Archive for September, 2009

Vampire Diaries Augmented Reality Storescapes

The last few months, we bloggers have decried the gimmicky nature of most augmented reality marketing campaigns.  Mostly, the problem lies in their clunky implementations of the technology.  Printing out markers and holding them up to the screen are as old as watching LOST or wearing Crocs. 

Successful usage of the technology relies on the user to forget there’s even some technical jargon behind it all.  Did my do-hickey connect with the thing-a-mabob?  Who cares?  Give me instant gratification. 

While I don’t have a single inkling to watch CW’s Vampire Diaries (I haven’t read the Twilight series either), I do think Inwindow Outdoor’s implementation of augmented reality is brilliant.    None of the people interacting with the Storescape window had even heard of augmented reality, and they didn’t need to, they were amazed by the screens ability to make them invisible.  Though I can’t for the life of me think of why these people would translate this impressive Storescape experience into watching a TV show, but I guess failure to understand cause and effect is what marketers rely on. 

 

Popularity: 10% [?]

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Voodoo Experience Augmented Reality App

The music festival experience can be quite overwhelming with copious drinks, flickering lights and nose curdling levels of patchouli in the air.  Add Caribbean voodoo, the masked hooligans of Halloween and the general craziness of New Orleans, and you’ll wish you had a guide back to your friends at the Silversun Pickups stage when you wandered off following the sleeveless pink hoodie guy. 

Zehnder has created a Layar for the 2009 Voodoo Experience on Halloween weekend to help make sure you can find your way, but only if you have an Android.  The app gives locations, schedules and information about all the bands, food and beverage spots and all the other necessities of the music festival experience. 

My only wish-list item for this app would be a way to geo-tag your approval of the band’s playing.  That way if you’re stuck at a band coasting through a bad set, you can surf the geo-tags and find one rocking out. 

Popularity: 9% [?]

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The Rocket Cow Augmented Reality Business Card

It’s not really an another augmented reality business card.  In fact, it looks like the team at FullSix just printed a marker on the back of a standard card.  Yet I found the video strangely entertaining and yearned to have my own rocket cow to pilot onto fluffy croissant landing pads. 

While the video doesn’t advance the science of augmented reality, its whimsical attitude certainly perked up my Monday morning, proving the point that sometimes gimmicks can be just plain fun (happy iPhone-esque commercial music helps as well.) 

Can I get a rocket launcher on that cow, too?

Popularity: 11% [?]

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Past ISMAR Videos

ISMAR09 is less than a month away and I’m getting excited about attending (though I wish I could be there for the full week.)  This year’s conference looks to be the best one yet. 

While the industry is gazing longingly to the future, there’s still a lot to learn from past ISMAR conferences.  The conference organizers have been uploading old videos from past events and it’s interesting to see how the concepts haven’t changed, but the technology has gotten better.  

I won’t even begin to claim that I understand the abstract titles, so just look at the pretty pictures and don’t try to make sense of all the fifty cent words.  Consider that most of these videos hail from the year 2004. 

 

Augmented Reality Room Design

 

 

AR Visualization of an Archaeological Excavation

 

 

Tinmith-evo5: Interactive AR Techniques for 3D Geometery Construction at a Distance

 

Embedding Imperceptible Patterns into Projected Images for Simultaneous Acquisition and Display

 

Component-based Approach to Immersive Authoring of Tangible AR Applications

 

Video See-Through AR on Consumer Cell Phones

 

Augmented Surfaces: A Spatially Continious Workspace for Hybrid Computing Enviroments

 

The AR Apprenticeship by Replication and Omnidirectional Viewing of Subtle Movements

 

Deformable 3D Lungs Superimposition

 

Distribuited AR Training Tool

 

The ARC Display for 3D Visualization

 

In-Place Augmented Reality

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YDreams: Flyar Birdies Bring Tweets to Your PC

YDreams, a Portuguese information technology company, has been quiet in the augmented reality news lately, but remedy that with their release of an AR twitter product called Flyar for your PC. 

 

What is Flyar?

Flyar is a free Twitter visualization application that uses Augmented Reality and gesture interaction. You can set it as your screensaver or just play around with it.

It uses your webcam to create an augmented video image, enabling you to visualize incoming tweets (from your account or a general feed) in a twitteresque setting that you can interact with.

