Posts Tagged ‘AR’

matt - Monday, May 17th, 2010

PlayStation Doing Full Body Recognition Gaming (ala Project Natal)

This is one area where Augmented Reality will be heating up later this year once consumers are exposed to full body recognition gaming and experiences.  Pretty impressive but does require PlayStation Eye Camera versus standard off the shelf webcam.  More details from Joystiq here.

On another note, I wonder how far we are from actually achieving the type of AR/VR gameplay concepted below…

Turbo: Trailer from Jarrett Lee Conaway on Vimeo.

Zugara - Friday, March 5th, 2010

ARWire: Zugara’s iPhone App for Augmented Reality News

Like us, many of you are passionate about Augmented Reality. And since news waits for no man/woman, we decided to create an iPhone app so you can always get real-time access to the latest AR related news and conversations.

Currently, ARWire has 4 main sections:

  • BLOGS: Access to all of the top blogs that focus their coverage on AR.
  • FACEBOOK AR: Access to all the items posted to the wall of Facebook’s largest AR group.
  • AR PEEPS: Tracks the tweets of people and companies involved in AR (via @ChrisGrayson).
  • AR TWEETS: Searches Twitter for “Augmented Reality” to show you what people are talking about right now.

Additionally, you can share the content above via whichever channel is right for you. Email, Twitter and Facebook are all integrated into ARWire and only one touch away.

Check it out (we’d love to hear your thoughts below), and please spread the word.  Currently, there’s a free version up in the iTunes store, but a premium version (with ads removed) should be going live soon.

UPDATE:  ARWire Premium is live, and can be found here.

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blake - Tuesday, December 1st, 2009

Why Flash is the Future of Augmented Reality (Including Mobile)

There’s been a lot of negative talk about Flash AR executions lately, and it’s deserved. Too many brands are using development houses that have no more understanding of the FLARToolkit than throwing a 3D model on a marker, let alone how to use it for successful product promotion. So, I completely understand why some of my peers, mainly those in the mobile AR realm, are rolling their eyes at the title of this post. Hopefully, I’ll make a good case for my claim, which is that Flash is the best breeding ground for new AR concepts that can then be brought to a wide array of other platforms.
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Mobile, Location based AR is the star of the moment. Many developers in the genre state that it’s what Augmented Reality is all about, but these GPS and compass based applications are only a small fraction of the types of engines being created and even already readily available. This has led to a rift in the AR developer community, causing the term, “True AR,” to be regularly used.

What is True AR? It’s the real time calculation of camera data being fed by the device to create an AR experience. Almost all web AR executions are True AR, although most of them right now are just True Gimmicky AR.

The limitations of GPS and compass units on mobile devices makes current mobile AR apps light on usability. The developer community has coined the melding of True AR with this genre to provide more accuracy, “Hyper-location AR.”

Unfortunately, there’s a problem with Hyper-location AR and any other True AR experience on mobile devices: processing constraints. It takes a whole lot of calculation to process camera data into a virtual construct, and while native applications on desktop computers are handling it well, mobile devices are still a little sketchy. This brings me to my first point:

Flash’s processing restrictions are a good thing for AR

Eye rolls again, I’m sure. Here’s the thing – if an algorithm runs well in Flash, you can be sure that it will run brilliantly on any mobile platform. Flash’s processing restrictions keep it running about the same, or just under, the iPhone, Android, and Symbian devices, when it comes to computation. An algorithm that allows me to track a hundred separate points in an image, per frame, might work out to 125 to 150 points on a mobile device (admittedly a guestimate). Meanwhile, an algorithm working in Java on Android might work a little slower in Objective C on the iPhone, or vice versa. When you start with Flash, you’re always moving up.

Flash is a very easy language to port

Yes, Flash is my favorite platform, so take this with a grain of salt. I didn’t get my start programming in ActionScript, though, and I’m well familiar with c++, Java, and Objective C, which run Symbian, Android, and the iPhone, respectively. Let me use c++ as an example, since it’s the primary language being used to create high-end AR engines.

If you take apart a large c++ library like bazAR, a feature recognition engine, it can be like reading Klingon. That’s because of how c++ variable naming has an effect on the processing of an application. In an engine like bazAR, that’s performing a huge amount of calculations, keeping your variable names as small as possible makes a huge difference in the final product. Problem is, it makes it a pain in the neck to figure out what’s going on when every step isn’t completely commented by the developer (99.9% of engineers barely comment at all).

If you’re a development house that’s created an AR engine in c++, but want it to work on a wide variety of devices, either you’re lucky enough that the creator is familiar with every single mobile platform, or you’re going to have to bring in an outside developer to port it. Having cryptic code, which is almost unavoidable in heavy c++ libraries, adds a good amount of man-hours to that work, which translates to more money spent than necessary.

