This year is an exciting time for software
developers. There are new challenges and even more new opportunities with
shifts in devices toward mobile and tablets and shifts in operating systems
with the growth of Mac OS and 64-bit. This article is based on a discussion
between Embarcadero's David Intersimone, Michael Swindell and John Thomas
where they discussed the trends important to software developers this year.
In 2012 there are really two key things at the
top of the list. Developers should be thinking about how to enable their
solutions and to address both the Windows and Mac markets. The second is to
begin to mobilize their solution, whether that means taking their solution to
mobile devices or building mobile companions to their solutions.
One of the things that you should think about,
especially as you start looking at mobilizing applications, is about user
interface design in particular and new ways of interacting with applications
and presenting your enterprise data or application data to users in a more
intuitive and interactive way, like people are used to using on these devices
in the consumer market.
Increasing
Mac Adoption and Bring Your Own Device (BYOD)
It's been a largely Windows market up until
the last few years with Windows everywhere on the desktop. Macs have been
used in certain places. But now we're seeing in many research reports,
whether it's IDC, Gartner, or Forrester Research that the Mac rapidly gaining
in popularity.
We've always talked about Windows and Mac and
kind of the 90/10 kind of split. And even though the Mac has been growing
rapidly the last few years it's not going to displace the Windows desktop
anytime soon. That's not the real reason why developers should be looking to
develop on Mac. What we're starting to see is that organizations now have to
support both. When you have to support both you start to choose software
solutions and software products that offer both.
There are several trends that are happening in
business and in enterprise today that are driving that but one of the key
drivers behind that is the Bring Your Own Device or BYOD, we think, in
Europe, BYOT is the often-used term. Here we say BYOD but basically the same
idea is that workers are bringing their own devices in.
This isn't a flash in the pan. This is a
really serious initiative; a lot of organizations are putting a lot of budget
around this area. And as a consequence software choices are affected. So if
you're an ISV and you're offering a Windows solution, adding Mac to your
solution, to your offering, give you a competitive edge against other vendors
who don't. It's pretty plain and simple.
Now as Mac grows in its footprint that also
provides a wider audience, of course, to sell your solution as well. So it’s
kind of double win for developers, we think.
Leveraging
the Shift From 32-Bit to 64-Bit
There was also a Gartner report recently about
64-bit Windows and we think that their statement was in 2014, 75% of
corporate PCs will be running Windows 64. 64-bit is really becoming important
and we think part of the reason we see the corporate PCs getting Win 64 is
the same reason why most people upgrade Windows over the years as well
because they buy new machines. The 64-bit CPUs have been around for many
years in these devices even though they may have been running 32-bit versions
of Windows. With Windows 7 and future Windows 8, you'll find more and more
PCs just by default being 64-bit Windows.
One of the things to remember is that most of
the upgrades that happen, the Windows upgrades that happen, happen by an IT
organization, not by individuals. And when—and IT organizations don't tend to
— they typically only upgrade in certain cycles. They don't upgrade — they
try to put it off as long as possible and do everything at once. But when
they do they tend to want to upgrade everyone to as high as possible. They
want to move up to the highest hardware standard and the highest software
standard, in this case 64-bit. 64-bit Windows is the trend.
As organizations are shifting into full gear
on Windows 7 upgrades, the trend is towards the 64-bit flavor. And that
really introduces some complexities with Windows because unlike the past
where it was really easy to build 16-, 32-bit compatible applications, it's
much harder today and there are more compatibility issues. Rather than
building one application that can support both, front, back and forth, the
trend now is more to build off of 32-bit versions and 64-bit versions. A
really important thing for developers to be thinking about this year is
offering that 64-bit option so that you can get in on all those IT upgrades.
Get those, and thus get your software upgraded in those cycles as well.
There's a lot of budget out there when it
comes times for Windows upgrades. So it's a great time for ISP and developers
to be thinking about upgrading their software.
|
Tuesday, 25 December 2012
Software Development Trends 2012 by Embarcadero
Monday, 17 December 2012
Cracking open the last closed platform: the TV. A beautiful, affordable console -- built on Android, by the creator of Jambox
Our Kickstarter campaign is over, but you can still get an OUYA. Head over to www.ouya.tv for more info and to place an order.