How does it work?

Flyar uses your webcam to create an augmented reality image where birds fly or hang around tree branches and fly towards you to deliver tweets. The birds represent incoming tweets, and their color represents different types of messages: blue for normal messages, green for replies and red for direct messages.

When a bird is standing on a branch it means you have a new message. With just a tap you can “call” him and he’ll fly to your side to deliver the tweet (only one bird at a time). You can also interact with the birds by disrupting their flight patterns, or affect the falling leaves. The flock of birds flying around tells you how many messages you have waiting to be read.

 

It works as a screensaver which means it’ll be active when you come back to your computer.  Later on when the technology develops and I’m wearing my Vuzix AR920 Wraps, I’ll have the eyeball space to wait for a bird to deliver my tweet where ever I am.  In the meantime, AR birdies delivering my message will be desk-bound only. 

YDreams also released a compilation video of their products.  The montage goes through examples of AR sightseeing, museums, interactive catalogs, advertising, books, full-body motion capture and a slightly creepy playground. 

I’m not sure how the interactive playground works, but it’ll mean we can finally play with our imaginary friends for real.

Popularity: 21% [?]

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Topps and Total Immersion Huddle Up: NFL QBs Come to Life Via Augmented Reality

For Immediate Release

 

TOPPS AND TOTAL IMMERSION HUDDLE UP,

UNVEIL ‘3D LIVE’ FOOTBALL CARDS: NFL QUARTERBACKS ON

VIRTUAL GRIDIRON COME TO LIFE VIA AUGMENTED REALITY

 

Cards Build on Game-Changing Introduction of 3D Live Baseball Cards,

Enable Kids and Collectors to Play Ball with the Pros at ToppsTown.com

 

            LOS ANGELES and NEW YORK (September 23, 2009) – If the prospect of being a Monday morning quarterback every day of the week grabs you, you can now get in the game, thanks to the Topps Company, Total Immersion and the magic of augmented reality.

            The two companies today introduced “Topps 3D Live” football trading cards featuring star National Football League quarterbacks who come to play, at www.toppstown.com, Topps’ virtual sports community.

            Building on the success of its groundbreaking 3D Live baseball cards for Topps, Total Immersion, the global leader in augmented reality, is bringing Ben Roethlisberger, Tom Brady, Eli and Peyton Manning, Donovan McNabb and other star quarterbacks to life in 3D, for  the 2009 NFL season.

Topps, the leading creator and marketer of sports and related cards, is delivering a new level of interactive gameplay via the new football cards, introducing a highly engaging experience where virtual components are merged into a live video stream in real time.

The new Topps 3D Live football cards feature quarterbacks who pop up from specially designated cards to fire passes to virtual receivers, all the while seeking to keep away from defensive obstacles. 

             Every pack of Topps 2009 Football contains one interactive code card.  Fans log on to www.toppstown.com, enter the Topps 3D Live section and select the player on the code card.  Once the player is selected and the program is initialized, it’s time for the snap from center.  When the card is held under a webcam, the quarterback springs to life, onscreen.  Fans control the action with a few keystrokes.   

            “With 3D Live NFL cards, Topps is continuing to innovate, bringing greater interactivity to game play for fans and collectors alike,” said Steve Grimes, Chief Digital Officer, Topps.  “We’re fans of augmented reality, and the quarterback game we’ve developed with Total Immersion is simple, engaging and fun.”

            “Marrying football with augmented reality was a natural after the game-changing success of Topps 3D Live baseball cards,” said Bruno Uzzan, CEO and co-founder, Total Immersion (www.t-immersion.com).  “These cards put fans in the huddle with their favorite NFL quarterback, and demonstrate yet again how augmented reality gets the consumer into the action like nothing else.  That’s the kind of engagement that AR delivers consistently.”

            3D Live augmented reality football cards are the newest attraction at Topps Town, an online sports community. The site was unveiled in June 2008 as part of the iconic company’s plans to expand into the digital space.  Topps was recently named the exclusive card supplier to Major League Baseball.

 

About The Topps Company, Inc.

