I wish the real products were as cool as the concepts. In due time…
Filed under: Uncategorized | Tagged: augmented reality, concept | 1 Comment »
I wish the real products were as cool as the concepts. In due time…
Filed under: Uncategorized | Tagged: augmented reality, concept | 1 Comment »
Part of the Internet economy is built upon the “click-through” or CTR (Click Through Rate.) The CTR attempts to measure customer interest in a particular product. If a person finds the banner ad interesting enough, they will select it and be sent to that site, hopefully to purchase a product (or Conversion Rate.) Thus the effect of the advertising can be measured and billed.
Even the layout of a site can affect the conversion rate. Or in the case of Bing, Microsoft’s new search engine, the color blue can be worth $80 million in additional usage. Website optimization rearranges the layout to achieve fung shui for dollars. What is measured can be improved.
These products, like Google’s search engine, are worth more than just the product itself. And they get first crack at the wealth of information flowing through their servers. Using the misspelled words on Google search, they created the most robust spell-checker on the planet, in every conceivable language.
Using the information of what you click, they can run experiments to see what works best. Collaborative filtering makes recommendations to users based on what other users like. The data exhaust of websites can be as valuable as the product itself.
As augmented reality products use eye-tracking to achieve a realistic virtual overlay like in the recent GM augmented windshield, they are getting more information than just how to align the graphics. Eye-tracking adds a new dimension to the data exhaust. As any professional poker player will tell you, the eyes are the window to the soul, and to the tell. Someone holding pocket kings might look down at their chips the moment they see their cards in anticipation of seeing a bigger pile later. Players wear glasses for a reason. The eyes can give away important information.
Studies on select groups of people using eye-tracking have given broad generalizations (read the before-mentioned link for more details):
1.Headlines draw eyes before pictures.
2. People scan the first couple words of a headline.
3. People scan the left side of a list of headlines.
4. Your headline must grab attention in less than 1 second.
5. Smaller type promotes closer reading.
6. Navigation at the top of the page works best.
7. Short paragraphs encourage reading.
8. Introductory paragraphs enjoy high readership.
9. Ad placement in the top and left positions works best.
10. People notice ads placed close to popular content.
11. People read text ads more than graphic ads.
12. Multimedia works better than text for unfamiliar or conceptual information.
Imagine what can be learned when the eye-tracking is always on and always sending data back to the home servers. Contextual filtering will “pigeon-hole” you into a type of viewer and give you a website more suited to your style of reading. Web design will customize based on your changing eye sight. Older viewers that linger over the words will get larger fonts so reading isn’t so strained. Colorful pictures will attract younger viewers so advertisements will be changed to align with them.
And that GM Augmented Windshield? If their sensors can identify advertising along the side of the road in the form of signs and billboards, then can they collect the data on what works and what doesn’t and sell that to ad agencies.
Like I said, the data exhaust can be more valuable than the data itself. And eye-tracking will prove to be more valuable because its an unconscious reaction. Just be careful where you’re looking.
Filed under: Uncategorized | Tagged: advertising, augmented reality, Bing, click through, data exhaust, eye tracking, GM, Google | 3 Comments »
Tomorrow, I’ll be at the IEEE VR 2010 conference in Boston. Monday is dedicated to a series of augmented reality presentations.
One of the most interesting one is:
By the all star team from Ben Gurion University (Israel) and HIT Lab (New Zealand):
When it comes to AR games – we are all still searching for “Pong” a simple game that will captivate millions of players and kickoff this new genre.
One of the challenges in many AR games, is the reliance on printouts of ugly markers.
Plus many games use the markers as controllers which is a bit awkward (especially to a bystander).
Sketching offers an alternative for a more natural user interface.
Sketching is more natural than drawing with a mouse on a PC, even more intuitive that a touch screen. That’s still the first thing that kids are taught in school.
It’s not necessarily a better interface – but it’s an alternative that offers a very intuitive interaction, and enriched the player’s experience. I believe it could create a whole new genre of games.
In place sketching in AR games has huge potential in gaming – but many questions arise:
What’s “In-place AR”? It’s when the augmented content is extracted from the real world (an illustration, an image , a sketch, or a real life object)
Here is the sequence of research efforts leading to this:
Here are 2 game prototypes the team created called AR Gardener and Sketch-Chaser. It is played on a regular white board.
Draw symbols on the white board and 3D content is pulled from a database of objects to appeas in an Augmented Reality (AR) scene.