We just added game streaming through OnLive! Final Fantasy will be on OUYA...and we have an exclusive game! And VEVO has agreed to put their music videos on OUYA, XBMC adds a streaming media app, with TuneIn andiHeartRadio adding music!
We're honored by all of you who are backing us -- THANK YOU. We are focused on delivering for you, first come first served. We can only promise OUYA by March to our Kickstarter backers.
Engadget! PC World! Kotaku! The Guardian! Joystiq! Forbes! GameSpot!BusinessWeek! The Verge! Wired! IGN! The New York Times! Time!
We love console games.
There's something about a big HD TV and digital surround sound that fills up a living room. Shooters, platformers, sports games, arcade classics and experimental indie games just feel bigger on a TV screen. It's how most of us grew up gaming.
But maybe people are missing out.
We get it – smartphones and tablets are getting all the new titles – they're "what's hot.” The console market is pushing developers away. We’ve seen a brain drain: some of the best, most creative gamemakers are focused on mobile and social games because those platforms are more developer-friendly. And the ones who remain focused on console games can’t be as creative as they’d like.
Deep down, you know your best gaming memories happened in the living room.
You busted your ass just to find out the princess was "in another castle." You fought bosses that told you repeatedly how much "you suck." You taped a blanket to half of your screen so your friend couldn't see where you were. You traded the best players onto your team just so you could have the perfect season. And you did it all on the TV.
It's time to upend console gaming.

Let’s open this sucker up! It's time we brought back innovation, experimentation, and creativity to the big screen. Let’s make the games less expensive to make, and less expensive to buy. With all our technological advancements, shouldn't costs be going down? Gaming could be cheaper!
We're handing the reins over to the developer with only one condition: at least some gameplay has to be free. We borrowed the free-to-play model from games like League of Legends, Team Fortress 2, Triple Town, and many others. Developers can offer a free demo with a full-game upgrade, in-game items or powers, or ask you to subscribe.
OUYA: The revolution will be televised
OUYA is a new game console for the TV, powered by Android.
We've packed this little box full of power. Developers will have access to OUYA's open design so they can produce their games for the living room, taking advantage of everything the TV has to offer.
Best of all, OUYA's world-class controller, console, and interface come in one beautiful, inexpensive package. All the games on it will be free, at least to try.
Great games come from great developers.
Developers can wave farewell to the roadblocks of bringing a console game to market. Anyone can make a game: every OUYA console is a dev kit. No need to purchase a license or an expensive SDK. It's built on Android, so developers already know how it works.
That doesn't mean OUYA is an Android port. You can create the next big title in your bedroom – just like the good old days! Who needs pants!?
OUYA could change AAA game development, too. Forget about licensing fees, retail fees, and publishing fees.
And developers agree:
"This has the potential to be the game developer’s console. It's about time!" -- Brian Fargo (founder of inXile)
“Who wouldn't want a beautiful piece of industrial design that sells for $99, plugs straight into your TV, and gives you access to a huge library of games?" – Jordan Mechner (creator of Prince of Persia, Karateka)
“If OUYA delivers on the promise of being the first true open gaming platform that gives indie developers access to the living room gaming market, yes that is a great idea. We will follow the development of OUYA and see how it resonates with gamers. I could see all current Mojang games go on the platform if there's a demand for it.” – Mojang (developer of Minecraft)

"I'm excited for OUYA! I am a firm believer that there is always room to challenge the status quo." -- Jenova Chen (thatgamecompany, creator of flOw, Cloud, and Flower)
“The prospect of an affordable, open console -- that's an idea I find really exciting.” -- Adam Saltsman (Semi Secret, creator of Canabalt)
"Our games will work so well on a TV, we just need an easy way to get them there. OUYA could be it." -- Marek Rabas (Madfinger Games)
"An open game console that gives independent game developers the flexibility to experiment with their games and business models on the TV, is something that's long overdue." – David Edery (Spry Fox, creator of Triple Town)
"Our games will work so well on a TV, we just need an easy way to get them there. OUYA could be it." -- Marek Rabas (Madfinger Games)
"An open game console that gives independent game developers the flexibility to experiment with their games and business models on the TV, is something that's long overdue." – David Edery (Spry Fox, creator of Triple Town)
Design matters.