Founded in 1938, Topps (www.topps.com) is a leading creator and marketer of sports and related cards, entertainment products, and distinctive confectionery. Topps entertainment products include Major League Baseball, NFL, NBA, and other trading cards, sticker album collections, and collectible games. The company’s confectionary brands include “Bazooka” bubble gum, “Ring Pop,” “Push Pop,” “Baby Bottle Pop,” and “Juicy Drop Pop” lollipops.  In June 2008, Topps unveiled ToppsTown (www.toppstown.com), the first online sports community for kids, bringing the popularity of trading cards with the exploding world of web-based social networking.

 

About Total Immersion

Total Immersion (www.t-immersion.com) is the global leader in augmented reality.  Through its patented D’Fusion™ technology, Total Immersion blurs the line between the virtual world and the real world by integrating real time interactive 3D graphics into a live video stream.  Leading the augmented reality category since 1999, the company maintains a presence in Europe and the U.S., and supports a network of partners worldwide.

 

 

Media Contact for Topps:

Adam Schiff/Matthew Altman

Dan Klores Communications

212/685-4300

adam_schiff@dkcnews.com

 

Media Contact for Total Immersion:

Ken Greenberg

Edge Communications, Inc.

818/990-5001

ken@edgecommunicationsinc.com

Popularity: 14% [?]

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The Zerkin Glove – Touching the Future, Now

With all the buzz about multiple AR news announcements (ARMLLayar 3D, Vuzix contest),  Noah Zerkin’s glove/tracking project got lost.  Hopefully I can shed some much deserved light on what this one-man show is doing.

Noah has been working on an interactive glove that could be used as an augmented reality interface since early this year.  The video shows how he built the glove in less than a day for under $300. 

Noah lists more details on his new website – Zerkin Glove.

What is the Zerkin Glove?

A low-cost, motion and position capturing, data glove for 3D interaction with virtual objects in augmented reality (AR) environments.

What do you mean, really?
The Zerkin Glove, is the most intuitive input device using natural hand gestures – like you’ve only seen in sci-fi movies – with a consumer friendly price.
The glove enables accurate 1-to-1 tracking of one’s entire arm – from shoulder to knuckles – without external reference infrastructure (such as cameras, sensors, scanners) allowing intuitive interaction with virtual objects in augmented reality environments such as games, education, 3D design, training, healthcare and more.

Why is it important?
Augmented reality applications, which promise to change the way people interact with the world, have been largely focused on augmenting one’s field of view with additional information. The Zerkin glove is the missing element for enhancing the interaction in any handsfree mobile AR application.

How does it work?
Thanks to the use of inexpensive off-the-shelf components such as flex sensors, gyros, accelerometer, and compass headings, the glove precisely tracks the slightest gestures in the augmented reality space. Based on a proprietary patent-pending method. The graphics are overlaid relative to fiducial markers using AR tracking software. A pair of see-through AR glasses complements the experience as display for a first person perspective.

 

Noah is looking for investors, developers and fans.  I can’t help with the first two (unless they happen to read this post), but count me in as a fan.  Good luck and hopefully I’ll get to see the glove at ISMAR.

Popularity: 11% [?]

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The Augmented Reality Reading List

Earlier this month, Ori Inbar posted on Games Alfresco about why people get excited about augmented reality.  Ori mentions Vernor Vinge’s Rainbows End as inspiration and it got me thinking about other novels that use augmented reality. 

I’m making this list, not only because these novels and stories are great reads, but also because I find it fascinating how fiction, especially science-fiction, can inspire real inventions.  Who would have thought the social-media-karma concept of Whuffie from Cory Doctorow’s novel Down and Out in the Magic Kingdom would be made real (will it work is a whole ‘nother story)?  Or how Google’s super-nerds Larry Page and Sergey Brin have taken notes from Neal Stephenson’s Snow Crash for their Google Earth project?  The afore mentioned Rainbows End has frequently been called upon in the realms of augmented reality. 

Without further ado (because when do you actual have ado?), I present, in no particular order, the augmented reality reading list (updated 9/21 and 9/22):

Novels

Magic KingdomDown and Out in the Magic Kingdom – Cory Doctorow

The novel is set in the 22nd century when death has been cured.  While the jacket cover may baffle you by combining such concepts as Disney World, ad-hocracies, Whuffie and the Bitchun utopia, the story was nominated for a Nebula Award in 2004 for Best Novel, so that should tell you something for the quality of the writing.  This is the only one on the list that I’ve read (besides Virtual Light), but its been one of my favorites for the last decade.  The augmented reality concept within the novel is the HUD.  It’s not quite the “shared reality” that true AR brings, but it definitely combines social-networking, the Internet and a HUD for the everyday man, woman or child. 

