ISMAR 2009: Switching Into High Gear

ISMAR, the world’s best Augmented Reality Event, is just 2 months away!

As a member of the review committee I have seen some amazing submissions. Thank you all submitters for the tremendous effort and enthusiasm. By now, you should have received feedback from the organizers. If you haven’t – contact your respective track chair (go to ISMAR – and click on Contact on the left) .

This year, marking the 10th anniversary of ISMAR, will be a land mark year for the event, expanding for the first time beyond pure research into applicative domains such as interactive media, humanities, and education.

In addition, the first day of the event will feature a set of very interesting workshops. I can’t choose which to attend.

Letsgoout

One of my favorite workshops is dubbed “Let’s Go Out“, or as I like to call it: Alfresco…

A crew of AR research veterans have joined forces to generate a leap with Outdoor Augmented Reality: Christian Sandor (University of South Australia), Itaru Kitahara (University of Tsukuba), Gerhard Reitmayr (Graz University of Technology), Steven Feiner (Columbia University), and Yuichi Ohta (University of Tsukuba).

From the workshop organizers:

The outdoors presents enormous challenges for mixed and augmented reality. Outdoor environments encompass extreme weather and illumination conditions, and mobile systems must deal with technological constraints, including low-resolution cameras and displays, inaccurate and fragile tracking systems, limited system and network resources, and cumbersome interaction devices.  This workshop will provide an opportunity to discuss research issues related to outdoor mixed and augmented reality. Researchers are invited to submit two-page position statements for presentation in a morning session. The following sessions will address specific areas, including a review of the state-of-the-art and a discussion of current issues and research directions.

So don’t wait. Get your thoughts on paper and send it to outdoor_ar@icg.tugraz.at.

It’s your opportunity to make an impact, games alfresco style.

Stay tuned for details about the other exciting workshops.

Augmented Reality has Gained Gravity

Here’s the latest AR dish from Ohan Oda and Steve Feiner at Columbia University‘s Computer Graphics and User Interfaces Lab: an augmented reality marble game that uses gravity as a game controller. No iPhone required.

See the video and recipe after the jump.

Continue reading

Has Augmented Reality Arrived to the iPhone ?

Fellow augmented reality enthusiasts!

Checkout the news in the iPhone 3.1 Beta 2 SDK (you need to login.)

It may treasure what we’ve all been waiting for. The elusive API. The holy access to  live video on the iPhone.

We will never know if the Open Letter to Apple had any dent on Apple’s decision to introduce the new APIs – but for a moment – we are blissful.

By tomorrow we’ll know for sure if it works. What ever the outcome, at least we made a lot of friends and discovered a swarm of AR developers eager to bring the augmented reality experience to the masses.

Thank you all for the overwhelming response!

And let me challenge you:

The first to confirm the above theory will be indicted to

Games Alfresco’s Hall of Fame.

Thanks Mike for the tip!

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When an Augmented Reality Experience Goes From Viral to Pandemic

A new campaign for Weet-Bix , launched On July 6th centered around a series of “3D cards”.

Photo credit NBR

When 10 of the series of 43 cards are held up to a web-cam, they trigger a three-dimensional image of the relevant All Black to appear onscreen (see photo above). Fans can rotate the card held in front of the web cam, and the onscreen figure rotates in full-perspective.

This now common augmented reality experience was developed by Total Immersion (creator of the Topps AR game), and Australian company Dreamscape.

The typical reaction you expect from such campaigns (many of which were produced in the past year) is – jaws dropping.

Not this time.

Ben Geek vividly describes the experience as a modern via Dolorosa. Hilarious. From an intrusive registration process ( “[they] demand, my name, my email address and my date of birth? Why exactly?”), to a draconian installation process (“have I broken the computer?”) – it left a strong bad taste among its users.

When Sanitarium, the Cereal company behind the promotion, dumped traditional media outlets such as TV and print in favor of this “futuristic” campaign, they didn’t expect this dystopian backlash. Apparently they reacted quickly and are redesigning the Weet-Bix promotion “after accepting that children might find their hi-tech features hard to digest.”

As Mark Billinghurst pontificates:

there’s a lesson there about how having great AR technology doesn’t guaranteed a successful marketing campaign if you provide a bad experience.

Thanks Mark Billinghurst for the tip

Apple Files Patent for Mobile Augmented Reality

The buzz around our open letter to Apple hasn’t subsided yet, and lo and behold, Apple has filed today a patent related to augmented reality .

Although the term Augmented Reality (AR) is not explicitly mentioned in the patent – it describes very common mobile AR scenarios.