We believe a great console requires a great user experience. We are working with the award-winning designer, Yves Behar, and his firm fuseproject (designer of the Jambox).
We are designing the controller to be a love letter to console gaming. It will have everything you've learned to love: fast buttons, triggers, laser-precise analog sticks, a D-Pad – and it will have a touchpad for any games making the trek from mobile or tablet to the TV. It'll be just the right weight. We are working with select developers to play-test the controller through development. We call it 'the Stradivarius of controllers,' and we hope developers will be inspired to take gameplay to a new level with it.

Hackers welcome.
Have at it: It's easy to root (and rooting won't void your warranty). Everything opens with standard screws. Hardware hackers can create their own peripherals, and connect via USB or Bluetooth. You want our hardware design? Let us know. We might just give it to you. Surprise us!

Specifications:
- Tegra3 quad-core processor
- 1GB RAM
- 8GB of internal flash storage
- HDMI connection to the TV, with support for up to 1080p HD
- WiFi 802.11 b/g/n
- Bluetooth LE 4.0
- USB 2.0 (one)
- Wireless controller with standard controls (two analog sticks, d-pad, eight action buttons, a system button), a touchpad
- Android 4.0
- ETHERNET! (Announced by Muffi 7/18)


It's entertainment beyond gaming.
Because OUYA is based on Android, any app developer could publish their Android app to OUYA. The possibilities are limitless, and conversations with potential partners are already underway. Here’s our first: do you like watching StarCraft, or League of Legends? Watch Twitch.TV on your OUYA.

We've come a long way already. The user interface and industrial designs are far along. Our prototype is up and running. What we have left to do is simple, but it's expensive. (We’re looking at you Mark Cuban! Woz! Help us out.)
All we need is you.
With your help, we need to:
- Convert our prototype to production-ready models and get all the regulatory approvals (yeah, we need these to sell them)
- Deliver developer kits (for early developers so we can have games on day one, though every console will include an SDK once we launch)
- Place our first production orders (we are working with a manufacturing firm with lots of game hardware experience, but we need to know how many to make!)
- Ideally, fund some initial game development (i.e., 1st-party games)
And if you’re international, we want your help too…gaming is global, and wewill get you OUYA. We still have a lot to figure out in regards to rights and countries, but it can be done. Look what we've accomplished already!
Show the world, through your numbers, that you're out there.
Show them you're ready to level the playing field. Enlist others. The more we raise, the more we can do.
OUYA: THE REVOLUTION WILL BE TELEVISED
Monday, 3 December 2012
Augmented reality :
Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generatedsensory input such as sound, video, graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real world with a simulated one. Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulable. Artificial information about the environment and its objects can be overlaid on the real world.
Contents
·
1 Technology
o 1.1 Hardware
§ 1.1.1 Display
§ 1.1.1.1 Head-mounted
§ 1.1.1.2 Eye Glasses
§ 1.1.1.3 Contact Lenses
§ 1.1.1.4 Virtual Retinal
Display
§ 1.1.1.5 Handheld
§ 1.1.1.6 Spatial
§ 1.1.2 Tracking
§ 1.1.3 Input devices
§ 1.1.4 Computer
o 1.2 Software and
algorithms
·
2 Applications
o 2.1 Archaeology
o 2.2 Advertisement
o 2.3 Architecture
o 2.4 Art
o 2.5 Commerce
o 2.6 Education
o 2.7 Industrial Design
o 2.8 Medical
o 2.9 Military
o 2.10 Navigation
o 2.11 Office Workplace
o 2.12 Sports &
Entertainment
o 2.13 Task Support
o 2.14 Tourism and
Sightseeing
o 2.15 Translation
·
3 Notable researchers
·
4 History
·
5 See also
·
6 References
·
7 External links
|
Technology
Hardware
The main hardware components for augmented reality are: processor,
display, sensors and input devices. Modern mobile computing devices
likesmartphones and tablet computers contain these elements
which often include a camera and MEMS sensors such as accelerometer, GPS,
and solid state compass, making them suitable AR platforms.