 

 

 

rainbowsend-thumbRainbows End – Vernor Vinge

This novel is frequently cited among knowledgeable augmented reality enthusiasts as an inspiration for their work (along with Denno Coil).  While many of the other stories in this list have only tantalizing connections to AR, Vernor has specifically written this novel with the technology as the backbone for society.  It won the Hugo Award and Locus Awards in 2007.

 

 

 

caryatidscomverThe Caryatids – Bruce Sterling

Our prophet of augmented reality, Bruce Sterling, is no stranger to this illusionary science.  Long ago he helped  pioneer the original cyberpunk revolution and has had elements of AR in his short stories and novels (i.e. Holy Fire) for some time.  In his most recent novel, The Caryatids, he unleashes the technology in the form of Spex which are a form of head-mounted displays.  Cory Doctorow gives a glowing review of the book on BoingBoing

 

 

 

 

gibson_spook_country_183Spook Country – William Gibson

Gibson’s novel brings us geolocative art that can only be seen with VR helmets.  It’s not entirely AR, but its close enough to draw similar conclusions.  In a quote I like, which sums up the transition from cyberpunk to post-cyberpunk to augpunk (or whatever it should be called) Gibson says:

If the book has a point to make where we are now with cyberspace, is that cyberspace has colonized our everyday life and continues to colonize everyday life.

The novel was nominated for a Locus Award in 2008.  You can read more about the novel in this SF Net Review.

 

 200px-Halting_State(1stEd)Halting State - Charles Stross

The novel’s plot centers around a bank robbery in an MMORG and is written in the second person.  The AR in the novel is based on the usage of Specs, the same goggles in his novel Accelerando, that are a form of HUD.  The novel was nominated for both a Hugo and a Locus in 2008 and has a sequel entitled “419″ due out in 2010. 

 

 

 

 

150px-Pandora's_StarThe Commonwealth Saga and Void Trilogy – Peter F. Hamilton

This arc of books starts in the near-future, then jumps forward 300 years before making its final jump to a period of 1200 years later for the void trilogy.  Not all the books are finished (the last is due out in 2011.)  The AR contained stretches a bit further than the others on this list with an interstellar network of computers called the Unisphere.  While the others on the list are post-cyberpunk novels, this one is an epic space opera with elements of augmented reality. 

 

 

 

 

goldenageThe Golden Age Trilogy - John C. Wright

This trilogy is set 500,000 years into the future when everyone is immortal and wealthy.  The elite Manorials rely on AI to do all the trivial day-to-day work for them while they interact with each other using the Mentality (their version of the Internet.)  They commonly travel by telepresence (or augmented reality.) 

 

 

 

 

ladyofmazesLady of Mazes - Karl Schroeder

The novel is set in the far future similar to the above Golden Age.  Post-humans have gained god-like powers and utilize AR to change their surroundings.  SFSite gives a review of the novel here

 

 

 

 

 

 

250px-Virtual_light_uk_coverVirtual Light – William Gibson

The plot centers around a young bike messanger who steals a pair of innocent-looking glasses from a man at a party.  She doesn’t realize what they do, nor does she realize what dangerous information they have on them.  The “virtual-light” glasses are obviously AR glasses (upon my 5th reading twenty years later), but its interesting how the data is very localized.  The use of AR is limited (most of it doesn’t come until the end), but captures the essence of the technology.  The novel was a finalist for the Hugo and Locus Awards.

 

 

 

UgliesUglies Trilogy - Scott Westerfield

While this trilogy technically falls into the YA section, it’s not just for teenagers and I highly recommend it for everyone.  Like Cory Doctorow’s Little Brother, the main character is in her teens and the far-future technology is second nature including hacking her interface ring and hoverboard.  Augmented reality isn’t a main component of the storyline, but the privacy issues surrounding the Internet of Things is visible throughout.  Even if you don’t care a lick about AR, I’d pick up these books.  The story had me so completely in its grips I read all three books over a period of five days. 

