Augmented Reality Continuing What the Internet Started

Total Page:16

File Type:pdf, Size:1020Kb

Augmented Reality Continuing What the Internet Started Augmented Reality continuing what the Internet started Christine Perey PEREY Research & Consulting 1 Who am I? • Consultant/analyst • 1991 • Management consulting Personal multimedia – Strategy • 2004 – Partnerships Mobile multimedia • Market research • 2006 • Market development Mobile Augmented Reality • Technology scouting • 2010 and transfer – Print & – Retail & publishers commerce PEREY Research & Consulting 2 Agenda • What is Augmented Reality? – A little history – What needs does it meet? – What problems does it solve? • Where is it heading? • Why should you care? • What can you do? PEREY Research & Consulting 3 What is AR? PEREY Research & Consulting 4 WorldBoard Concept 1996 1990s: many researchers started to co-locate information with physical space J. Spohrer 1996: What comes after the World Wide Web? Information “in place” The world as a repository of information PEREY Research & Consulting 5 Ten years later (presented at SIGGRAPH 2006) • Make use of “Web 2.0” photo collections (e.g. Flicker) • Automatic process to register images to common coordinate system • Browse this registered collection as a 3D image world PEREY Research & Consulting 6 AR is not one technology • The “cyber-colonization” of the real world • A highly compelling, virtually endless SET of technology-assisted experiences • It is part of the Real Time Web PEREY Research & Consulting 7 Often confused with Visual Search • Google Goggles • Nokia Point & Find • kooaba Interactive Print • Ricoh iCandy (iPhone) PEREY Research & Consulting 8 Mont Blanc Geneva Thonon-les-Bains Lake Geneva Arriving in Montreux in 15 min camera, GPS, compass, accelerometer, microphone PEREY Research & Consulting 9 Physical world “triggers” • Explicit (printed markers) • Implicit real world triggers – Text (posters, signs, page of print) – Photo/drawing – Faces • Fixed position in space (GPS + compass) • Sounds (music, voices) PEREY Research & Consulting 10 The “associated” digital data • A circle which has POI information associated with it (e.g., Layar) • A text box (e.g., AcrossAir, Wikitude) Overlay • A 3D object in fixed position (e.g. junaio) (on the • A “free standing” animated 3D object real • An “object” which can be manipulated/with world) which user can interact (e.g., games) PEREY Research & Consulting 11 PEREY Research & Consulting 12 Mobile AR Users Today • 1+ Million • Technology elite – Mostly male – Flat rate data plans – Smartphones • 90+% of activity on Android and iPhone – Tolerant of rough edges – Avid users of social networking • Japan, Western Europe and US PEREY Research & Consulting 13 Value proposition? • It depends – Novelty “just to see differently” – Information (in real time or not) in context – Service or friend discovery – Experiences PEREY Research & Consulting 14 Why AR now? Personal navigation Social media Real-time Web Digital content Local search Socio- 3D in home Wearable cultural computing trends Handsets 3D cinema Networks • GPS • Compass • Powerful processors • Bandwidth to access cloud PEREY Research & Consulting 15 The evolution of AR Today Beyond 2010 • Mobile relies largely on • Markers disappear location-based triggers and – Recognition of every day cloud-based data objects and people • PC-based experiences rely • User experience improves largely on markers and – Active Matrix Organic LED locally-stored data bases – Pico Projectors • Overlay with lights and camera (mobile phone) PEREY Research & Consulting 16 Eyewear PEREY Research & Consulting 17 The AR Ecosystem PEREY Research & Consulting 18 AR Ecosystem ????? Sensors on Mobile on Mobile devices Sensors The Physical World Physical The The Digital World Digital The PEREY Research & Consulting 19 AR Ecosystem Packaging, Discovery & Delivery Sensors on Mobile on Mobile devices Sensors The Physical World Physical The The Digital World Digital The wallet PEREY Research & Consulting 20 Packaging: App Developers Mobilizy Tonchidot GraffitiGeo AcrossAir SequencePoint Software GetFugu Presselite int13 SnapTell Layar SR Engine Chemical Wedding Nokia kooaba Insula Communications Yelp Robot Vision Salzburg Research GeoVector Cyborg>80 Augment This! Metaio ARToolworks Pongr Fraunhofer iPhoneARkit LastMinute Labs (Qype) Imagination (AT) iTacitus Total Immersion TAT UrbanSpoon Ogmento + Game Developers As of Feb 1, over 2,000 developers have access to Layar platform! PEREY Research & Consulting 21 Discovery and Delivery • Mobile network operators • Handset manufacturers • Network Equipment Providers – Nokia • Alcatel