Display
Various technologies are used in Augmented Reality rendering including
optical projection systems, monitors, hand held devices, and display systems
worn on one's person.
Head-mounted
A head-mounted display (HMD) is a display device paired to a
headset such as a harness or helmet. HMDs place images of both the physical
world and virtual objects over the user's field of view. Modern HMDs often
employ sensors for six degrees of freedom monitoring that allow the
system to align virtual information to the physical world and adjust
accordingly with the user's head movements. HMDs can
provide users immersive, mobile and collaborative AR experiences.
Eye Glasses
AR displays can be rendered on devices resembling eyeglasses. Versions
include eye wear that employs cameras to intercept the real world view and
re-display it's augmented view through the eye pieces and
devices in which the AR imagery is projected through or reflected off the
surfaces of the eye wear lens pieces.
Contact Lenses
Contact lenses that display AR imaging are in development. These lenses
contain the elements for display embedded into the lens including integrated
circuitry, LEDs and an antenna for wireless communication. Another
version of contact lenses, in development for the U.S. Military, is designed to
function with AR spectacles, allowing soldiers to focus on close-to-the-eye AR
images on the spectacles and distant real world objects at the same time.
Virtual Retinal Display
A virtual retinal display (VRD) is a personal display device
under development at the University of Washington's Human Interface
Technology Laboratory. With this technology, a display is scanned directly onto
the retina of a viewer's eye. The viewer sees what appears to be a conventional
display floating in space in front of them.
Handheld
Handheld displays employ a small display that fits in a user's hand. All
handheld AR solutions to date opt for video see-through. Initially handheld AR
employed fiduciary markers, and laterGPS units
and MEMS sensors such as digital compasses and six degrees of
freedom accelerometer–gyroscope. Today SLAM markerless trackers
such as PTAM are starting to come into use. Handheld display AR promises to be
the first commercial success for AR technologies. The two main advantages of
handheld AR is the portable nature of handheld devices and ubiquitous nature of
camera phones. The disadvantages are the physical constraints of the user
having to hold the handheld device out in front of them at all times as well as
distorting effect of classically wide-angled mobile phone cameras when compared
to the real world as viewed through the eye.
Spatial
Spatial Augmented Reality (SAR) augments real world objects and
scenes without the use of special displays such as monitors, head
mounted displays or hand-held devices. SAR makes use of digital projectors
to display graphical information onto physical objects. The key difference in
SAR is that the display is separated from the users of the system. Because the
displays are not associated with each user, SAR scales naturally up to groups
of users, thus allowing for collocated collaboration between users. SAR has
several advantages over traditional head-mounted displays and handheld devices.
The user is not required to carry equipment or wear the display over their
eyes. This makes spatial AR a good candidate for collaborative work, as the
users can see each other’s faces. A system can be used by multiple people at
the same time without each having to wear a head-mounted display.
Examples include shader lamps, mobile projectors, virtual tables, and
smart projectors. Shader lamps mimic and augment reality by projecting imagery
onto neutral objects, providing the opportunity to enhance the object’s
appearance with materials of a simple unit- a projector, camera, and sensor.
Handheld projectors further this goal by enabling cluster configurations of
environment sensing, reducing the need for additional peripheral sensing.
Other tangible applications include table and wall projections. One such
innovation, the Extended Virtual Table, separates the virtual from the real by
including beam-splitter mirrors attached to the ceiling at an adjustable angle. Virtual
showcases, which employ beam-splitter mirrors together with multiple graphics
displays, provide an interactive means of simultaneously engaging with the
virtual and the real. Altogether, current augmented
reality display technology can be applied to improve design and visualization,
or function as scientific simulations and tools for education or entertainment.
Many more implementations and configurations make spatial augmented reality display
an increasingly attractive interactive alternative.
Spatial AR does not suffer from the limited display resolution of
current head-mounted displays and portable devices. A projector based display
system can simply incorporate more projectors to expand the display area. Where
portable devices have a small window into the world for drawing, a SAR system
can display on any number of surfaces of an indoor setting at once. The
drawbacks, however, are that SAR systems of projectors do not work so well in
sunlight and also require a surface on which to project the computer-generated
graphics. Augmentations cannot simply hang in the air as they do with handheld
and HMD-based AR. The tangible nature of SAR, though, makes this an ideal
technology to support design, as SAR supports both a graphical visualisation
and passive haptic sensation for the end users. People are able to
touch physical objects, and it is this process that provides the passive haptic
sensation.