The sketch determines what object to create, its location, scale, and rotation.
The outer line sketched here defines the game anchor and is served for tracking; in this game it becomes a brown ridge.
Simple symbols drawn generate a couple of benches, a cabin, and in the spirit of the playground theme – rockers, and swings.
Virtual elements could also be created based on a real life object such as a leaf; here it is used to create a patch of grass using the color and shape of the leaf (and no, it can’t recognize that’s a leaf, or 3D object whatsoever)
The color of the marker could define the type of virtual object created: For example, blue represents water. Other objects that are put in it will sink.
In the second game you basically create an obstacle course for a car chase.
It’s a “catch the flag” or tag game. The winner is whoever has the flag for the most time.
First you draw, then play.
Once again, the continuous brown line represents a ridge and bounds the game.
A small circle with a dot in it represents the starting point for the cars.
A flag becomes the flag to capture. A simple square creates a building, etc.
The player adds more ridges to make it more challenging. Adds blue to generate a little pond (which also indicates a different physical trait to this area)
Then – graphics are generated, the players grab their beloved controllers and the battle begins!
This research represents an opportunity for a whole new kind of game experience that could make kids play more in the real world.
Many questions still remain, such as how do you recognize in a sketch what the player really means without requiring her to be an artist or an architect. Or where does the sketch fit in the game play? Before, after or during?
Now, it’s up to game designers to figure out what sketching techniques work best, what’s fun, what’s interesting, and what’s just a doodle.
Filed under: AR Events | Tagged: Ben Gurion University, HIT Lab, Jihad El-Sana, Mark Billinghurst, Nate Hagbi, Oriel Bergig, Raphael Grasset | 5 Comments »
Yesterday we celebrated the vernal equinox, today we celebrate yet another weekly linkfest:
Well yes, looking back at it, this was quite a dry week. Anyway, here’s a couple of weeks old video I just waited for the opportunity to put up in the weekly linkfest. It’s AR in a shoebox, created by Kenneth Bogert, aPhD student from Georgia. You can read more about it over here.
Avez vous une joyeuse semaine de la langue française! (yeah, probably screwed the translation up, sorry int13 guys!)
Filed under: Uncategorized | Tagged: linkfest, mixare | 1 Comment »
Simple, useful and probably feasible (though not on the iPhone) AR application in the following concept video by Tate Strickland an American graphic design student:
Filed under: Uncategorized | Tagged: Futuristic Visions, Handhelds and Cellphones, Museums and Exhibitions | Leave a comment »
You’ve probably already seen the video below about GM’s initiative to put an augmented reality HUD on future windshields because its been posted on many sites. The product, as explained, would improve safety in limited vision situations and create useful information for the viewer.
These are noble goals. But why not have a little fun with the system, too.
1) Relieve rush hour stress with lasers that shoot that annoying “lane switching” guy.
2) Read your tweets on the move (and let voice recognition post your tweets.)
3) Add Unicorns and Rainbows to dreary city streets using a Cornify like add-on.
4) Create a game out of driving safely by checking your distance to next vehicle (okay, this one is noble too, sue me.)
5) Create stats on annoying things like how many stop signs you’ve passed.
6) Play SlugBug with your car.
7) Keep you from running over cute bunnies (your kids will love you.)
8) Make every street look like downtown Tokyo.
Filed under: Uncategorized | Tagged: augmented reality, automotive, cornify, general motors, HUD | 8 Comments »
Magic, games, education, even live AR coding – we had it all last night at the Augmented Reality Meetup NY (or as we fondly like to call it ARNY.)
51 AR enthusiasts showed up in an amazing location (Thanks Sophia!) – out of 211 registered members – but who’s counting…we are all about quality ;) What I like about this group is that it represents all walks of life: developers, gamers, attorneys, artists, journalists, magicians, even a police officer!
ARNY’s purpose is to help advance the business of Augmented Reality, by bringing together the best of AR with the best talent in NYC. And have fun while at it.
Thanks to Chris Grayson, the “revolution” was “televised” (aka live streamed)
In case you want to remotely take part in this meetup, or any other AR meetup around the world – there is a site for that: ARmeetup.org. (Last night wasn’t recorded due to a Ustream glitch)
Yours truly kicked off the evening with a recount of AR at GDC by the Numbers. Sony Move was the most exciting AR news at GDC.