Apple patent-090709-1

Technically speaking, you typically need 3 capabilities to enable a mobile AR scenario: sense, overlay, track.

Sense – use sensors to find out what’s in your immediate surroundings (such as visual, GPS, RFID, wifi, IR, etc)

Overlay – Graphically add information that relates to real objects in your field of view

Track – register the graphics so that the virtual elements are aligned with the real objects

Apple’s patent deals with Sensing and Overlaying.

Apple Insider describes it as:

a new identification application apparently under development by Apple that would help identifying objects in a user’s surroundings so that their iPhone can present additional information about the identified objects.

The patent describes scenarios such as:

“the portable electronic device can allow the user to select a mode based on the types of objects that the user wants to identify. Based on the selected mode, the portable electronic device can adjust parameters used for searching an identification database. For example, if the user selects to identify an object in a “MUSEUM” mode, the portable electronic device can search the identification database for objects that are commonly found in a museum. In some embodiments, the portable electronic device can determine the location of the user to help identify an object. For example, if the user is determined to be in Las Vegas and the portable electronic device is set to a “RESTAURANT” mode, the device can limit the search of the identification database to restaurants in Las Vegas.”

As much as it’s encouraging to see Apple’s interest in this domain, it sounds awfully similar to augmented reality research published over the past 10 years.

Moreover, it actually describes the functionality behind existing AR browsing applications already in the market such as Layar, Mobilizy’s World Browser, Tonchidot’s Sekai Camera, Nru, and more!

And how about augmenting Museum experiences? Has anyone at Apple read our roundup of AR museum experiences?

Is there anything new in this patent? Can Apple defend it against previously published AR work? What do you think?

Open Letter to Apple: Let us Augment Reality with the iPhone!

A letter sent to Apple Developer Relations.

Dear Apple,

We are a collection of augmented reality (AR) enthusiasts and professionals (from business and academia), who have been working on a multitude of AR apps for the iPhone. These apps are poised to change the way people interact with the real world.

But here is the rub: we are currently unable to publish these apps on the app store because the iPhone SDK lacks public APIs for manipulating live video.

We are asking Apple to provide a public API to access live video in real time, on the iPhone.
We will be happy to offer additional technical details.

The impact of augmented reality (AR) on our lives could be as significant as the introduction of the PC.
In 10 years, we believe augmented reality will change the way everyone experiences travel, design, training, personal productivity, health care, entertainment, games, art, and advertising (videos).

Looking back just a few years, AR pioneers had to hack a slew of components into ridiculously large backpacks and HUDs, and be confined to rigged environments. Nowadays, it comes in friendly, affordable packages and the iPhone is one of the first devices to have it all – except for a public API.

The battle to determine the winning device has already begun; a public API to access live video will give the iPhone a lucrative ticket to compete.
We believe Apple has a window of opportunity of about 3 months before developers start looking elsewhere. If Apple decides to publish the API in that time frame – in the next 10 years, everyone might be using the iPhone as the preferred device to interact with the real world.

Here is how augmented reality could open up new opportunities for the iPhone this year:

Arf (Georgia Tech)

a virtual pet you take anywhere

ARghhhh (Georgia Tech)

first person table-top action game

Sekai Camera (Tonchidot)

AirTag the real world

Kweekies (int13)

a portal to creatures in a parallel world

Layar (SPRXmobile)

Browse the world with an AR browserDetails

Artoolkit for the iPhone (Artoolworks)

the most popular AR kit now on the iPhone

StudierStube ES (Imagination, Graz TU)

the only AR engine designed for mobile devices, now on iPhoneDetails

PTAM on the iPhone (Oxford University)

next generation AR tracking with no markers or images

Wikitude (Mobilizy)

a travel guide that “tells you what you see”

Virtual Santa (Metaio)

interactive Christmas application using the augmented reality

Augmented Reality Sightseeing (Fraunhofer IGD)

Historic photographs overlaid on your field of view while strolling in a street

These are apps that are practically ready to go. There is a whole bunch of apps and games that are just waiting for the API to be available.

…And Apple, we know you can’t share your plans…so please surprise us soon!