Tracking
Modern mobile augmented reality systems use one or more of the following
tracking technologies: digital cameras and/or other optical
sensors, accelerometers, GPS, gyroscopes, solid state
compasses, RFID and wireless sensors. These technologies offer
varying levels of accuracy and precision. Most important is the position and
orientation of the user's head. Tracking the user's hand(s) or a handheld input
device can provide a 6DOF interaction technique.
Input devices
Techniques include speech recognition systems that translate a
user's spoken words into computer instructions and gesture
recognition systems that can interpret a user's body movements by visual
detection or from sensors embedded in a peripheral device such as a wand,
stylus, pointer, glove or other body wear.
Computer
The computer analyzes the sensed visual and other data to synthesize and
position augmentations.
Software and algorithms
A key measure of AR systems is how realistically they integrate
augmentations with the real world. The software must derive real world
coordinates, independent from the camera, from camera images. That process is
called image registration which uses different methods
of computer vision, mostly related to video tracking. Many
computer vision methods of augmented reality are inherited from visual
odometry. Usually those methods consist of two parts.
First detect interest points, or fiduciary markers, or optical
flow in the camera images. First stage can use feature
detection methods like corner detection, blob
detection, edge detection orthresholding and/or other image
processing methods. The second stage
restores a real world coordinate system from the data obtained in the first
stage. Some methods assume objects with known geometry (or fiduciary markers)
present in the scene. In some of those cases the scene 3D structure should be
precalculated beforehand. If part of the scene is unknown simultaneous
localization and mapping (SLAM) can map relative positions. If no
information about scene geometry is available, structure from
motion methods like bundle adjustment are used. Mathematical
methods used in the second stage include projective (epipolar)
geometry, geometric algebra, rotation
representation with exponential
map, kalman and particle filters, nonlinear
optimization,robust statistics.
Applications
Augmented reality has many applications, and many areas can benefit from
the usage of AR technology. AR was initially used for military, industrial, and
medical applications, but was soon applied to commercial and entertainment
areas as well.
Archaeology
AR can be used to aid archaeological research, by augmenting
archaeological features onto the modern landscape, enabling archaeologists to
formulate conclusions about site placement and configuration
Another application given to AR in this field is the possibility for
users to rebuild ruins, buildings, or even landscapes as they formerly existed.
Advertisement
AR can be used to promote an advertisement campaign on any type of mass
media. Such as; newspaper, magazines, outdoor advertisement and any other type
of printed online and offline materials. Users can easily experience the
advertisement campaign by installing the appropriate AR application to their
mobile device. However, users must be present during the campaign experience on
their mobile device, the AR mobile application has to be headed to AR campaign.
This may lead some problems, especially for outdoor advertisement, where large
number of people passing by and user should not move during the campaign on the
mobile device. Recently, Montblanc conducted an AR campaign
in Harrods department store in London. The campaign was
available to public between 12th - 24th November, 2012. Montblanc AR
campaign was art gallery of David Geffen, where there were sixteen artworks of
the artist on the AR campaign.
Architecture
AR can aid in visualizing building projects. Computer generated images
of a structure can be superimposed into a real life local view of a property
before the physical building is constructed there. AR can also be employed
within an architect's work space, rendering into their view animated 3D
visualizations of their 2D drawings. Architecture sight-seeing can be enhanced
with AR applications allowing users viewing a building's exterior to virtually
see through its walls viewing it's interior objects and layout.
Art
AR technology has helped disabled individuals create art by
using eye tracking to translate a user's eye movements into drawings
on a screen. An item such as a commemorative coin can be
designed so that when scanned by an AR enabled device it displays additional
objects and layers of information that were not visible in a real world view of
it.
Commerce
AR can enhance product previews such as allowing a customer to view
what's inside a product's packaging without opening it. AR
can also be used as an aid in selecting products from a catalog or through a
kiosk. Scanned images of products can activate views of additional content such
as customization options and additional images of the product in its use. AR
is used to integrate print and video marketing. Printed marketing material can
be designed with certain "trigger" images that, when scanned by an AR
enabled device using image recognition, activate a video version of the
promotional material.
