Press Release: Sulon Technologies announces a New Head-Mounted Video Game Console that 1ups Traditional Consoles

Introducing GVX, an Xtreme Reality head-mounted gaming console that adapts the game to your surroundings, allowing you to Live The Game.

Richmond Hill-based game technology company Sulon Technologies, Inc. (Sulon) announces their revolutionary new product, GVX, a head-mounted gaming console that offers avid gamers the freedom to play anywhere, whether indoors or outdoors. Sulon’s proprietary technology involves applying advanced Augmented Reality (AR) and Virtual Reality (VR) technology to create the most realistic and immersive gaming experience available, enabling players to have a Star Trek ‘holodeck’ experience in their own living space and bringing to life traditional table top games in 3D on any flat surface.

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Sulon’s solution to a tired console market is a brand new gaming device that introduces innovative gameplay by combining the benefits of console quality gaming on a mobile platform. Sulon is a team of experienced engineers, product development specialists, researchers and science fiction and gaming enthusiasts who have discovered and proven how to make any physical environment into a “holodeck” zone. “I’ve always been interested in new technologies and how society is quick to absorb them into their everyday lives” said Dhanushan Balachandreswaran, Founder and CEO of Sulon Technologies. “We are excited about creating technology that we originally thought to be fiction and turning it into a reality.”

The GVX system introduces the concept of Xtreme Reality (XR) defined as the one-to-one integration of the real world and the virtual world with the ability to scale the whole spectrum of AR to full VR. XR blurs the lines between the real and virtual worlds to actually place the player into their game by adapting their entire physical environment into the game world. GVX uses complex and adaptive algorithms, high end graphics processing, motion tracking and position tracking to achieve the XR experience. The system has the unique ability to map the actual environment as the physical characteristics and boundaries of the game environment. Unlike any other device available, it applies AR and VR to transform any space (even outdoors!) into a completely new game environment in real-time. It is a “wear and play” experience that expands a player’s gaming space from the area in front of their TVs and PCs to their entire home. GVX runs on the Android Operating System where applications can be developed quickly and games can span the entire spectrum of casual to hard core genres. XR games on GVX are classified as Active or Surface gaming.

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Active games are adrenaline inducing and interactive, where the system conducts an accurate and rapid scan of the player’s entire environment to adapt it into the game world using sophisticated SLAM algorithms. GVX is also completely wireless with all devices communicating via Bluetooth or Wi-Fi, giving users complete freedom of movement. Players can now live their video game by physically exploring and interacting with the virtual environment. With Active gaming, space limitations are not an issue as the system is able to generate new graphics and scenarios to the same space multiple times during one gaming session, allowing for an endless number of new gaming experiences.

Surface games on the other hand are a creative throwback to traditional gaming where games are augmented in 3D onto any flat surface. Players can watch their cities actively grow, wage virtual wars against other players around the world or enjoy a tabletop game with friends and family. Surface gaming provides a new reach for social gameplay and a new avenue and meaning for social interaction. Family game nights can be made possible even when family members are not physically present.“GVX really gives game developers creative freedom to take advantage of all the functions and capabilities of the system when designing games.” said Dhanushan Balachandreswaran.

What also makes GVX a game-changer is that Active and Surface gaming is not mutually exclusive and can be combined to create innovative gaming experiences. Jumanji is a great example of how surface and active gaming can be combined. The game board is augmented in 3D on a flat surface (surface gaming aspect) and game events that occur would require players to interact with the virtual environment (active gaming aspect). In addition to the XR experience of Active and Surface gaming, GVX is also highly flexible and capable of playing existing games such as PC games, games specialized for stereo VR or mobile games like Angry Birds.

“The concept of mixed reality has been around for years but nobody has succeeded in making it real” said Jackie Zhang, Vice President of Research and Development at Sulon Technologies. “With the latest technologies and innovation, we have made this concept possible. It’s a disruptive product whose limitation is the bounds of your imagination.”

GVX also features a removable component (the GVX Player) that offers players a variety of gaming options. The GVX player can be used on its own to play existing mobile games from the Google Play store as well as connect to a HDTV and a Bluetooth controller for those who enjoy traditional gaming on their television. These gaming options on the GVX Player can be combined with the XR experience on GVX (i.e. Active and Surface gaming) to create a multitude of unique one-of-a-kind gaming experiences. A game could feature as many or as little of these gaming combinations. For example, a game could begin as a simple mobile game, but an in-game event may prompt the player to switch to Active gaming in order to fully experience the event. These flexible gaming options allow players to easily pick and choose their preferred gaming experiences.