 

 

 

Short Stories/Novellas

Dogfight - William Gibson and Michael Swanwick

Deep Eddy – Bruce Sterling

Taklamakan – Bruce Sterling

Bicycle Repairman – Bruce Sterling

(These three Sterling stories are collected in A Good Old-Fashioned Future with a few others)

The Things That Make Me Weak and Strange Get Engineered Away – Cory Doctorow

Accelerando - Charles Stross

Sagan’s Law - Thomas K Carpenter (yes, that’s me! shameless self promotion.)

 

Special thanks to Bruce Sterling who was kind enough to take a break from opining about pink hoodies and the strange names of augmented reality to help me populate my meager list, especially the short stories.  If you don’t read his blog on Wired, then you should.  He posts more about augmented reality than is probably healthy for a human being. 

Also, thanks to D. Cahill (Hamilton), Mike (Stross – I can’t believe I missed that one), Mike Scott (Schroeder),  Blair MacIntyre (Gibson), and Johannes (Wright) for the other suggestions. 

And if I’ve missed any books or short stories that involve augmented reality, I’ll be happy to update the list.  So please comment here or send me an email.

Popularity: 100% [?]

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Metaio, Inc. Will Launch Its Mobile Augmented Reality Platform Junaio on November 2nd

PRESS INFORMATION

Metaio, Inc. Will Launch Its Mobile Augmented Reality Platform Junaio

 

On November 2nd

San Francisco, September 18th 2009 – Today, metaio officially announced the launch date of junaio, its mobile augmented reality platform. On November 2nd, the leading company in augmented reality will release a first version exclusively for the iPhone. More features will be released soon after, including capabilities on the Android and Symbian platforms.

 

Junaio will change the way we create, access and share information. By combining innovative online and mobile technologies, junaio will allow users to see location-based content through the display of a mobile device. Users can leave traces, messages or objects and visually interact with their friends or anyone else in the world. Already existing web services can be enhanced and completely new ways of interaction can be created. Whether it is social networks, multimedia content or game concepts – virtually anything can be embedded in the real world and connected to a certain place. “The possibilities are endless, we are taking the Internet outside to the real world,” says Thomas Alt, Chief Executive Officer of metaio.

Seeing location-based multimedia content through the display of your mobile device is only one part of the story. “Mobile augmented reality is all about the user´s orientation. But to deliver a really useful and robust application, you have to be user oriented,” says Peter Meier, Chief Technology Officer. metaio is defining a new dimension in mobile augmented reality through incorporation of features that will allow better usability and social interaction. junaio is the result of more than six years application development in augmented reality and months of research and usability tests for mobile applications. So get ready for the ultimate Outernet experience!

 

 

 

junaio_screen

 

For more information and updates, please refer to: www.junaio.com

Caption: the world as seen through junaio metaio, Inc.:

 

As a pioneer in the area of Augmented Reality technology, metaio develops software products for visual interactive solutions between the real and virtual world. Based on the software platform Unifeye SDK, 3D-animations can be integrated seamlessly into live-video streams respectively into pictures of the real-user’s environment. Founded in February 2003, metaio currently employs 50 people at three different locations. The head office of the company is based in Munich. The subsidiaries metaio Inc. located in San Francisco, CA and metaio Asia respectively in Seoul. At the moment metaio has over 140 renowned customers out of different branches and areas. Among them are: BMW, Daimler, Siemens, Toyota, Peugeot, EADS, Bertelsmann, KUKA, LEGO, MINI, Universal Home Entertainment and Volkswagen.

 

Contact:

Lisa Murphy

Sales & Marketing

metaio, Inc.

1000 Sansome St. Suite 380 

San Francisco, CA 94111 

info@metaio.com

Tel.: 415-814-3594

 

 

Popularity: 13% [?]

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Augmented Reality Helps Art Meet Life

This augmented reality video from Najork has clearly been modified post-production, however, it really gives a sense of the possible.  When the tools to do this easily become available some artists might abandon real materials and instead build their art installations out of imagination and the colored lights reflected on our eyes. 

Combine these free-flowing art layers with the personal modification from Sony’s Vision Libary, and you can choose to live in a pretty weird place. 

street tests from Najork on Vimeo.

[Via Cruces]

Popularity: 14% [?]

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