Education
Augmented reality applications can complement a standard curriculum.
Text, graphics, video and audio can be superimposed into a student’s real time
environment. Textbooks, flashcards and other educational reading material can
contain embedded “markers” that, when scanned by an AR device, produce
supplementary information to the student rendered in a multimedia format. Students
can participate interactively with computer generated simulations of historical
events, exploring and learning details of each significant area of the event
site. AR can aide students in understanding chemistry by
allowing them to visualize the spatial structure of a molecule and interact
with a virtual model of it that appears, in a camera image, positioned at a
marker held in their hand. Augmented reality technology
also permits learning via remote collaboration, in which students and
instructors not at the same physical location can share a common virtual
learning environment populated by virtual objects and learning materials and
interact with another within that setting.
Industrial Design
AR can help industrial designers experience a product's design and
operation before completion. Volkswagen uses AR for comparing calculated and
actual crash test imagery. AR can be used to visualize and
modify a car body structure and engine layout. AR can also be used to compare
digital mock-ups with physical mock-ups for efficiently finding discrepancies
between them.
Medical
Augmented Reality can provide the surgeon with information, which are
otherwise hidden, such as showing the heartbeat rate, the blood pressure, the
state of the patient’s organ, etc. In particular AR can be used to let the
doctor look inside the patient by combining one source of images such as as
a X-ray with another such as video. This helps the doctor to identify
the problem with the patient in a more intuitive way than looking at only type
of image data. This approach works in a similar as the technicians doing
maintenance work.
Examples include a virtual X-ray view based on
prior tomography or on real time images
from ultrasound and confocal microscopy probes or
visualizing the position of a tumor in the video of anendoscope.
AR can enhance viewing a fetus inside a mother's womb. See
also Mixed reality.
Military
In combat, AR can serve as a networked communication system that renders
useful battlefield data onto a soldier's goggles in real time. From the
soldier's viewpoint, people and various objects can be marked with special
indicators to warn of potential dangers. Virtual maps and 360° view camera
imaging can also be rendered to aid a soldier's navigation and battlefield
perspective, and this can be transmitted to military leaders at a remote
command center.
Navigation
AR can augment the effectiveness of navigation devices. Information can
be displayed on an automobile's windshield indicating destination directions
and meter, weather, terrain, road conditions and traffic information as well as
alerts to potential hazards in their path. Aboard
maritime vessels, AR can allow bridge watch-standers to continuously monitor
important information such as a ship's heading and speed while moving throughout
the bridge or performing other tasks.
Office Workplace
AR can help facilitate collaboration among distributed team members in a
work force via conferences with real and virtual participants. AR tasks can
include brainstorming and discussion meetings utilizing common visualization
via touch screen tables, interactive digital whiteboards, shared design spaces,
and distributed control rooms.
Sports & Entertainment
AR has become common in sports telecasting. Sports and entertainment
venues are provided with see-trough and overlay augmentation through tracked
camera feeds for enhanced viewing by the audience. Examples include the yellow
"first down" line seen in television broadcasts of American
football games showing the line the offensive team must cross to receive a
first down. AR is also used in association with football and other sporting
events to show commercial advertisements overlayed onto the view of the playing
area. Sections of rugby fields and cricket pitches also
display sponsored images. Swimming telecasts often add a line across the lanes
to indicate the position of the current record holder as a race proceeds to
allow viewers to compare the current race to the best performance. Other
examples include hockey puck tracking and annotations of racing car performance
and snooker ball trajectories.
AR can enhance concert and theater performances. For example, artists
can allow listeners to augment their listening experience by adding their
performance to that of other bands/groups of users.
The gaming industry has benefited a lot from the development of this
technology. A number of games have been developed for prepared indoor
environments. Early AR games also include AR air hockey, collaborative combat
against virtual enemies, and an AR-enhanced pool games. A significant number of
games incorporate AR in them and the introduction of the smartphone has made a
bigger impact.