GVX is also a consumer-friendly gaming device that eliminates many of the problems associated with adopting AR and VR technology. Surface games (AR application) on GVX are hassle-free and do not require physical markers. VR gaming on GVX is safe and does not induce motion sickness. GVX features an option where players can adjust the level of graphics opacity. Lowering the graphics opacity allows more of the player’s physical surroundings to appear in the game environment, ensuring safe gameplay and providing players who are not ready for a full virtual environment an alternative. The opacity option, as well as the wand controller’s one-to-one true motion tracking prevents motion sickness because the player’s movement in the physical world matches their movement in the game world.

“GVX is truly a game-changer in the gaming and mobile space. Never before has a gaming platform been able to successfully bring to life that Star Trek “holodeck” experience in a simple and straight-forward product, while freeing the user from the constraints of a wired environment,” comments Ken Wawrew, the Chief Operating Officer at Sulon Technologies.

GVX developer kits are available for pre-order on the Sulon Technologies website.

For more information, visit www.sulontechnologies.com

The 3 Laws of Augmented Reality Design – Talk at ISTAS 2013

Folks, here is my talk from ISTAS 2013 in Toronto on 29 July 2013. Following an intro to augmented reality I review a collection of AR experiences and test them against Lex Ardez’ “3 laws of augmented reality design”.

3 laws of AR Design-Cover

1. Augmentation must emerge from the real world and/or relate to it

2. Augmentation must not distract from reality, but make you more aware of it

3. Augmented interaction must deliver a superior experience to alternatives, or better yet – there’s no alternative.

These rules are very logical and simple and yet most AR implementations fail to meet these laws. When it comes to defining an AR experience, the #3 is the most important: do not implement AR only for a cool factor; if a traditional interaction technique (on computers, mobile devices etc.) does a good job – do not try to do recreate it with AR. Look for the specific experiences that can only be achieved with AR, even if it’s very niche.

The talk is based on my experience in the last 6 years building AR applications and reviewing practically every AR app that was published in that time frame. I have seen many applications that have a wow factor that lasts for 2 minutes – but most applications are not used more than once. Designers and producers need to look at it in a very different way than traditional user experiences. It’s important to understand that AR is about digitizing our interacting with the physical world. It should not be viewed as a traditional form of Human Machine Interaction (HMI). But rather be thought of as Human-World-Interaction, which requires a new thinking, new rules, and new experiences.

I believe that in the next few years we’ll see AR becoming an integral part of any aspect of our work and life. And it will completely change the way we interact with people, places and things. Of course traditional approaches (PCs, mobile touch) will still be best for certain things – and AR shouldn’t be forced for things that it’s not intended for – but it’ll create new categories of things that we can’t even imagine. AR has the power to enable us to do things and feel things we couldn’t otherwise. It can help us learn, and master skills instantly. AR Technology has reached a “good enough” level; it is up to designers to bring it to the masses in a meaningful way.

Enjoy!

(and let me know what you think!)

AWE 2013 is Now Accepting Nominations for the Auggie Awards™

The Auggie Awards™ have been promoting excellence in Augmented Reality since 2010. It is now extending the 4th Auggie Award™ Competition with new exciting categories. Here’s the full download on Why, What, Which, When, Where, Who and How…

Looking forward to your AWEsome submissions by the deadline on May 15th! 

Auggie 3 sides mid

Why Auggie Awards?

The Auggie Award™ Competition is an initiative by AugmentedReality.org, the producer of Augmented World Expo – the world’s largest gathering of Augmented Reality Professionals.  The goal of the competition is to promote excellence in Augmented Reality in various platforms and categories.  The competition is intended to bring the best in Augmented Reality from around the world to the public at large, and to recognize the best in AR: teams who develop technology and solutions that demonstrate how AR can empowers humans to interact with the world in a more advanced, engaging, and productive way.