Then, a fantastic lineup of speakers took the stage:
1) Alejandro Echeverría – Student at Engineering School in Chile, who came all the way from Chile just to be with us (seriously he’s a visiting student at NYU) – presented Games for learning with AR. I loved the simple yet memorable approach to use movement and augmented reality to teach kids about electricity.
2) Patrick O’Shaughnessey – Patched Reality – FLAR in Five: building a FLAR app “from scratch” (mostly) in five minutes. Patrick which is one of the most experienced AR developers out there received the bravery medal of the evening for demostrating live coding!
The feature presentation of the evening was next:
The man you’ve all been waiting for. He’s been traveling all over the world, blowing people’s mind with his AR magic show – and today he’s here, live at ARNY. Ladies and gentleman please welcome – Marco Tempest!
3) Marco Tempest – The highly anticipated Augmented Reality magician brought the house down.
See a live account of the show, along with a rare explanation of how it all works – in the video below:
4) Ohan Oda – Archemist – Augmented Reality Game with Goblin XNA
Last on on the program was another kind of magician, returning fresh from a demo at the game developer conference in San Francisco; he’s known for Goblin XNA – a development framework for AR applications for the Windows platform, and an avid AR game developer. This time, Ohan demonstrated his latest gravity-based AR game using Vuzix Goggles: Arble.
Here’s a video of a previous game with a similar mechanic.
UPDATE: Here’s a live video by ARNY member David Polinchock.
Next was my favorite part – high energy conversations in smaller teams. That’s where the true magic happens. Free beer courtesy of Topp didn’t hurt at all; the discussions went on late into the night.
UPDATE: Check out live commentary by AR aficionado Dan Romescu – all the way from Germany.
But wait, there is more!
You are in luck.
Here is a discount code for the first 100 folks to register to the event (before the end of March). Go to the registration page, type in code AR245 and you’ll be asked to pay only $245 for 2 full days of AR goodness.
Watching AR prophet Bruce Sterling, and gaming legend Will Wright deliver keynotes for this price – is a magnificent steal. And on top, participating in more than 30 talks by AR industry leaders will turn these $254 into your best investment of the year ;)
Filed under: AR Events, Uncategorized | Tagged: Alejandro Echeverría, AR Magician, ARble, ARE 2010, ARNY, Goblin XNA, Marco Tempest, Ohan Oda, Patched Reality, Patrick O'Shaughnessey | 7 Comments »
The video gives a good rundown of augmented reality at GDC2010. I don’t have anything to add that Ori didn’t already say earlier this week on Live from GDC.
Filed under: Uncategorized | Tagged: augmented reality, GDC2010 | Leave a comment »
Augmatic the British company founded by James Alliban (you may remember him from that augmented reality business card) has launched a new tool, called LearnAR.
It is a pack of ten curriculum resources for teachers and students to explore by combining the real world with virtual content using a web cam.
Some of those demos are brilliant. The Geiger counter and physiology ones seem to provide real value when coming to teach such subjects. On the other hand, I really don’t find any benefit of using the English application over a computer game. In a sense LearnAR is showing how gimmicky and how useful AR can be at the same time.
For another perspective on using AR for educational purposes, you should really check out Gail Carmichael’s blog. Since she’s doing her PhD on this subject, she has blogged about some very interesting concepts.
As for LearnAR, you can learn more about it on James Alliban’s blog.
Filed under: Uncategorized | Tagged: Augmatic, Education, LearnAR | 2 Comments »
Editor note: OOPS!
Originally this post was scheduled for early December, but somehow I forgot to publish it. Sorry Locatory guys!
——-
As veteran readers of this blog surely know, official development of Gamaray, an AR browser for Android was terminated, and its code has been open-sourced. Recently I’ve learned about an interesting project by a team from the Open University of the Netherlands, named Locatory, based on Gamaray’s code.
The game’s premise is admittedly not that exciting –
The concept of game is rather easy. Players can compete with each other and gather cards that are hidden in augmented reality. Once a card is taken, it can be dropped at a physical location (figure 3, B). When a card is dropped at the correct location, the player receives a point. (source)
but it’s exciting to see that one can create (semi) augmented reality games in relative ease (especially since Locatory’s own code is freely available). After all, how far is a game such as Locatory from a geo-caching game? If I were a student these days, I would have a go at it (adult life is full of compromises :/).
Learn more here.
Filed under: Uncategorized | Tagged: Gamaray, Games, Handhelds and Cellphones, Locatory, Tourism and Outdoors | Leave a comment »