Posts Tagged ‘augmented reality’

matt - Sunday, August 29th, 2010

The Future of Augmented Reality + Facebook Music Video

In the past, we’ve seen how Augmented Reality might fit into everyday life and also how it might tap into someone’s social network and display relevant info.  This entertaining French music video takes both concepts a bit further to show how social media (in this case Facebook) and AR could function together in the future.  I also like the Telepresence dance concept which is already gaining traction in Teleconference form like this example from NTT.  (Video link via @Chris_Gillespie)

matt - Friday, August 27th, 2010

Augmented Reality & Rock Band

Great video showing how games like Rock Band could leverage Augmented Reality in the future.  (Via Immersivetech.org)

matt - Monday, August 23rd, 2010

Facial Tracking Via Mobile Phone

Pretty cool video via Engadget showing real-time facial tracking on the front facing cam of the Nokia N900.  More details here.  Amazing…

Zugara - Tuesday, July 20th, 2010

What’s New in Interactive Video – 07/20/10

jack - Thursday, June 24th, 2010

(POLL) Mobile Augmented Reality, Gimmick or Useful Tool? PLEASE RT!

Mobile augmented reality (AR) apps get a ton of press. There seems to be a love affair with them. And while we definitely believe that mobile AR will be absolutely gigantic one day, we think the current fascination is premature. Sure mobile AR seems amazing on the surface, when you first read about it or see it, but over time we don’t think it provides the every day utility/experience it currently promises. I mean, are you continually using an AR app over competitive services (e.g. google maps)? That said, we’ve been wrong before, so we thought we would set up a little informal poll to see if people are actually using Mobile AR applications (repeatedly, not just reading about them in the trades and thinking they sound cool), or if they are just checking them out because of the novelty (and their ability to impress one’s colleagues)… a one and done type scenario.

Now, let’s be clear about what I mean when I say “Mobile AR”. I mean these applications that layer information on top of your smartphone’s video screen. They use your phone’s GPS and Compass to (allegedly) tell you what direction the nearest McDonalds is, or the like. Yelp’s Monacle would be a good example.

Please fill out the poll below, and let us know your thoughts in the comments. I’d love to get some dialogue going on this issue (or you can hit me up on twitter https://twitter.com/jack_benoff).

blake - Friday, June 18th, 2010

New Tech At E3 – What It Means For Augmented Reality and the NUI

There’s a lot of talk about the new technologies presented by Sony, Nintendo, and Microsoft at the annual Electronic Entertainment Expo in Los Angeles and how they will effect console gaming, but what will be their effect on Augmented Reality and the Natural User Interface, in general?  Having spend the last two days at E3 testing out the Move, 3DS, and Kinect (when not busy taking pictures with the, now resurgent, booth girls), I’ll  go through the details of the three offerings and what future they might portent.

Sony Move

The new Sony controller, which uses a combination of accelerometer and computer vision input, is touted as providing an unparalleled level of control for the user.  The pitch behind the Move, which is very similar in design to the WiiMote, is that the combined input accurately replicates the user’s full range of motion. Sony has even taken to poking fun at the Wii, in this aspect, with their recent ads.

PS3-Kevin-Butler-Move

In action, the move doesn’t seem to perform that much more accurately than a WiiMote with the Motion Plus adapter, with the only possible exceptions being that it tracks Z distance (how far the user is from the screen) when the controller is pointed away from the camera and that one player regularly uses two controllers at the same time.  Most of the games feel like Wii games too (sports games, in particular), but one cool feature is that the Move is being used in the only ‘traditional” Augmented Reality experience I saw at E3, EyePet.

With EyePet, a digital creature is added to a displayed camera view, allowing the user to interact with it by turning the Move controller into various items or through motion capture “petting.”  While this is probably the highest budget AR execution ever put forth (the level of detail shows it), I found the overall experience to be less than compelling, if not more than a little gimmicky.  On the bright side, it shows huge potential for using the camera view with the Move for more in-depth AR experiences.

Nintendo 3DS

Not to be outdone this year, Nintendo presented its new version of the DS, giving the user 3D gaming without glasses (on top of new Zelda and Metroid games for Wii).  Outside of the 3D display, the 3DS boasts dual back-facing cameras for stereoscopic vision and a faster processor than previous models.  Nintendo hasn’t released specs on the processor, but, with the graphics being at Wii level, it wouldn’t be a stretch to assume that they’re taking advantage of either the new 1Ghz ARM chips coming out now or a subsequent cheaper price on the 833 Mhz chip set used in the Wii.

The stereoscopic cameras and faster processor adds up to some really interesting computer vision possibilities, such as calculating the 3D space in front of the user in real time.  Since DS applications don’t have the burden of running on top of an extensive operating systems like iOS or Android, the chances of having enough processing power to perform computer vision effectively are higher on the 3DS than any other major mobile device right now.

3ds_main

Personally, I wouldn’t want to use the 3D display with it that much, though.  After several minutes of watching trailers and playing demos on the device, my friends and I all had a small amount of dizziness and nausea, reminiscent of the Virtual Boy.  I have a feeling that we’ll be hearing about these issues in the press, when kids play the 3D games for hours on end even though there’s a slider on the side to throttle the amount of the effect.

Microsoft Kinect

Project Natal finally has a release name and, no matter how lame you think the new monicker is, the Kinect proved to have the best hype to reality ratio of all this year’s technologies – that is as long as you don’t count the somewhat over-reaching promo video from last year.  Ubisoft had a fitness game, called Your Shape, that showed a model of the user from the device’s raw input, and while it was pretty good at rigging the bone structure of the user, it was “blobby” looking enough to show Microsoft’s reported cut backs on functionality to make the Kinect’s price point (the screenshots on XBox.com look nothing like the actual display of the user’s body, shown below).

11748-an-assistant-demonstrates-the-game-your-shape-fitness-evolve

The response time to movement had about a half second lag on all the games, so it can be assumed that it’s inherent to the device and not caused by software.  That being said, the body recognition accuracy was excellent, and I was really impressed with how well it picked up multiple players.  While most of the games felt like blatant attempts to cut into the Wii’s casual gaming market, Big Park’s Kinect Joy Ride and Harmonix’s Dance Central felt like they were taking full advantage of the Kinect’s abilities.  Overall,the Kinect will most likely prove to be the NUI’s best friend, as it will get the average user more comfortable with controlling digital object through gestures and body recognition.

Summary

The new input mechanisms presented by the three top dogs at E3 this year go to show that Augmented Reality will eventually be encapsulated within the greater genre of the Natural User Interface.  As players become more accustomed to using the real world as their playfield and their bodies as the controller, a generation will be bred ready to jump into “Minority Report” interaction and “Terminator Vision” interfaces.  Truly, there is as much happening for Augmented Reality at gaming conventions as there is at AR specific functions.  For those in the AR development community focused on innovation through the invention of new computer vision engines, it’s a wonderful and exciting thing.

Follow me on Twitter: @blakecallens

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.

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