Consistent with AugmentedReality.org’s mission to educate, connect, and hatch new initiatives in the augmented world, and AR.ORG’s global goal to inspire adoption of AR towards the goal of 1 billion active AR users by 2020, AR.ORG is co-sponsoring this competition, offering award trophies and cash prizes.

What Are the Prizes?

AWE and its award sponsors are proud to offer combined cash prizes of over $20,000, and 6 coveted Auggie Trophies – each one-of-a-kind hand made art sculpture by a renowned artist.

Which Award Categories Are Available?

When is it Happening?

  • Submission Period for nominations: May 1st to May 15th, 2013
  • Public Voting to Identify the Finalists: May 16th to May 30th, 2013
  • Judging Panel to Select the Winners: June 1st to June 4th, 2013
  • Winner Announcement at the Auggie Award Ceremony: 6:30pm on June 4th, 2013 at The Santa Clara Convention Center

How Do I Enter?

  • First, read the rules
  • Then, Sign up to the AWE site to create an account, or log in with Facebook, Twitter, or Linkedin.
  • Submit your nomination that adheres to the rules and the respective category criteria, along with contact info, description, video URL, screenshots, and the additional fields.
  • If your submission adheres to the rules it will appear on the respective Award Category page within 24 hours. Public voting starts on May 16th, 2013.
  • Make sure, to subscribe to your submission by checking the box below the comments to track it. And, share with your community to get more votes!

 Who Went Home With Auggies?

Looking forward to your AWEsome submissions!

AWE 2013 Early Bird Rate Expires in 1 Week

Momentum is rapidly building for Augmented World Expo™ (AWE), the world’s largest expo dedicated to the augmented world. Registration is trending toward 1000+ AR professionals and over 100 leading augmented reality innovators have confirmed participation in AWE 2013. The agenda for our conference is shaping up to make this edgy conference the most important event of 2013.

Register now with our Early Bird Rate, which will be expiring in just one week (April 9th) and save $200!
After April 9th the full conference pass price will increase to $595.

If you’re interested to see what Augmented Reality is all about, you won’t want to miss this high-power meeting of the minds featuring 5 AWE-inspiring headliners, 35 hours of AWEsome sessions, shock-and-AWE activities, and an Expo that will leave you AWEstruck.

Keynote speakers confirmed: Bruce Sterling (“The prophet of AR”) and Will Wright (legendary creator of The Sims and reality gaming) will return with mind blowing keynotes. We’ve also added Philip Rosedale (creator of Second Life), Toni Ahonen (former Nokia executive and author of 12 best selling books on mobile tech), and Steve Mann (inventor who’s been designing and using AR eyewear for over 30 years). 

Start building your own customized schedule today by saving to your calendar your preferred sessions out of this amazing 110 speaker lineup.

Top 3 Reasons to Attend AWE 2013

Network
1000+ AR professionals — find AWEsome products and partners
Learn
35 hours of AWE-Inspiring sessions by top industry innovators
Experience
100+ demos of “Augmented Humans in an Augmented World”

Augmented World Expo will showcase the best in augmented experiences covering all aspects of life: health, education, emergency response, art, media and entertainment, retail, manufacturing, brand engagement, travel, automotive, urban design, and more. It will be the largest exposition to bring together technologies for Augmented Humans in an Augmented World, including emerging interrelated technologies such as augmented reality, gesture interaction, wearables computing, smart things & robotics, cloud & big data, and 3D printing.

The AWE 2013 program includes:

  • Pre-Event Tutorial (Mon. pm) – review and comparison of the best AR SDKs
  • Keynotes – 5 mind blowing presentations by industry luminaries
  • The Talks – 30 hours of sessions in 3 tracks: Business, Technology, and Design
  • The Auggies –  Awards for the best of the best in augmented reality
  • The ARt Gala – AR art displays by top artists and a food and drinks reception
  • The Startup Launch Pad – Showcase for innovative startups and a competition
  • The Conference Expo – Leading AR companies display their products in the expo

AWE 2013 will be held at the Santa Clara Convention Center, on June 4-5, 2013.
Don’t miss out on our special Early Bird Rate. Register now


About AugmentedReality.org

AugmentedReality.org is a global not-for-profit organization dedicated to advancing and promoting the true potential of augmented reality. As trusted partner of its members and supporters, AR.org facilitates and catalyzes the global and regional transformation of the AR industry. AR.org also owns and produces the largest international event for augmented reality and the global forum for AR innovation: Augmented World Expo (formerly Augmented Reality Event). All profits from the event are reinvested into AR.org’s industry services.

