirelessly to a portable console (possibly built into your mobile phone as we are talking about the future here) and obviously you would have audio delivered to a pair of wireless or bluetooth headphones that also provided a built in microphone for communicating with the virtual and real world characters.

In recent years video games have received a great deal of bad press in terms of how it is believed they help prevent the social, physical and mental development of young people and in some cases you would have to agree that this is true. The thing I love most about the potential with Augmented Reality is that it will mean young people will be outdoors more, socialising with friends, learning the importance of teambuilding, exercising and basically developing the skills and experience that are required later in life. The truth is Augmented Reality could be used everywhere to help make life easier and to improve the quality of life, we will probably see it in education, healthcare, security, design, manufacturing, sales, teambuilding and the list goes on endlessly. Augmented Reality clearly has unlimited potential and I hope some of the possible developments I have outlined in this article will come to fruition along with millions of others, but I guess time will tell. Please leave your own ideas, comments, thoughts and suggestions on how you could picture this technology changing the video game industry or of course whether you disagree with my ideas and believe AR is unlikely to become mainstream.

For more articles similar to this, visit [http://www.nugamer.com].

Article Source: http://EzineArticles.com/?expert=Josh_Hunt
http://EzineArticles.com/?Augmented-Reality-(AR)---The-World-is-Your-Playground&id=3741774

Monday, December 26, 2011

Augmented Reality TV Coming Soon

Augmented Reality TV Coming To Your Home Soon


by Jessica Drew


Recently a science game show in Germany, called Galileo, ran an interactive quiz through the TV for any viewer who downloaded Junaio, an augmented reality app for smartphones. What is this exactly? Basically, if you were a viewer, you could download and launch the app on your phone, hold your phone's camera up facing your TV and select answers to the multiple choice questions displayed on the TV by tapping the answer on your smartphone.

[caption id="attachment_251" align="aligncenter" width="620"]Augmented Reality TV Coming To Your Home Soon Augmented-Reality-Technology-024 Augmented Reality TV Coming To Your Home Soon[/caption]

The image recognition software in the Junaio app detected the answers a viewer chose and automatically submitted it to Galileo's servers. Viewers instantly knew if they were right or wrong and the show's producers could display how well players as a whole were doing in real time. It's as if the smartphone app, in conjunction with the game show's display, can turn your TV into a touch screen interface.

Techies call this augmented reality and this type of viewing experience, tested in Germany, will undoubtedly become a mainstream, worldwide phenomenon. Why? In an age where everyone knows at least one person addicted to Farmville on Facebook, it's evident people love socially connecting through games and augmented realities. Also because the experiment was a huge hit.

The word "Galileo" was number one in German Twitter trends the night the show aired and during the well-promoted experiment the viewership of the game show jumped to a whopping 14 % percent of the entire market share for 14 to 49 year olds. Television producers cannot ignore numbers like those and you can bet augmented reality TV is coming to your home soon.

This is another example of Augmented Reality getting more useful and another demonstration of broadcast TV facilitating the active audience by giving them an opportunity to join in. This is more than test message voting, this is live at home audience participating from the living room and advances in this area could open up a range of possibilities across TV schedules. TV shows like "Who Wants to be a Millionaire?" and others could harness this, but so could any TV content that could be enhanced through audience interaction. Once augmented reality TV does become more popular, can you imagine how Hollywood writers and other creative professionals are going to use it in conjunction with some of the craziest reality TV shows on air? The possibilities are nearly endless and it should interesting to say the least. 2012 is an election year and the televised political debates could use this technology in the debates!

Jessica Drew is a freelance writer and editor who blogs about a variety of money making topics such as personal finance, frugal living and credit cards.

Tuesday, December 20, 2011

What Is The iPhone Augmented Reality?

What Is The iPhone Augmented Reality?


By Oliver Whitham


Augmented reality first appeared over 50 years ago, more recently it appeared in high-tech battle gear for soldiers. But now with the versatile iPhone there is a growing number of applications and games which overlay a virtual world on top of the real world.