Why more than necessary? Because Flash variable naming has no determination on processing. I could name a variable public var thisVariableIsReallyCoolAndIThinkYouWillAllLikeIt and it would take the same amount of processing as public var i. While a c++ engine would likely have a function with a dozen single letter variables, that require someone reviewing the code to decipher the calculations just to get a sense of what’s happening at all, a Flash one could have a descriptive name for each variable that makes the function easy to understand. Basically, Flash is the closest to pseudo-code a full-featured language gets. It can be the Rosetta Stone for your AR engines.

I know that some folks are thinking, “But you can just write a wrapper for c++,” but if you do that, you’re adding extra processing in an already processor intensive app. It only makes sense to port to the native language of the device.

Flash has an ease of development not offered by other languages

You might think I’m gushing on Flash again with this, but it’s the absolute truth. ActionScript takes the developer from idea to proof of concept faster than any other language. Many of the back end calculations that need multiple third party libraries for other platforms are built into Flash and are extremely simple to utilize. I’ve had an idea about a body recognition algorithm at 10am and had it running relatively smooth in Flash by noon, ready to show as a new proprietary library. Try that on a mobile platform.

Also, Flash has, arguably, the most vibrant developer community online. The barriers to entry are low – sometimes too low, as is demonstrated by gimmicky AR – but it’s simply the easiest language for a seasoned developer to learn. You can Google the answer to just about any specific Flash programming question imaginable.

Accessibility, Accessibility, Accessibility!

So you’ve created an experimental AR algorithm and you need people to test it for you, break it down, and help you squash any bugs or weaknesses. Let’s say you wrote it for Symbian. How many people in your office, let alone your QA department, have Symbian phones? Translation: potentially thousands of dollars of investment for something that’s experimental.

Now, say that you built it in Flash. Try to name someone at your office that doesn’t have a computer with Flash installed. Sure, you might have to pay for webcams, but they cost a whole lot less than smartphones. Plus it’s ridiculously easier to do a public beta test with Flash, where someone will just navigate to a site, rather than having to manage users downloading a regularly updated app to their phone. Once the kinks are worked out in a Flash build, port it to Symbian or any other device, where your test time and budget are a fraction of what they would have been if you went the other route. That and you have a working demo that doesn’t require a potential client to have a special device.

Full User Interaction

If using GPS and compass input is AR, and using camera data is True AR, then adding motion capture and body recognition to the mix is Really True AR. The algorithms that run body recognition in current AR will be the basis for the so called “Terminator Vision” that tech bloggers love to talk about lately. Nowhere is it easier to construct and test these algorithms for mobile use than in Flash.

Something as simple as drawing vector body outlines for results testing, or parsing bitmap data for motion recognition, could potentially take hours or days with any other platform, but is done in minutes in Flash. Why spend any more time than is necessary when experimenting with one of many hypotheses? I couldn’t tell you how many of my ideas went bust within an hour or two with ActionScript, when it would have taken me a whole day or more to reach the same conclusion in another language.

The most important thing is money

Less money spent, to be exact. Go the Flash route and you can have an AR algorithm ready to be ported to any platform without hassle, free of device specific features, guaranteed to run smoothly, at a fraction of the effort and cost of other methods.

Now, let the text based eye rolling begin in the comments section. :)

Follow me on Twitter @blakecallens

jack - Wednesday, November 4th, 2009

Zugara’s ZugSTAR: Video Conferencing + Augmented Reality = A Shared AR Experience

For those of you tracking the Augmented Reality (AR) space, I thought that this might interest you. Today our CEO (well my CEO, not yours), Matt Szymczyk, gave a presentation on AR at the IAB conference in Poland and demoed (for the first time) a new piece of technology that we’ve built called ZugSTAR.

ZugSTAR (Zugara Streaming Augmented Reality) allows for multiple people to share an AR experience via their video stream. In essence it’s a live video conference where you can see the data (or the image) that the other person is interacting with. The rest of the web is social, and now AR is too. It’s no longer a solitary experience.

This tech has potential for numerous verticals, but for the purpose of the demo, we’ve coupled it with our existing online AR shopping application, The Webcam Social Shopper. As you can see in the picture below (via @deandonaldson), Matt is onstage in Warsaw giving the presentation. Behind him (on the large screen, which is just a duplicate of what Matt is seeing on his laptop’s screen), my colleague Aaron is in his home in Los Angeles (at 3 in the a.m. local time mind you, so props for that) “modeling” a shirt. If you look at the bottom right corner of the video area in which Aaron is standing, you’ll notice the picture in picture, where you can see Matt with the image of the shirt he was “modeling” still up. AR is now two way, and it’s social.