Sneak Peek into AWE-inspiring Agenda at AWE 2013!

Augmented World Expo is proud to unveil details about the 2 1/2 day journey deep into the Augmented World: 4 awe-inspiring headliners, 35 hours of AWEsome sessions, shock-an-AWE activities, and an Expo that will leave you AWEstruck.

Did we mention the conference’s short name is AWE…?

For details about speakers go here. Or for participating companies – here.

Pre-event (Monday, June 3rd)

 

1) Tutorial for AR developers

The 3 hour session will be lead by Patrick O’Shaughnessey who’ll review the best AR SDKs in the market and how to get started, followed by vendor presentations featuring: Vuforia by Qualcomm, Metaio, Total Immersion, Layar, Wikitude, 13th Lab

2) International Hardware Start up Meetup

AWE is hosting the first International Hardware Startup Meetup that  will bring hardware startups from across the world. On fire on kickstarter, these startups are not only reinventing manufacturing with digital design, manufacture as service, 3D printing, and robotics, they are also changing the landscape of human computer interaction.  Wearables, eyewear, gesture interfaces, and a plethora of “connected things” are bringing clouds and atoms together in new ways to create one the most important new opportunities for the augmented world since smart phones and GPS.

Headlining (Tuesday, June 4th)

Bruce Sterling
Sterling is an American science fiction author who is best known for his novels and his work on the MirrorShades anthology which helped define the cyberpunk genre. In the last few years, Bruce has been regarded as the prophet of augmented reality, covering and critiquing the emerging field and has headlined previous ARE events.

Toni Ahonen
The former Nokia executive and author of 12 best selling books on mobile is best known for his TEDx talk where he describes augmented reality as the 8th mass medium and predicts 1 billion AR users by 2020.

Will Wright
Wright, the legendary creator of SimCity, The Sims, and Spore – may share for the first time his new endeavor in personal games – new concepts to expand the realm of gaming into our everyday lives. Or maybe he’ll talk about the Russian space program.

Philip Rosedale
The creator of Second Life shares learnings from building a virtual reality world that apply to building an augmented reality world.

Featured Talks in the Main Theater (June 4-5th)

1) The Augmented World Experience

Avi Bar-Zeev (RealityPrime)
Inside the looking glass: super powers through augmented perception and interaction.

Amber Case (CEO, GeoLoqi, Acquired by ESRI)
Future of Wearable Computing: Constraint, Context and Location.
This talk will focus on trends in wearable computing starting from the 1970’s-2010’s and how mobile interfaces should take advantage of location, proximity and haptics to help improve our lives instead of get in the way.

Ben Cerveny (Grey Area Foundation for the Arts)
Tending your Ambient Computational Metabolism.
As we become continuous users of a whole host of processes running in the cloud on our behalf, accessible across myriad touch points and interfaces, we need to develop relationships with these tools that span individual devices and contexts, and allow us to see how whole systems are affecting us and how we’re affecting those systems. We will tend to a huge metabolism of computation in which we live our everyday lives.

Tish Shute (Stupid Fun Club)
Parsing Reality – how the vision of Augmented Reality evolved into the Augmented World.

2) Startup Launchpad 

The startup launch pad provides a stage for promising AR startups seriously looking for funding to pitch their company, business model and products in front of a panel that consists of VCs and entrepreneurs. The judges will pick a winner for the best AR startup award and a $5000 reward!

3) Augmented Eyewear Face-off

Panel featuring contenders for the crown of top Eyewear with products that surpass Google Glass in some aspects. Moderated by Pete Wassel , leading manufacturers of Wearable displays including: Paul Travers (CEO, Vuzix), Dan Eisenhardt (CEO, Recon Instruments), Kayvan Mirza (CEO, Optinvent), Stephen WIlley (Innovega), Anna Jen (Epson), Uwe Vogel (Fraunhofer), and Meron Gribetz (CEO, Meta-View)

4) Future AR Technologies

Matt Miesnieks (CEO, Dekko)

Petter Ivmark (13th Lab)

Jeff Powers (CEO, Occipital)

5) Form Factors for the Augmented World 

Mike Kuniavsky (Principal Scientist, Parc)
Sculpting the augmented world: how to create experiences for augmented reality, urban informatics, the Internet of Things, the quantified self, and transmedia storytelling by treating those disciplines as facets of a single thing: networked processing distributed throughout the world.