Many many thanks for your consideration –
Sincerely,

Signed:
Michael Gervautz – Managing Director Imagination GesmbH
Robert Rice – CEO Neogence
Georg Klein – PhD PTAM creator from Oxford University
Stephane Cocquereaumont –  President & Lead Developer Int13 (Kweekies)
Maarten Lens-FitzGerald – Founder & Partner SPRXmobile, developer of Layar
Ori Inbar – Author of GamesAlfresco.com and CEO and founder – Ogmento (formerly Pookatak Games)
Philippe Breuss – Lead developer, Mobilizy
Philip R. Lamb – CTO, Artoolworks
Noora Guldemond – Metaio
Takahito Iguchi – CEO, Tonchidot
Blair MacIntyre – Associate Professor, Georgia Institute of Technology

Bruno Uzzan – CEO, Total Immersion
Michael Zoellner
Fraunhofer IGD
Andrea Carignano – CEO,  Seac02

If you are developing an AR app for the iPhone and wish to join this effort – just let us know.

Special Message from Mark Billinghurst: Introducing FLARManager – Can Building AR Apps in Flash Be Easier?

July 1st 2009  Press Release

ARToolworks Releases Commercial License for FLARManager

ARToolworks is very pleased to announce that it is able to offer commercial licenses for the popular FLARManager software. FLARManager is a software framework developed by Eric Socolofsky that makes building FLARToolKit Flash based Augmented Reality applications easier.

FLARManager decouples the marker-tracking functionality from Papervision3D, and provides a more robust event-based system for managing marker addition, update, and removal. It supports detection and management of multiple patterns, and multiple markers of a given pattern.

Most importantly, FLARManager sits on top of FLARToolKit and makes it much faster and easier to develop flash based AR applications, typically half the time or less of developing a straight FLARToolKit application.

Philip Lamb, CTO of ARToolworks, says “We are delighted to be able to provide commercial license for this outstanding tool. This will enable FLARToolKit developers to build Flash AR applications quicker than ever before, and is the perfect compliment to our existing product line.”

FLARManager will continue to be freely available under a GPL license from http://www.facebook.com/l/;http://transmote.com/flar/, but ARToolworks has the exclusive rights to sell commercial licenses to those companies that do not want to share the source code of their applications as required by the GPL license.

The developer of FLARManager, Eric Socolofsky, says, “I’m excited to be able to offer FLARManager to both the commercial and experimental community.  FLARManager began as an effort to bring FLARToolkit to a wider audience, and this commercial license will help to expand the reach of augmented reality and new interfaces to the web.”

For a limited time, ARToolworks is selling FLARManager for a reduced price of only $295 USD for a single product license, and also selling a discounted bundle of FLARToolKit and FLARManager licenses together. FLARToolKit is required to use FLARManager.

Please contact sales@artoolworks.com for more details.
——————–

Your Favorite Augmented Reality Games Of All Time

Our inaugural post from early 2008: “Top 10 AR demos that will…” sparked huge interest. Since then, we have witnessed loads of AR games swarming the market.

Well, that may be an exaggeration – but the industry has certainly transitioned from delivering mere demos to actual games; from proof of concepts to commercial products; from “Yay” to “W00t!”

We have covered these AR games before, but Today is your chance to choose.

Vote for your all time favorite augmented reality games!

Our only rules for nomination:

1) It’s a fun game

2) It registers computer graphics on reality

3) It runs on commercial off the shelf hardware.


Here are the 18 nominees in chronological order (when first surfaced on the web):

go!

1. The Invisible Train

2004 – Graz University (PDA, Gizmondo)

2. Catapult

March 2006 – Gizmondo (Gizmondo)

3. Eye of Judgment

May 2006 – Sony (Sony EyeToy)

4. AR Tennis

June 2006 – Fanta/HIT Lab NZ (Nokia)

5. WizQubes

March 2007 – MXR

6. Level Head

October 2007 – Julian Oliver (webcam)

7. ARis

July 2008 – Geisha Entertainment (Webcam)

8. Kweekies

October 2008 – Int13 (Nokia, iPhone)

9. Ghostwire

October 2008 – A Different Game (Nintendo DSi, Nokia)

10. Tower of Defense

December 2008 – Sergey Ten

11. Topps

March 2009 – Total Immersion (Webcam)

12. Scope

March 2009 – Frantz Lasorne (Goggles)

Vodpod videos no longer available.

13. Do the Dip

April 2009 – MacDonald’s (webcam)

14. ARhrrrr!

May 2009 – GA Tech and SCAD-Atlanta (Nvidia Tegra)

15. Candy Wars

May 2009 – GA Tech and SCAD-Atlanta (Gizmondo)

16. Art of Defense

May 2009 – GA Tech (Nokia)

17. RubberDuckzilla

May 2009 – Oasis (webcam)

18. InVizimals

June 2009 – Sony (PSP)

-*-*-*

Which are your favorites?

