Strange Beasts. Snapchat's new world lenses are its biggest push into augmented reality. Snap Inc. is a camera company, and on the day of F8, Facebook's annual conference for developers, they want to remind the tech industry, Wall Street, and their loyal users of that mission. Snapchat is launching new world lenses, an expansion of its world lens feature (released just ahead of Spectacles in November) that puts animated objects like vomiting rainbow clouds in the real world, as seen through your smartphone.
The big change is that these lenses (and the images in them) move and change as you move, making them slightly interactive. The feature means Snapchat users can interact with their surroundings similar to how they would on Pokemon Go, but this time with a little less Pokemon and much more Snapchat. One lens, for example, allows you to plant seeds on the ground, which then turn into flowers. Another lets you add an "OMG" sticker. You can see other examples in their short 30-second promo video: But Snapchat is much more than Stories. Still, Facebook followed that feature. 1. HYPER-REALITY. Hospital makes $119M bet on virtual, augmented reality training center | MobiHealthNews.
The University of Nebraska Medical Center has broken ground on a new $119 million facility meant to help physicians and nurses train for next-generation care delivery using emerging virtual and augmented reality technology. The Omaha-based Davis Global Center will deploy various simulation platforms to help optimize medical training for clinicians, with an eye toward ultimately improving quality and safety, officials said.
"Learners do best by having experience, whether it’s learning how to play a sport, a musical instrument or, in my case, do cardiac surgery," UNMC Chancellor Dr. Jeffrey Gold said in a statement. "The more experience, the more practice, the more hands-on opportunities we get, the better off we are to deliver high quality, safe, effective and patient-centered care. The Dr. UNMC officials say the Davis Global Center will form the hub of a statewide network of other simulation centers, enabling collaboration to provide new research and development opportunities. Augmented Reality Is A Game Changer For Self-Improvement | Awane Jones.
Why do we always conform to our habits and never follow through? How do we stop compromising our growth for what we find to be convenient? I believe augmented reality (AR) is the tool for self-improvement. According to Forbes, only eight per cent of us will keep our New Year's resolutions. Why is that? There are millions of studies and books written on self-improvement and motivation, such as The Power of Habit and You Can Heal Your Life.
When I was eight years old, I saw an anime film called Akira. Since I saw this movie in the late 1980s, I have been imagining the world we would one day live in. Gamified self-improvement Here are some examples of how AR, above any other technology, could be the key to breaking bad habits and the future of self-improvement. Imagine, you're sitting on your couch, craving some late-night snacks, wearing your AR device. Or it's Sunday night and you forgot to complete a task for work. Learn more about Augmented Reality Click Here: Trying to stop smoking? Augmented Reality is Going to Change Soon, and this is what Apple is About to Do. Let’s start with some background. Virtual Reality and Augmented Reality are one the most popular and growing trends in IT.
According to Digi-Capital, AR market could reach 120 Billion US$ BY 2020. While VR require headset and many companies entered this domain (facebook with Oculus acquisition, Samsung with the GearVR, Google with DayDream VR, HTC with Vive, Sony with PSVR), AR at it’s basic doesn’t require additional hardware than mobile. Unlike VR, AR is still not the big companies’ battle ground. Google bets on VR and developed the VR Daydream in order to become the standard operation system for VR (like Android for VR). As CEO of AppReal-VR, a software development company specialized in VR and AR development, I can say that VR is very trendy and verticals such as Tourism, hospitality, education, architecture, cars and others are the early adopters of this technology - the market is still small.
We can estimate that worldwide there are around 1M-2M VR users Max. The First Decade Of Augmented Reality | Seeking Alpha. In February 2006, Jeff Han gave a demo of an experimental "multitouch" interface as a "TED" talk. I've embedded the video below. Watching this today, the things he shows seems pretty banal - every $50 Android phone does this! - and yet the audience, mostly relatively sophisticated and tech-focused people, gasps and applauds. What is banal now was amazing then. And a year later, Apple (NASDAQ:AAPL) unveiled the iPhone and the tech industry was reset to zero around multitouch.
Looking back at this a decade later, there were really four launches for multi-touch. Today, I think augmented reality* is somewhere between points two and three - we've seen some great demos and the first prototypes and we don't have a mass-market commercial product, but we're close. Meanwhile Magic Leap (Private:MLEAP) (an a16z investment) is working on its own, wearable technology and has released a series of videos showing what is already possible with such a device. Retailers Use Augmented Reality, High Tech To Lure Shoppers. When you walk into sustainable fashion brand Reformation's new store in the Mission district of San Francisco, you might be surprised to notice there is no cash register, and just one size of each clothing item is on display. There are also screens — lots of screens, inviting you to touch them.
Reformation has five stores across the country, but this newly opened location is the first to go high tech. CEO Yael Aflalo had been working for a couple of years on a way to "disrupt" the retail experience, Bree Richmond, Reformation's Vice President of Retail, told NBC News. "We wanted to do something very different in the retail space. Customers at the new Reformation store can eye clothes on the rack like at a traditional store, but then use touchscreens around the store and in fitting rooms to select the size and color for any item.
Each fitting room also has a personal touch screen that customers use to order a new size or color, or a new item altogether. ModiFace invests in developing augmented reality, artificial intelligence talent at U of T Engineering - U of T Engineering News. Augmented reality startup ModiFace is investing $4 million to create new undergraduate and graduate student internships, and to support leading research at U of T Engineering.
The company, founded by Professor Parham Aarabi of The Edward S. Rogers Sr. Department of Electrical & Computer Engineering, uses augmented reality (AR) and artificial intelligence (AI) to build advanced facial visualization software for the beauty and medical industries. ModiFace technology powers over 100 AR applications by Fortune 500 brands including Sephora, L’Oreal, Allergan, Vichy and Clairol, among others. “The future of ModiFace is highly dependent on our access to the best AR engineers in the world,” says Aarabi. “For AR, it takes about a year for a new graduate to get up to speed with the latest concepts in artificial intelligence, systems engineering, and computer vision.
Read coverage of the announcement on CBC News Read coverage of the announcement on BetaKit.