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Overview The Handy AR presents a vision-based user interface that tracks a user's outstretched hand to use it as the reference pattern for augmented reality (AR) inspection, providing a 6-DOF camera pose estimation from the tracked fingertip configuration. A hand pose model is constructed in a one-time calibration step by measuring the fingertip positions relative to each other in presence of ground-truth scale information. Through frame-by-frame reconstruction of the camera pose relative to the hand, we can stabilize 3D graphics annotations on top of the hand, allowing the user to inspect such virtual objects conveniently from different viewing angles in AR. Fingertip Detection
SALZBURG, Austria: SEPTEMBER 22nd 2009. The nascent field of Mobile Augmented Reality (AR) is on the verge of becoming mainstream. In recent months an explosion in the development of practical AR solutions has given consumers numerous AR applications to experience and “augment” their daily lives. With this surge in AR development the potential arises for the multiplication of proprietary methods for aggregating and displaying geographic annotation and location-specific data. Mobilizy proposes creating an augmented reality mark-up language specification based on the OpenGIS® KML Encoding Standard (OGC KML) with extensions.
Robert Rice, the CEO of Neogence Enterprises and blogger of augmented reality on Curious Raven , spoke back in June at Mobile Monday. His speech targets the intermediate developer of augmented reality. If you’re new to the technology, most of this speech will go over your head. The video is long, but if you’re serious about augmented reality and the future of mobile, the speech hits major points about the industry. And at 40 minutes, I’d give it a good five minute buffer if you’re going to watch the whole thing.
Augmented reality apps on mobile devices are all the rage these days. And they will probably remain so for a couple of years. But - Augmented Reality Glasses are around the corner When using the iPhone (or similar mobile device) for an augmented reality experience, the interaction is pretty straight forward – hold your hands up with your iPhone pointing to your target.
During my recent visit to MIT in Boston I met with Joseph Paradiso, Associate Professor and Director of the Responsive Environments Group at MIT Media Laboratory. He showed me some demos of what his lab is up to, focusing mostly on what is termed "Cross Reality". This is when sensor/actuator networks meet online virtual worlds. Paradiso co-authored a paper that has just been released in the July-September edition of the IEEE Pervasive Computing Magazine. The paper outlines and analyzes Cross Reality experiments done within Second Life , the most popular virtual world with 15 million current subscribers. In this post we'll give you a layman's overview of the paper, because we think this trend is important to the Web's future.
Gamers – Now Available Tweet Augmented reality has the potential to bring digital artifices to the real world. AR gurus constantly speak of geo-location, intuitive search, the Internet of Things and other … Continue reading
Posted on November 3, 2009 by Ori Inbar The buzz continues, this time shooting alien invaders in a room near you. We have seen similar (semi) Augmented Reality game mechanics with the addictive Arcade Reality and Mosquitoes . The new game by Visual Impact System Flaw launched this week – has a much slicker interface, and the second DSi screen does add finesse (though I’d rather play it with just one hand on the iPhone):
As promised a more specific ‘commercial’ follow up to my previous post on this topic which was more ‘story’ centric. I am developing & producing a range of Augmented Reality (or if you prefer AR, ‘blended or layered media’) applications at the moment. I have also been asked to present at a few conferences and create a detailed white paper on the implications of AR for government & business looking at privacy, legal, copyright & crime issues.
Posted on September 9, 2009 by rouli Earlier today, Thomas Carpenter posted this video and asked whether the augmented reality mode adds anything to the application. The answer is probably not. In my opinion we are seeing AR evolving into a cool feature for location based services, much like rounded corners was the cool thing to have if you were a web 2.0 application. Yes, in some applications, like Layar and Wikitude, augmented reality is currently a major feature, but in the long run its the location-oriented content they should focus on, not on how to present it.
At its annual iPod event today, Apple introduced version 3.1 of the iPhone OS for the iPhone and iPod touch. While there are a number of small tweaks and new features in this update, for the most part, the new firmware enables support for the new features that iTunes 9 introduced today, including Genius mixes and premade ringtones. One feature we were really looking for, support for augmented reality (AR) apps, will only be semi-supported in this new version, though at least some AR apps that were previously impossible to implement on the iPhone will now be feasible. Together with the iTunes 9 update, the iPhone 3.1 firmware now allows users to download over 30,000 ringtones for four major labels at $1.29 each. iTunes 9 also finally introduces a better way to manage and rearrange apps on the iPhone or touch.
Posted on September 7, 2009 by rouli Frankly, I got tired with AR browsers. When Wikitude first launched I was excited.
Met de ‘Sekai Camera’ kun je je camera op een interessante plaats of object richten en krijg je direct feedback op je scherm in de vorm van reviews, berichten, aanbiedingen of tags die een grafische laag vormen over de fysieke wereld (een ‘graphical overlay’). Tonchidot noemt de camera een ‘social tagging device’ voor de iPhone. Het combineert een aantal functies van de iPhone: de camera, GPS en de internetverbinding. Allereerst bepaalt de ingebouwde GPS van de iPhone waar je je bevindt.
Workshop approach Participants will design and construct a prototype of an Augmented Reality Game using the ARToolkit. Interaction between the virtual and the physical will be the focus of the games. The rules of the games are determined by the space programmed into the software, by the space accessible in reality, and by the creativity and persistence of the players. The morning sessions center on input from workshop trainers.
There's another dimension present, everywhere we go, that a growing number of technologists are working to uncover. These people aren't talking about theoretical physics or a magical world of fairies and gnomes - they're talking about information that could offer more context to traditionally physical lived experience. Augmented Reality (AR) is the phrase being used and this practice of making layers of data available on top of real world experiences could be a big one soon. Improvements in geolocation, bandwidth, mobile devices and APIs are the foundation of this feeling that a useful Augmented Reality may be more realistic today than ever before. AR isn't new, but it's been pretty hokey so far. Now there's a movement to make it really worth doing.
Augmented Reality (AR) has the potential to do something parents can’t: free gamers from their couches and usher them into the real world, to play. ***UPDATE***if you find this interesting – check out the recent post Top AR Games of All Time . Here is my countdown of the top 10 best AR demos poised to revolutionize video games: 10.