[caption id="attachment_249" align="aligncenter" width="600"]What Is The iPhone Augmented Reality? Augmented-Reality-Technology-023 What Is The iPhone Augmented Reality?[/caption]

But what is augmented reality, what are it's uses, and why is it suddenly such a big deal?

To start with augmented reality really is as simple as displaying digital objects or information on top of a real world view. This is not particularly new, a simple example would be of the information shown 'on the field' during a football game. This is a great example of how computer generated information can be overlaid on a real world situation to provide highly relevant information in a visible but non-obtrusive way.

This has military applications, for instance having the location of enemies overlaid on 'battle goggles', and entertainment applications, such as alien invasions happening over your own cityscape. More practical uses exist however, and augmented reality can be used in tour guides, to tell you about the stars, or even help tell you about specific objects through simple object recognition.

The uses of augmented reality are only just beginning to appear in day-to-day life. However as object recognition becomes more and more intelligent, it is highly possible that games will alter the existing world, rather than just overlay new images on top of it.

Instead of just having static images and information overlaid on the real world, there may be programs that appear which alter the current landscape. These could turn your current skyline in to a futuristic landscape with buildings changed to incorporate futuristic stylings in to current structures and not just adding futuristic objects

Augmented Reality has become a huge deal over the last year for one simple reason. Apple created an update which allowed third-party apps to use the iPhone camera as a video camera. This new medium suddenly gave creative application developers a structure with which they could combine reality with virtual reality. This has spawned a new generation of iPhone games, but on top of that it has created the possibility for an entirely new kind of game and application style. From this new technology there is a strong possibility that even more imaginative uses will be found for combining the real and virtual world.

As the years go by I foresee augmented reality becoming a more and more integral part of day-to-day life, however until that time comes I will enjoy the augmented iPhone games, which are essentially what 'Pong' is to 'Call of Duty' today!

Augmented reality might have just started to appear on the iPhone, but it is already planned for inclusion in the first major iPhone MMORPG. We look forward to the augmented reality future that will bring a true virtual reality to the gaming world.

Article Source: http://EzineArticles.com/?expert=Oliver_Whitham
http://EzineArticles.com/?What-Is-The-iPhone-Augmented-Reality?&id=6111065

 

 

Saturday, December 3, 2011

Augmented Reality - Tools Used Today

Augmented Reality - Tools Used Today





Augmented Reality (AR) is the blending of the real and the virtual. It is when virtual elements are augmented by computer programs and associated with reality. In this article, we will have a look at some of the AR tools used today.

Slowly but certainly, the augmented reality is paving a way of virtual dependence. Technologies are adopting the augmented reality because of its high interactivity and efficiency. Our routine way of doing things is going to change in the coming years.

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Face Tracking Technology


Face tracking technology is used mostly on cameras and mobile phones. It allows the camera to recognize and track a human face. Taking photos has become so much easy and simplified while improving quality. The camera automatically adjusts the focus, exposure and color balance.

Virtual Mirror


A lot of companies are implementing the use of virtual mirror on their websites. It is a 3D technology which allows online viewers who are sitting in front of their computer, to virtually try the latest products. A webcam is needed for it to work. For example, several companies selling sunglasses and eyeglasses have been using this interactive technology to market their products. This is also relevant in clothing. There are mirror-like displays in shops where customers can see themselves wearing different clothing items. There is no need for a fitting room and the technology allows you to modify your cloth color and appearance. It is also applicable to footwear where various shoes of different colors can be tried by just standing in front of the virtual mirror.

Intelligent Smartphones


Another example of the augmented reality is through the use of intelligent smartphones whereby you just point your Smartphone at a building or roadside and additional information instantly appear on your phone such as current location, nearest hotel, restaurant menus, wind direction, compass among others.

Interactive Marketing


One of the most important tools used, in relation to augmented reality in marketing, is interactive products animations. Using digital photo studios, marketers can instantly create 360 degree animations and 3D animations of products, irrespective of size and weight. Online customers can rotate such virtual products animations using their computer mouse. This is quite similar to actually holding the product and looking at it through every possible angle. With such appealing interactive animations, the rate of customer conversion definitely gets boosted.