Natan Linder (MIT Media Lab)
New prototypes for interactive augmented reality interfaces that better integrate information interfaces into our physical environment.  From the creator of LuminAR–a compact and kinetic projected augmented reality interface embodied in familiar everyday objects, namely a light bulb and a task light. It allows users to dynamically augment physical surfaces and objects with superimposed digital information using gestural and multi-touch interfaces.

Thomas Alt (CEO, Metaio)
The AR Engine: Accelerating Augmented Reality. The monumental impact hardware acceleration will have on the future of the Augmented Reality industry, taking AR from single-use apps to always on, always augmented experiences- first in Mobile, and then to the future of wearable headsets and embedded systems

6) AR for more Engaging Brand Engagement

Ambarish Mitra (CEO, Blippar)
5 reasons the world of Brands get excited about Augmented Reality: How AR adds meaning to above the line media and increases ROI

Nathan Kroll, Jonathan Burns (CEO, Ad-Dispatch)
Case studies from the company that teamed up with Walmart and Hollywood studios: Marvel, Disney, and Nickelodeon – to offer in-store AR experiences for Spiderman, Avengers, and more.

Brian Selzer (President,Ogmento)
Designing Virtual Character Interaction for a Physical World: premium brand engagement, real world gaming, and other not-to-distant scenarios to engage your customers.

7) Connected Play 

Jay Wright (VP, Qualcomm)
Augmented Reality: Learning to Read with Big Bird

Lauren Elliott (Robot 11)
Best selling Author of 23 original computer software titles with over 30 million copies of work in circulation – including Where in the World is Carmen SanDeigo software series – will talk about his latest endeavors into connected play with Robot 11.

Josh Shabtai (Vertigore)
Augmented reality games from the creator of the successful StarWars game, and AR for Laser Tag.

8) Cloud, Big Data, and Location technologies

Jon Fisher (CrowdOptic)
How to  analyzes where people point their smartphones to identify activity hot spots, engage users with contextual applications, and curate social media content.

Richard Ferraro (Catchoom)
The future of AR will rely on providing valuable content to the user in a dynamic and scalable way, the cloud becomes an essential component.

Clark Dodsworth (Kimera Systems)
How to use AI-driven context awareness as a service to enable brands to serve and sell to end-users in the moment, a totally user-centered model that is intent-based, replacing the mobile advertising model.

AR Means Business!

Showcases of AR in 10 Verticals

1) Retail and commerce

Matt Szymczyk (CEO, Zugara)

Bruno Uzzan (CEO, Total Immersion)

Andrew Couch (CEO, CandyLab)

2) Automotive and Tourism

Victor Ng-Thow-Hing (Principal Scientist, Honda Research)

Jana Rodic (LiveViewStudio – Techcooltour)

Andrea Carignano (CEO, Seac02)

3) Print, Media and entertainment 

Maarten Lens-FitzGerald (GM, Layar)

Suresh Narasimha (CEO, Telibrahma),

4) AR for enterprise and industrial applications

Gabriel Weiss (Mitsubishi Electric)

Gerben Harmsen (GM, TWNKLS)

Brian Mullins (CEO, Daqri)

5) Military and Government

Jim Donnelly (VP, Six-15)

Tod Soderstrom (CTO, NASA)

6) Urban and Architecture

Dave Lorenzini (CEO, ARC – CubeCities)

Anthony Cortez (ARUP)

Graziano Terenzi (CEO, Inglobe)

7) AR for Education

Mindy Brooks (Sesame Workshop)

Christopher Stapleton (President, Simiosys)

Jay Van Buren (CEO, Early-Adopter.com)

8) AR for Training

Alejandro Vazquez (AR Welding Mask – Seabery)

Carl Byers (VP, Ngrain)

Steven Feiner (Professor at Columbia University)

9) Health, Recreation, and Sports 

Dan Eisenhardt (CEO, Recon)

Kevin Hughes (ARPool – Queens University)

Patricio Barreiro (Co-founder, Innovar Group)

Hot topics in Design, User Experience, and Culture

1) AR in Art and Museums

Brian Haberlin (Anomaly)
Anomaly is an epic science-fiction adventure created by Skip Brittenham and Brian Haberlin, and is available as a 370-page hardcover book and a free augmented reality app which has to be seen to be believed.