Lucent – HTC • Ericsson – Samsung • Operators of cloud-based • Operators of Application Stores algorithms – Apple – Context identification – Google – Device ID/management – RIM – Digital Publishing Software – Nokia – Information Infrastructure • Cross media promotions Software providers – Legacy (print, radio, TV) – Digital (eBook, Web) PEREY Research & Consulting 22 AR Ecosystem Packaging, Discovery & Delivery Enablers Sensors on Mobile on Mobile devices Sensors Providers of enabling World Physical The The Digital World Digital The technology wallet Money and Statistics PEREY Research & Consulting 23 Enablers Device AR Content enablers • Mobile OS providers • AR SDKs and APIs – Google – Layar – Apple – Mobilizy – Symbian – AcrossAir – BREW – GeoVector – Microsoft – Metaio • Mobile components – Sensors (GPS, compass, – Open Source video camera) • Algorithms – Displays – Natural Feature • Mobile handset manufacturers Recognizers – SDKs for AR developers – Speech Text • 3D and 2D graphic tools PEREY Research & Consulting 24 AR Ecosystem Social Media CONTENT Providers/Publishers Merchants, Brands Packaging, Discovery & Delivery Enablers Sensors on Mobile on Mobile devices Sensors Providers of enabling World Physical The The Digital World Digital The technology wallet Money and Statistics PEREY Research & Consulting 25 Finding your way PEREY Research & Consulting 26 Breathing new life • “Magic books” using AR with a webcam or camera phone and printed paper – Templar Dragonology • Interactive magazines – Popular Science – Esquire magazine – InStyle – Others PEREY Research & Consulting 27 Marketing for publishers and brands • Help customers and prospects find and purchase CDs, Books and DVDs using natural feature recognition (visual search) PEREY Research & Consulting 28 AR Games • Shoot’em up • Digital signage (Fancouver, yahoo!) • Learning games PEREY Research & Consulting 29 What’s missing? Computational power at low power consumption Algorithms understand moving shapes Good (excellent) user experiences Integration with business and backend PEREY Research & Consulting 30 31 PEREY Researchhttp://www.ologyworld.com/Default.aspx?referrer=3Ddragon & Consulting Authoring AR Content Today AR Browser-specific SDK or web-based Authoring environment world anchor world assoc physical physical assoc AR content and and content AR AR-capable handset and/or AR AR application Browser/player AR Application/Content Local Content build (3D) assets GPS/KML (ARML) world anchor world assoc physical physical assoc AR content and and content AR Current limitations • Specific platforms (handsets, players) • Physical “anchor” recognition Web Server • Low ability to represent and manipulate objects (unless Cloud Content using game engines) or introduce interactivity PEREY Research & Consulting 32 On the Frontier Known Unknown Physical Digital 2D 3D Search Discover PEREY Research & Consulting 33 Augmented Reality continues what the Internet started Augmented Reality is about providing experiences Augmented Reality is a new source of revenue PEREY Research & Consulting 34 Mobile Augmented Reality Christine Perey Reality [email protected] +41 79 436 68 69 Improved +1 (617) 848-8159 PEREY Research & Consulting 35.
Recommended publications
  • Superstructing Reality, Superstructing Selves
    superstructing superstructing Reality, selves www.iftf.org Institute for the Future Technology Horizons Program 124 University Avenue, 2nd Floor February, 2009 | SR-1221 Palo Alto, CA 94301 About the … The Technology Horizons Program combines a deep understanding of technology and societal tforcesechnology to identify and ho evaluateRizons discontinuities PRogRam and innovations in the next three to ten years. Our approach to technology forecasting is unique—we put people at the center of our forecasts. Understanding humans as consumers, workers, householders, and community members allows IFTF to help companies look beyond technical feasibility to identify the value in new technologies, forecast adoption and diffusion patterns, and discover new market opportunities and threats. The Institute for the Future is an independent, nonprofit strategic research group with over 40 tyearshe ofinstitute forecasting experience.foR the Thefutu coreR eof our work is identifying emerging trends and discon- tinuities that will transform global society and the global marketplace. We provide our members with insights into business strategy, design process, innovation, and social dilemmas. Our research generates the foresight needed to create insights that lead to action. Our research spans a broad territory of deeply transformative trends, from health and health care to technology, the work- place, and human identity. The Institute for the Future is located in Palo Alto, California. © 2009 Institute for the Future. All rights reserved. All brands and trademarks