The future of Augmented Reality


Augmented reality is gradually changing the world. We can already guess how the future might be; with wearable gestural interface, you might be able to do everything with your hand or with your voice. For example, tomorrow you might take photos with just your hands, you might play multiplayer games in holograms battle fields ...the possibilities are endless.

The author is currently working as English Copywriter at PackshotCreator, the interactive solution provider.

Log on to: http://www.packshot-creator.com


Tuesday, November 29, 2011

Augmented Reality: An Eye-Popping New e-Learning Tool

Augmented Reality: An Eye-Popping New e-Learning Tool


Documentation and e-Learning (Part 5): Augmented Reality: An Eye-Popping New e-Learning Tool

Author: Dave Boggs



 

As I described last time, dynamic web data and web-cam feeds are marvelous ways to hold learners' interest, by exposing them to live real-world resources. This is especially true in subjects like astronomy, geology, and marine biology. But how can an e-Learning system teach people to repair a car, run a factory-floor machine, or do some other complex real life activity? Computer simulations can demonstrate such things, but real interactive learning experiences would be better.

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That's where a powerful new training technology called Augmented Reality (AR) can help. What you are about to see may seem unbelievable, but people are doing it now with available software on regular PCs. And their AR-based content can be delivered today on the SyberWorks Training Center or any other LMS that supports web-based courses.

Mixing Real and Virtual

Augmented Reality is the mixing of live web-cam feeds with computer-generated data, images, UI elements, and text. This is NOT the same as the pre-packaged special effects that Hollywood has been feeding us for decades. AR mixes dynamic computer-generated images with real-time feeds from PC web-cams.

Companies have been developing this technology since the early 1990s. And you can discover more about it by Googling "augmented reality" PLUS:

• microsoft
• google
• adobe
• flash
• toolkit
• e-learning

You'll discover a lot. At this writing, for example, YouTube hosted some 8,000 videos about AR. And when I did those searches, here are four of the best AR demos that I found (be sure to turn your PC speakers on):

• Here's a popular demo from GE (click the "See How It Works" link in the window that opens): ge.ecomagination.com/smartgrid/?c_id=googaugreal&gclid=CPP14ZXW-Z4CFag65QodPGAWJA#/augmented_reality

• This BMW video may be the best example I found of using AR to teach users a real-life process (car repair), and then guide trained repairmen on the shop floor:    youtube.com/watch?v=P9KPJlA5yds&feature=related

• Imagine how you might apply the technique shown in this next video to the printed materials that your students use, or that instructors display on monitor screens:    youtube.com/watch?v=iT2ek8N0VlY&NR=1

• Homeland Security even has this high-end firefighting/haz-mat application, which trains professionals realistically, but without exposing them to harm:        fdnntv.com/review.asp_Q_reviewID_E_6_A_title_E_Augmented_Reality_Training_Unit

And if you want to see more, here you go:

• video.google.com/videoplay?docid=6523761027552517909#

• video.google.com/videoplay?docid=6523761027552517909#docid=-7208350155329800209

• brandrepublic.com/Discipline/Digital/News/938024/google

• youtube.com/watch?v=1_7NW_u3VFo&feature=related

• youtube.com/watch?v=29OSzQbxpcQ&feature=related

• youtube.com/watch?v=5M-oAmBDcZk&feature=related

• youtube.com/watch?v=79Lx87MtcC0&NR=1

• youtube.com/watch?v=FENBx1h4cic&feature=related

• youtube.com/watch?v=HTYeuo6pIjY&feature=related

• youtube.com/watch?v=IZOeRhQdew8&feature=related

• youtube.com/watch?v=rgXzdUb_fug&feature=related

• youtube.com/watch?v=RsehKGygClQ&feature=fvw

• youtube.com/watch?v=sxr8oaRUq6k&feature=related

• youtube.com/watch?v=v9Zl1e5pAHA&feature=related

• youtube.com/watch?v=yFwzFby2eNo&feature=related

• youtube.com/watch?v=ZKw_Mp5YkaE&feature=related

Many AR applications use available software and web cams. Some (such as the Homeland Security and car-repair examples) involve special goggles. But many more let people view AR content directly on PC screens. In most of these, users hold black-and-white pattern cards (called "markers") in front of their PC web cams. These markers tell PCs which images to display, the data to show about them, and how this "virtual content" should change as students move the markers in front of the web cams.