Yolande Kolstee (AR Lab)
The founder and head of the AR Lab shares her experience in augmenting art and museums Kwith röler-Museum, Boijmans van Beuningen, Van Gogh, Escher in the Palace and many more

Sahar Fikouhi (Darf Design – Creator of Grid)
This ground breaking artist will talk about her projects including Grid, an Augmented Reality environment which provides a spatial configuration for real-time gaming at an architectural scale.

2) Content Creation for Non-Programmers

Jean-Francois Chianetta (Founder, AugmenteDev)

Maarten FitzGerald (GM, Layar)

Jacob Ervin (Metaio)

3) Designing Innovative AR Games

Fabrizio Polo (Sphero) – Robot AR Markers: When Balls Become Beavers

Oriel Bergig (VP R&D, Ogmento) – real world interactions for monetization of games on mobile devices.

4-5) Double Session on Augmented Reality Design

Mark Billinghurst (HIT LAB NZ)

Helene Papagiannis (InfinityAR)

Gene Becker (Samsung)

Sally Applin (University of Kent)

Eunjoo Kim (Qualcomm)

Ori Inbar (CEO, AugmentedReality.org)
The 3 Laws of Augmented Reality Design – How to design augmented reality application that add value and delight users.

6) AR Impact on Society & Culture 

Panel moderated by Joseph Rampolla with Greg Kipper, Marc Goodman, Bobby Simpson, and Noah Zerkin.

7) Law, Ethics & IP in the Augmented World

Panel lead by Brian Wassom (Honigman) with: Brett Krueger (Honigman), Nicola Liberati (University of Pisa), Matt Szymczyk (CEO, Zugara)

Technology Deep-Dive Sessions for Developers

Leading Mobile AR SDKs 

Leading Mobile AR SDKs share their latest innovations, featuring: Qualcomm’s Vuforia, Metaio, Total Immersion, Wikitude

Interoperability and Open AR

Discussion presented by Christine Perey, with Neil Trevett (VP Nvidia), Martin Lechner (CTO, Wikitude), Rob Manson (CEO, BuildAR)

Special Events

ARt Gala

Art works and live performances by top artists of the Augmented World and a sponsored reception with food and drinks.
Featuring Art by: Yolande Kolstee (AR Lab), Shannon Novak, BC (“Heavy”) Biermann & Ean Mering , Kevin Nally, Sahar Fikouhi, Mark Skwarek, Amir Baradaran, and more!

The Auggies

The industry’s most prestigious award ceremony will highlight the winners of this year’s best products in various categories. The best products nominated will demonstrate their innovations during the evening. Categories and nominated products: to be announced in a few weeks.

City Visions

City Visions is designed to provide an urban AR experience that will offer a glimpse into the digital 21st century city. Developers will reimagine urban spaces by using a wall-sized composite cityscape image that will serve as the marker for any natural feature tracking platform for mobile devices. The cityscape will be large enough to allow users to “walk the city” as they view the unique AR deployments. Developers are encouraged to reimagine urban spaces by creating innovative AR experiences that demonstrate new visions of urban planning, architecture, transportation, and art.

Event Wrap Up and Grand Finale

Following a panel with industry titans that will discuss the challenges and infinite opportunities of future of the augmented world, a live augmented reality performance by Yung Jake:

Breakout star from Sundance Festival, rap artist Yung Jake is “Net art incarnate, flowing lyrics about tweet culture, datamoshing, hashtags, augmented reality, and memes as he blows up on Twitter, YouTube, Tumblr, and Instagram in his HTML5 music video, E.m-bed.de/d.” This rapper-artist drops will stream into conference screenings, and pops out of walls in augmented-reality music videos. Experience an In Real Life sighting at the live performance at Augmented World Expo.

Are you in AWE yet?

Stay tuned…more details to be revealed soon!

Augmented Toys and Games Mature at Toy Fair 2013

As in each of the last few years Augmented Reality toys and games were very visible at Toy Fair in New York last week.