Share with your friends and find out their favorites!
(share button at top right of page)

The winners will receive the lucrative –

“Games Alfresco Hall of Fame Award”

The Emperor’s New Video Games

Microsoft’s Project Natal made the news at E3, and ever since it’s only growing in mind share thanks to “Late Night with Jimmy Fallon” and, now, Stephen Colbert.

The highlight last night was the introduction of the “next next generation” of Xbox technology, the X-Xbox, a device that requires no controller, no screen and no console. (can only be viewed in Hulu approved territories)
Vodpod videos no longer available.

Funny. Will Microsoft ever ship another “Box”…?

But I saw something beyond the joke: A sign for the end of hardware.

Why would you need a console, a control, and a screen when you could have more fun without all of it? Really!?

Just put on your favorite augmented designer sun glasses, wear that chic augmented e-textile shirt you got from your mom (both communicating with the mini network computer in your pocket), and go out an play!

This, by the way, would also satisfy Obama’s plea to parents voiced in a speech to the American Medical Association this week:

“…raising our children to step away from the video games and spend more time playing outside.”

You will look just like Colbert in that clip – albeit expressing more subtle gestures, and having REAL fun.

Live from E3 ’09: The Return of the Glitz or the Future of Gaming?

Electronic Entertainment Expo (E3) is the bastion of the video games business. If GDC is for developers, E3 is for the suites and the media, the best timing to launch a new game, console, or business in the interactive entertainment world.
This event typically epitomizes the progressive blending of movies and games and this year also marks the return of the glitz.

E3 junk Pile

E3: A junk pile in front of the LA convention center

What about the future of the gaming industry? Can you find it here?

Here are the top 4 news that caught my attention.

1) Microsoft’s project Natal

Probably the most far reaching announcement of the pre show press conference was a new addition to the Xbox that will “change the way we interact with computers” (Bill Gates). A depth sensing camera and chip that recognizes natural human gestures, developed by 3DV Systems and acquired by Microsoft. More on the announcement at Seeking Alpha.

Although this is just a concept video, it seems that technically Microsoft has leapfrogged Sony’s eye toy. But Sony has already been dabbling with camera based applications for several years now. Expect a good fight between the two. Competition is good.

2) Peregrine Glove – Iron Will tech

Peregrine play

My biggest disapointement was the Peregrine Glove. It promised to be a “Wearable technology like no other”. It looks very cool, but it turns out to be  just a touch sensitive glove. Using your thumb touch different parts of your fingers to feed the computer with various commands…on a good day it could replace the keyboard when playing a real-time strategy game.

3) RealityPro by Digital Extreme Technologies Inc.

As I stroll through the crowded ailes on the show floor, I notice two geeky looking guys fighting with imaginary swords…and huge markers cover their forehead and weapons…

AR sword fight

Meet Bob Ladrach (with my kind of hair style) VP product development at Digital Extreme, an Augmented Reality enthusiast since 1992, showcasing a concept AR sword game. The demo was using Vuzix VR with mini cams and Artoolkit markers glued to it.

Bob gets AR: he preaches that it should be low cost, user friendly, and that it should look cool. AR technology is maturing; all it needs is someone to create an experience that people would want to pay for.

I buy that.

XTD Goggles

DXT think they can pull it off. They’re working on RealityPro a mobile AR hardware platform: goggles + portable mini computer + input devices for interaction with objects and characters in the 3d world.
“Reality Pro turns a walk in the park into a quest.”

DXT is essentially a hardware company and will encourage developers to build games and apps loaded on “easy to use mini cartridges”. Ultimately the content is what will make or break this device.

Games alfresco: How’s it different than A_rage‘s attempt?
Bob: 4 years of hardware advancement.

Games alfresco: when will it be ready?
Bob: in about a year.

Games alfresco: how much will it cost?

Bob: I can’t really tell. The first, probably $2500. Down the road it will be reduced to $400-500 a piece.

A bit sketchy, but good luck Bob!

4) Mightier

A nice surprise awaited me at the IndieCade booth, an organization dedicated to showcasing the future of independent games.

And here is one example from E3 ’09:

Mightier

Mightier!

Mightier solve

1. Print puzzles on real paper

2. Draw your own shapes based on the hints (dots and numbers)

3. Draw your own character within the given frame

Mightier view

4. Point the solved puzzle and character to your webcam

5. Based on your own “art” the game generates 3d shapes that help your own created character reach its target

Yes, you’re still glued to the screen, but it’s a nice step towards blending the real and the virtual.

Wish Mightier luck in winning the 2009 IndieCade festival.

So, are any of these game changing? You be the judge.

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