But while viewing AR videos, please think about how the underlying capabilities shown might work in your training projects. This video of virtual water bouncing off a poor researcher

(  http://www.youtube.com/watch?v=-NAH5vlkgkk&feature=related ) brings a smile, but its important point is the "physical" real-time interaction between the man and the dynamic computer-generated objects.

So instead of bouncing virtual water off students' heads, your next AR project might let automobile designers see how air flows around a car model that they hold in their hands... and to explore how this flow changes as they move the model within its virtual AR wind-tunnel. And without any extra development effort, it could also reveal the differing aerodynamics of alternative car designs. All without actually building wind-tunnels or testing full-sized vehicles in special labs.

Ready to Try?

If you'd like to explore AR more deeply, this site:  youtube.com/watch?v=jU6PcBS1pWw&NR=1&feature=fvwp  describes one way to create AR applications using Adobe Flex and a 3D-graphics program like Google SketchUp, Maya, or Blender. The presentation is fast and you must be familiar with web coding. But if you're technically minded and seriously interested, go for it!

And at the end, it mentions how to incorporate AR material into web sites and online e-Learning screens. This hints that AR content could be used today on the SyberWorks Training Center or any other LMS that handles web-based courses.

Born in research labs, AR has been migrating into commercial, advertising, and training applications... and even to individual content-creators' desktops. You would do well to follow its progress if your e-Learning products would be more effective with:

• Computer-generated content displayed above instructor's class notes when students view them on classroom monitors, or above students' printed training materials on their own PC screens.
• Online course controls, navigation buttons, and other informative images overlaid on real-world videos (like our car-repair example).

Whether teaching "book topics" or the most complex real-time processes, your users might benefit from AR's ability to help:

• Teach learners and hold their interest.
• Certify their competency (including in "real-time test-bed" environments).
• Guide them through related tasks on-the-job, after training.

Someday, perhaps, your learners could be as lucky as that BMW repairman we saw earlier. I believe that we'll all soon include at least some AR content in our training programs and user documentation... either because we want to, or because our competitors beat us to it.

About the Author:

Dave Powell is Documentation Manager for SyberWorks, Inc., a privately-held supplier of e-Learning software and training. For the past 15 years, he has written award-winning marketing collateral and user documentation for hardware/software companies like PictureTel, 3Com, Philips Medical Systems, Polaroid, and SyberWorks. Prior to that, he edited and wrote for publications like Computerworld, Infosecurity News, Networking Management, Digital Design, LightWave, Popular Computing, Harvard Business Review, and Leaders. (During that time, he also served as an author and Editorial Advisor for Sesame Street.)

About SyberWorks, Inc.

SyberWorks, Inc. is a leader in the custom e-Learning Solutions and Learning Management System/Learning Content Management System (LMS/LCMS) industries for Fortune 1000 corporations, law enforcement, healthcare, and other industries. Located in Waltham, Massachusetts, the company serves the multi-billion-dollar e-Learning market. Since 1995, SyberWorks has developed and delivered unique and economical solutions to create, manage, measure, and improve e-Learning programs at companies and organizations in the United States, Canada, Europe, and around the world.




Occupation: CEO of SyberWorks

About the Author: Dave Boggs is the founder and CEO of SyberWorks, Inc (www.syberworks.com). He has been involved with computer-based and web-based training for more than twelve years. Before founding SyberWorks, Dave was the VP of Sales and Business Development for Relational Courseware. He holds a Bachelor of Science degree in Physics from Union College in Schenectady, NY, and an MBA from the Kellogg School of Management at Northwestern University in Evanston, IL. The Boggs e-Learning Chronicle Dave Boggs also writes the Boggs e-Learning Chronicle, which reports on trends, provides observations, and information about e-learning and web-based training.