These games combine physical and digital interaction which is a fantastic way to get kids away from the traditional TV or computer screens and encourage them to interact with the physical world.

Here is a collection of Augmented products I discovered:

Barbie Digital Mirror Lets Kids Try on Makeup

Allow young kids to try out make up while avoiding all the mess. Can’t go wrong with that! The game uses the iPad camera to track faces.

Mattel Disney Princess Ultimate Dream Castle

The concept of augmenting dollhouses have been around for sometime (see Helen Papagiannis). This, I believe, is the first mass market dollhouse to support augmented reality.

Popar Books

We have seen many popup book, but Popar is the first to put so much effort into it. Popar is fully immersed in the AR industry and have product lines incorporating AR that are currently in the worldwide marketplace.

Sphero Ball And Sharky the Beaver

Orbotix introduced a fun innovation with its smartphone-controlled Sphero Ball last year. Now, they have enhanced it with an augmented reality character and matching games that augmented the ball. Leveraging robotics to create this form of augmented reality games seems like a great way to bring AR to the masses in a fun way. It overcomes many challenges facing the common AR approaches.

Imaginext Apptivity Fortress

Most of the game play still revolves around an iPad screen, but it’s an interesting attempt to combine physical and virtual play.

NeuroSky and Puzzlebox – Brain waves controlling furry ears and a quadrocopter

Wii introduced physical games to millions of living rooms, and Microsoft Kinect made our bodies the controllers for games, but NeuroSky and Puzzlebox promises to not even require a body – just your mind to play. Here is a simple but awesome example how furry ears can be controlled by your brain waves alone. Next I wish to have such a tail!

Nuko Toys and Cards

Many studies have shown that physical hands-on interaction improves learning & memory. On that premise, Nuko adds cards interaction to their games. Is it truly augmenting the experience? You’ll be the judge.

Lego Mindstorms EV3

Lego amazing user-created robots have become more sophisticated and can be controlled by various sensors, and smartphones.

Cubelets

Somewhat similar to Sifteo (see next), but puts more focus on sensors and mechanics while Sifteo has slicker screens and focused on games that come to life through physical interaction.

Sifteo

Scan Games – trigger content on smartphones with QR codes and cards

Scan Game with AFV

Codigo Cube

Last but least on our list today…it’s cool that this game leverages QR Codes as an input for a smartphone trivia game, but the use in this game seems forced. Isn’t it a better experience to simply roll the dice on the phone screen itself? It might have been a great experience if the cube itself would have been augmented with graphics that truly enhance the experience.

Conclusion

Toy Fair 2013 featured a really nice collection of augmented toys and games which are spear heading the use of augmented reality for the masses. What will you build next?

Augmented Reality at Toy Fair 2013 – Next Week

In previous years Toy Fair, which is starting this weekend in New York City, was a showcase for the latest in augmented reality toys and connected play.

Some of the notable examples were:

WowWee’s AppGear showed off several games that combine the iPad with physical toys.

Mattel demoed the Hot Wheels game from its new Apptivity line of toys and corresponding iPad apps. Using one of the two cars included in the pack, players zoom along the racing track on their tablet’s screen, performing stunts and jumping over roadblocks along the way.

Nukotoys’ Animal Planet and Monsterology card games AR games let children learn about real animals or fake monsters (based on their title of choice) by choosing cards and swiping them in front of the tablet. The iPad detects the playing cards and displays information along with an animated version of the creature, which users can then control.

Slip your iPad into the GameChanger board, and you have two games at your fingertips. Animal Mania and Magic School Bus are included, but other games can be downloaded for free from the Apple App Store. The game board has pressure-sensitive fields that register the movements of players’ tokens.

Hasbro wouldn’t let us take video of the iPhone/iPod touch app that makes its new Lazer Tag Blaster so cool, but we can assure you that it puts augmented reality tech to good use. You can complete missions on your own or play against up to 24 players. Either way, your device’s screen is the viewfinder for targeting the red tip on opponents’ guns.

see more at: http://blog.laptopmag.com/augmented-reality-at-toy-fair-2012-the-top-apps-games-and-gadgets

 

What augmented reality toys and games will be showcased at ToyFair this year?

I’ll be there to find out!

 

 

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