Think about the opportunity that this presents for just the online retail space alone. Moms can shop with daughters away at college; Grandparents can shop with grandkids in another state; teenage girls can shop together on a weeknight; men can get articles of clothing “approved” by their girlfriends/wives while on their lunch break… etc. etc.

Admittedly, this blog post is just going to serve as a bit of a teaser. In a few weeks, we’ll have more details and more to show you then just a picture, but we’d love to know your initial thoughts on the tech below.

ZugSTAR Zugara Streaming Augmented Reality

jack - Tuesday, July 21st, 2009

iPhone And Augmented Reality: Could Battery Life & Heat Issues Kill Consumer Adoption?

Well, it seems as though the interactive marketing community has a shiny new toy, “augmented reality” (AR). Beat it Twitter, you’re old news now. There’s a younger, cuter kid in the house now…

We’ve actually been tracking the technology for a while now, and have written about AR several times. We even created our own application using the technology.

That said, we’re firm believes in utility, not just using the tech for the sake of using it. That is, how can we use AR to create better (i.e. more meaningful/useful) online experiences for the consumer, not just gimmicky extensions of a web presence? With that philosophy in mind, we’re extremely excited about the potential mobile brings to the AR space. Could you imagine if you were shopping at Best Buy and while viewing a washing machine through your phone, relevant data was overlaid on the image you were viewing? For example, you could have quick access to user ratings and reviews for that product. The data is out there, we know customer reviews are a trusted source and subsequently affect sales. That’s powerful stuff. Or, what if you’re checking out inventory that Best Buy happens to need off the floor (or out of their warehouse), they could present you with a coupon immediately. Right there on the spot.

And now that the newest version the iPhone has video capabilities and a compass, well, the possibilities are endless. Right? Well, sadly… not yet. Now, let’s assume that this petition is successful, and that Apple opens up their API so developers can manipulate live video. Even if we get past that hurdle, there are still two issues that I think could slow down consumer adoption of these types of applications: Battery Life, and Heat.

This conversation came up with my CEO (Matt) a few weeks ago, but it crystallized in my mind when I downloaded “Assassins Creed” for my iPhone over the weekend. After playing for about 10 – 20 minutes I had used half my battery and had 3rd degree burns on my hands (Dear Mr. Jobs, I did not actually get burned, please don’t sue me). That’s just not going to cut it for the average consumer. They won’t put up with it. Of course, I’m not saying that applications won’t get made. Of course they will. And I’m not saying that people won’t try them out. The early adopters will always flock to the cool/new. The average consumer though, the masses, now that’s a different story…  For them, the application needs to be a touch more “user friendly”.

What do you think? Will the realities of the iPhone (currently) hurt consumer adoption/usage of AR applications, and will that subsequently slow down 3rd party development/innovation?

@jack_benoff

Great googily-moogily! Twitter and AR together in one application? Looks like Christmas came early for marketers…

patrik - Friday, March 13th, 2009

Augmented Reality

Augmented reality seems to be everywhere recently. It lets users control a 3D objects on the screen simply by using a special printed marker and a webcam. A recent commercial example was featured on the GE Smartgrid site by GS&P and North Kingdom.

Now this was a good example but I believe this technology has a lot more to offer. AR is perfect for interactivity and while rotating 3D vectors is cool, I’m hoping to see more game type content soon. Topps cards are on the right track. They are trying to put some life back into baseball cards and the approach is right on. What I like is that they didn’t just use a model of the athlete, but also added a simple game element and additional interactivity, which will extend the novelty factor somewhat.

The main drawback with AR is that it requires a lot from the user. First one needs to print out a marker. Then it requires a webcam and a relatively fast computer. The iPhone on the other hand is the perfect device for this technology. It has a built-in camera and it’s portable with a large screen and offers 3D acceleration. There are several promising examples of AR for the iPhone and I’m sure there will be more coming.

Interestingly, some of the most exciting aspects of AR is how it can bridge the gap between traditional advertising media and “new media”. Print ads and out of home are perfect places to put markers on, and with an iPhone AR app running, those ads could come to life in a unique way never before seen.

Billboards for movies can feature 3D characters. Ads at subway stations can show hidden messages. Not surprisingly, the auto industry has been one of the early adopters of AR when marketing to a younger, more tech-oriented audience:

Another related approach to this is using image recognition software on an iPhone to link directly to brands. I wouldn’t label this as “Augmented Reality” as there is no computer generated environment to it, but I guess they get a free ride on AR hype wave by slapping the label on it. Nonetheless, it’s an indication that image recognition is getting better and will be more ubiquitous in the future.

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