Posts Tagged android
Another Augmented Reality Business Card
Posted by Tom Carpenter in Steal This AR Idea!, augmented reality on October 13th, 2009
So it’s another augmented reality business card. This time from the company Genuine Interactive. The use of a 3D video landscape within the augment is cute, but there’s one major flaw with this application. It requires the use of a PC.
Don’t get me wrong. I’m all for the AR business card. I even requested one. But I need to be able to see it with my smartphone so I can show it to someone on a business trip. Requiring me to be near a PC to view the AR business card doesn’t mesh well with the social nature of business greetings.
There are four or five different companies working on AR business cards right now. They should band together and make iPhone and Android apps for seeing these cards and release the apps for free. Let the content of their creation be the selling point. Otherwise this concept will die to the friction of using it.
Popularity: 19% [?]
Airpainter – Augmented Reality Graffiti
Posted by Tom Carpenter in augmented reality on October 8th, 2009
The often maligned graffiti artist now has a new and pollution free way (ignoring the energy used by the smartphone) to tag the world. The Andoidpit app developers have created an augmented reality graffiti Airpainter. The app allows you to create airpaintings which are limited in creativity by the nimbleness of your touch-pad finger. It also allows the user to view any nearby airpaintings.
The video is in German but since they’re showing close-ups of the app, its easy to figure it out what’s going on.
The app looks like an interesting way to experience augmented reality on the Android, but it probably isn’t that much fun unless a critical mass of people in an area are using it. On the other hand, diabolical artists could certainly spice up the bathroom wall and I’m positive some of the earliest drawings will be overlarge genitalia floating into a doorways.
Popularity: 23% [?]
10 Things Your AR App Must Have to Succeed
Posted by Tom Carpenter in AR Games, Steal This AR Idea!, augmented reality on August 23rd, 2009
With the iPhone OS 3.1 launch set to debut next month, I wanted to explore the features that are going to help make some AR apps succeed over others. We’re going to be seeing a spike of releases since many have been working towards this moment waiting for the iPhone to become AR enabled, so its a good time to get those apps in tip-top shape.
And while I’m personally smartphone agnostic, these are features that should be present on any app, no matter what the platform. But the OS3.1 release will connect the hype of AR with the hype of the iPhone, so that’s why we need to talk about app features now. Call it Hype2.0 if you’d like.
And now for the features:
1 – Solutions Not Gimmicks
The best products and services are solutions to a problem. Going to your webcam to open up a 3D version of the product has lost its luster as a tired gimmick. Find a reason that augmented reality can be useful for your customers. And if you’re a car maker looking to use AR, listen to Rouli.
Don’t be like Always, the feminine hygiene company, please…
2 – Social Connections
The reason these social connectors like Twitter and Facebook work is because they allow us to be nosy neighbors seeing what next person is doing. The term “Keeping up with the Jonses” applies here. Give your app a way to connect other people in creative and interesting ways. Even if its seeing the high score along with a picture of you dodging a cannonball.
3 – App Search
Google dominates the search wars because they’re the best at it. Many functions of AR require pulling information from the data sphere and if it gets hijacked by spammers then the app will quickly lose its purpose. No one wants to pull up a restaurant layer to find a nice place to eat in a new town and get a porn layer instead while your three smiling children peer over your shoulder.
4 – Alacrity Wins
I could say apps need to be quick, but they need to be more than that. The Webster’s definition of alacrity is “promptness in response” or “cheerful readiness.” Apps should anticipate what the user wants and get it quickly. If it takes 10 seconds for the camera to identify where its at so you can decide which way to walk, no one is going to use it. If the processor is too slow, move your heavy lifting to servers off the smartphone. Life moves quickly, your app should move at the same pace.
5 – Unique Style
If you want your business to grow, your style should be tasteful and easily recognizable. When people see your products they should instantly know who created it. Already the Layar symbol has stuck into my head as a good product identifier.

6 – Not Another Vista!
If I let my kids cook dinner for themselves they make cereal. My wife will take six hours to make an exquisite dinner that uses every dish in the house, including a few of our neighbors. The kids eat cereal because its easy to do. My kids are your users. They’re not going to make Chateaubriand no matter how good it tastes. So make your apps simple to use.
7 - Save the Trees, Please
Please don’t make me print out another marker to see your version of augmented reality. We might be able to say that AR is a green product, but for all the papervision markers we’ve had to print out.
8 – Now With Less Spam
For the AR apps that allow user added content, we need to make sure we’re not besieged with spammers like the regular Internet. While this might be an impossible request, at least consider the spammers in your product design.