    [Show full text]
  • Complaint Case No
    1 Jack Russo (Cal. Bar No. 96068) Christopher Sargent (Cal. Bar No. 246285) 2 COMPUTERLAW GROUP LLP 401 Florence Street 3 Palo Alto, CA 94301 (650) 327-9800 4 (650) 618-1863 fax [email protected] 5 [email protected] 6 Attorneys for Plaintiff GEOVECTOR CORPORATION 7 8 UNITED STATES DISTRICT COURT 9 NORTHERN DISTRICT OF CALIFORNIA 10 11 GEOVECTOR CORPORATION, a California Case No. 3:16-CV-02463 corporation, 12 OMPLAINT FOR sm C : Plaintiff; 13 (1) DIRECT PATENT INFRINGEMENT; Group LLP Group v. (2) INDUCING PATENT INFRINGEMENT; 14 (3) MISAPPROPRIATION OF TRADE SAMSUNG ELECTRONICS CO., LTD., a SECRETS UNDER CAL. CIV. CODE § 15 Korean corporation; 3426, ET SEQ.; www.computerlaw.com Computerlaw SAMSUNG ELECTRONICS AMERICA, INC., a (4) Lanham Act 43(a) [15 U.S.C.1125]; 16 New York corporation; and (5) DECLARATORY RELIEF; AND, SAMSUNG TELECOMMUNICATIONS (6) RACKETEER INFLUENCED AND 17 AMERICA, LLC, a Delaware limited liability CORRUPT ORGANIZATIONS ACT, 18 company. U.S.C. §1962(C). 18 Defendants. JURY TRIAL DEMANDED 19 20 21 22 23 24 25 26 27 28 Complaint Case No. 3:16-CV-02463 1 Plaintiff GeoVector Corporation (originally CritiCom Corporation, hereinafter 2 “GeoVector,” “Plaintiff,” or the “Company”) alleges the following against Defendants Samsung 3 Electronics Co., Ltd. (“SEC”), Samsung Electronics America, Inc. (“SEA”), and Samsung 4 Telecommunications America, LLC (“STA,” and collectively, “Samsung,” “Defendants” or the 5 “Samsung Defendants”) and each of them, as follows: 6 NATURE OF ACTION 7 1. This action involves claims of patent infringement under 35 U.S.C. § 271, et seq., 8 violation of the Lanham Act under 18 U.S.C.
    [Show full text]
  • AR Smartphone Final
    Citation for published version: Butchart, B 2011, Augmented Reality for Smartphones. UKOLN, University of Bath. Publication date: 2011 Document Version Publisher's PDF, also known as Version of record Link to publication Publisher Rights CC BY University of Bath Alternative formats If you require this document in an alternative format, please contact: [email protected] General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. Download date: 29. Sep. 2021 Augmented Reality for Smartphones A Guide for developers and content publishers Version: 1.1 Contributor: Ben Butchart Date: 01/03/2011 Changes: Full draft Augmented Reality for Smartphones TechWatch Report Contents Contents ........................................................................................................................................ ii Acknowledgements ...................................................................................................................... v Introduction to Augmented Reality in Smartphones..................................................................1 Augmented Reality Key Concepts ..........................................................................................
    [Show full text]
  • Theory and Applications of Marker-Based Augmented Reality Sanni Siltanen
    IENCE C • •S T S E N C O H I N S O I V L • 3 O S G T Y H • R G I E L S H E G A I R H C H Theory and applications of marker-based augmented reality Sanni Siltanen VTT SCIENCE 3 Theory and applications of marker-based augmented reality Sanni Siltanen ISBN 978-951-38-7449-0 (soft back ed.) ISSN 2242-119X (soft back ed.) ISBN 978-951-38-7450-6 (URL: http://www.vtt.fi/publications/index.jsp) ISSN 2242-1203 (URL: http://www.vtt.fi/publications/index.jsp) Copyright © VTT 2012 JULKAISIJA – UTGIVARE – PUBLISHER VTT PL 1000 (Vuorimiehentie 5, Espoo) 02044 VTT Puh. 020 722 111, faksi 020 722 4374 VTT PB 1000 (Bergsmansvägen 5, Esbo) FI-2044 VTT Tfn. +358 20 722 111, telefax +358 20 722 4374 VTT Technical Research Centre of Finland P.O. Box 1000 (Vuorimiehentie 5, Espoo) FI-02044 VTT, Finland Tel. +358 20 722 111, fax + 358 20 722 4374 Kopijyvä Oy, Kuopio 2012 Theory and applications of marker-based augmented reality [Markkeriperustaisen lisätyn todellisuuden teoria ja sovellukset]. Sanni Siltanen. Espoo 2012. VTT Science 3. 198 p. + app. 43 p. Abstract Augmented Reality (AR) employs computer vision, image processing and comput- er graphics techniques to merge digital content into the real world. It enables real- time interaction between the user, real objects and virtual objects. AR can, for example, be used to embed 3D graphics into a video in such a way as if the virtual elements were part of the real environment.
    [Show full text]