9 – Tell Me A Story
Augmented reality was built by programmers, but it needs artists to grow. Don’t forget to tell me a story and engage my emotions. AR is a wonderful new medium with potential to tell stories in ways never told before. The story can exist all around us or even in our living room.
10 – FUN!!!
Now matter what the purpose of your app, even if its a serious one like saving the rain forest. Don’t forget to make it fun (and maybe include a little magic).
Popularity: 58% [?]
What AR Devs Want From Smartphones
Posted by Tom Carpenter in augmented reality on June 22nd, 2009
With three smartphones on the market: iPhone, Android and Pre; the opportunities for augmented reality apps have opened up.
I asked a couple of AR developers what they wanted from smartphones and I recieved some interesting answers. I’ve summarized the information for easier digestion.
Processing Power: Overall processing power is at a usable level, but more is always better. With the ability to use cloud computing, the heavy lifting can be done by processors not in the phone.
Graphics: High quality graphics with acceleration to achieve good frames per second (fps) and resolution will be needed for real time image processing. This will be especially important for AR smartphone game developers.
Integrated Camera: Most thought the cameras were fine, but like processing power, can always be better.
Other Hardware: GPS, compass, accelerometer and tilt sensors are all useful for direction finding.
Software: Developing apps for multiple platforms (iPhone, Android and Pre) due to the varying nature of their specific phones (processor speed, camera functions, etc) is challenging. So platform designers should make sure the SDK (Software Development Kit) are easy-to-use and have good APIs (Application Programming Interfaces) to access the video stream.
Power: AR requires lots of graphics which is an energy-hog, so smartphones should be efficient.
All these requested features aren’t yet available in total, but each smartphone is moving in the right direction. For instance, the new iPhone 3GS and the Palm Pre both have cameras that don’t give fuzzy pictures like the initial iPhone release one year ago.
While its easy to be a kid before Christmas and ask for lots of things you know you won’t get (yet). I liked what Seinichi Kanemura from Sein Blog had to say about smartphone development:
So what is next step of AR application?
I do believe that it will be not full AR.
It would be something semi-AR application.
Otherwise, just limited users who have high literacy in IT will love it.
So I focus on easy & simple AR application.
Probably, I’ll write the entry on my blog within a few months.
Very much a pragmatist about the development of a technology still in its infancy. Looking forward to his next blog entry.
Special thanks to Farooq, Sein and Jan from Metaio for answering my questions.
Popularity: 3% [?]
Someone Please Turn Off The Lights
Posted by Tom Carpenter in augmented reality on June 10th, 2009

A new Android program called Sky Map can tell you what stars you’re looking at in the sky by pointing your phone in the right direction. Using the magnetometer, accelerometer, GPS and clock, the phone can tell what direction the phone is pointed in.
I’m impressed by the designers ingenuity in developing the ability to tell absolute direction without using any visual clues.
The program also gives you the ability to search for particular heavenly objects. And because it doesn’t use object recognition (which would be impossible with most light flooded skies), it will work through walls, ceilings and even the earth (telling you what could be seen on the other side of the world).
See the video.
Popularity: 2% [?]
Around the Net
Posted by Tom Carpenter in augmented reality on June 5th, 2009
I’d like to take a moment and review the AR happenings around the net in the last month about augmented reality.
* Not one, but two AR frameworks are being released – Layar and Gamaray; both for Google’s Android. Augmented Times and Games Alfresco scooped both.
* News on a number of handheld AR Games: Ghostwire and Invizimals.
* Lots of conference news in the last month. Thankfully, the eyes on the scene, Ori Inbar, has brought back tons of interesting inside information: IGC East, E3 09, Where 2.0 and reflections on the GDC.
* Interesting posts from a variety of blogs: AR Hype Cycle, Metaio’s AR Software Demo and High Visual Quality AR Demonstration. I’m certain I’m missing lots of other good posts around the AR blogs. If I missed you here, send me a line and I’ll add it.
* Many AR marketing campaigns (I’m not going to bother linking them): Papa Johns, Star Trek, Eminem, BMW, Toyota, Night at the Museum 2 and another half-dozen I’ve forgotten already.
* On my own site, my most popular posts have been: The Path To Augmented Vision, Creating the Cloud and How to Automate the Digitization of the World. The last one is from March, but it still continues to be my top post.
* Lastly, I’ve started a weekly AR comic called Augment This! and posted an AR short story called There Is No Truth In The Digital Sea. The short story takes place about twenty years from now when augmented vision is commonplace.
Whew. It certainly seems like activity in the AR world has been picking up. I think the rest of 2009, AR will continue to grow and 2010 will be the real breakout year as good AR products will hit the market and start catching consumers eyes and wallets.
Popularity: 4% [?]
Layar – The First Reality Browser
Posted by Tom Carpenter in augmented reality on June 2nd, 2009
I’m not going to go into too much detail, because Rouli gives us an excellent run down on the Augmented Times, but I think this is an important step in “creating the cloud“. Who knows, Layar could be the early version of Netscape, except for an AR world.

Good job crew at SPRXMobile!
Popularity: 2% [?]
Screens
Posted by Tom Carpenter in augmented reality on May 21st, 2009
People rent comedies to watch on TV as opposed to seeing a summer blockbuster like Star Trek on the big screen. The choice of screens will matter similiarly for augmented reality.
The type of screen sets the stage for the users experience. The viewport creates the space that we can draw our ideas upon. Will it be seen as a peephole through the theater door, a front row seat during a bombastic play or will you be thrown into the action like a civil war reenactment?

I will explore four types of screens. Each presents a different stage to be used in different ways.
Cellphone (the peephole) – Cellphones like the iPhone or the Android will give us a window into an AR world. Unfortunately, the window will be small. But like an ant that can lift an object a hundred times its weight, the cellphone will prove to be a powerful window because it goes where ever we go. The limited view and mobility means it will primarily be a window of information.
Personal Computer (the gimmick) – The PC is the lost child of AR screens. Too small to be useful in house, but too big to be portable. The static information contained within our rooms means the PCs function will be only as an gimmicky toy as we’ve seen with countless lame marketing AR products that don’t do anything.
Big Screen TV (the theater) – The Big Screen TV combined with a good console can turn the living room into a theater of imagination. As I’ve explained in previous posts about miniature games or roller coaster simulators, the wide screen and space to move around creates an experience the whole family can enjoy, much as the Wii has done.
Glasses (all the world’s a stage) – When glasses become available they will allow for the whole world to become a stage to create in. They can utilize the best features of the other three while trumping them with an experience only seen through glasses.
So as developers think about AR products consider the stage the it will play its part upon. Otherwise your product will get lost in the plastic scenery.
Popularity: 2% [?]






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