Task Support
Complex tasks such as assembly, maintenance, and surgery can be
simplified by inserting additional information into the field of view. For
example, labels can be displayed on parts of a system to clarify operating
instructions for a mechanic who is performing maintenance on the system. Assembly
lines gain many benefits from the usage of AR. In addition to Boeing, BMW and
Volkswagen are known for incorporating this technology in their assembly line
to improve their manufacturing and assembly processes. Big
machines are difficult to maintain because of the multiple layers or structures
they have. With the use of AR the workers can complete their job in a much
easier way because AR permits them to look through the machine as if it was
with x-ray, pointing them to the problem right away.
Tourism and Sightseeing
Augmented Reality applications can enhance a user's experience when
traveling by providing real time informational displays regarding a location
and it's features, including comments made by previous visitors of the site. AR
applications allow tourists to experience simulations of historical events,
places and objects by rendering them into their current view of a landscape. AR
applications can also present location information by audio, announcing
features of interest at a particular site as they become visible to the user.
Translation
AR systems can interpret foreign text on signs and menus and, in a
user's augmented view, re-display the text in the user's language. Spoken words
of a foreign language can be translated and displayed in a user's view as
printed subtitles.
Notable researchers
- Ivan Sutherland invented the first AR head-mounted
display at Harvard University.
- Steven Feiner, Professor at Columbia University, is a leading pioneer of augmented reality, and author of the first paper on an AR system prototype, KARMA (the Knowledge-based Augmented Reality Maintenance Assistant), along with Blair MacIntyre and Doree Seligmann.
- L.B. Rosenberg developed one of the first known AR systems, called Virtual Fixtures, while working at the U.S. Air Force Armstrong Labs in 1991, and published first study of how an AR system can enhance human performance.
- Dieter Schmalstieg and Daniel Wagner jump started the field of AR on mobile phones. They developed the first marker tracking systems for mobile phones and PDAs.
- Bruce H. Thomas and Wayne Piekarski develop the
Tinmith system in 1998. They along with Steve
Feiner with his MARS system pioneer outdoor augmented reality.
- Reinhold Behringer performed important early work in image registration for augmented reality, and prototype wearable testbeds for augmented reality. He also co-organized the First IEEE International Symposium on Augmented Reality in 1998 (IWAR'98), and co-edited one of the first books on augmented reality.
History
- 1901: L. Frank Baum, an author, first mentions the idea of an electronic display/spectacles that overlays data onto real life (in this case 'people'), it's named a 'character marker'.
- 1957–62: Morton Heilig, a cinematographer, creates and patents a simulator called Sensorama with visuals, sound, vibration, and smell.
- 1966: Ivan Sutherland invents the head-mounted
display and positions it as a window into a virtual world.
- 1975: Myron Krueger creates Videoplace to allow
users to interact with virtual objects for the first time.
- 1989: Jaron Lanier coins the phrase Virtual
Reality and creates the first commercial business around virtual
worlds.
- 1990: The term "'Augmented Reality'" is believed to be attributed to Tom Caudell, a former Boeing [2]] researcher.
- 1992: L.B. Rosenberg develops one of the first functioning AR systems, called Virtual Fixtures, at the U.S. Air Force Research Laboratory—Armstrong, and demonstrates benefits to human performance.
- 1992: Steven Feiner, Blair MacIntyre and Doree
Seligmann present the first major paper on an AR system prototype,
KARMA, at the Graphics Interface conference.
- 1993 A widely cited version of the paper above is published in Communications of the ACM - Special issue on computer augmented environments, edited by Pierre Wellner, Wendy Mackay, and Rich Gold.
- 1993: Loral WDL, with sponsorship from STRICOM, performed the first demonstration combining live AR-equipped vehicles and manned simulators. Unpublished paper, J. Barrilleaux, "Experiences and Observations in Applying Augmented Reality to Live Training", 1999.
- 1994: Julie Martin creates first 'Augmented Reality Theater
production', Dancing In Cyberspace, funded by the Australia Council
for the Arts, features dancers and acrobats manipulating
body–sized virtual object in real time, projected into the same physical
space and performance plane. The acrobats appeared immersed within the
virtual object and environments. The installation used Silicon
Graphics computers and Polhemus sensing system.
- 1998: Spatial Augmented Reality introduced at University of North Carolina at Chapel Hill by Raskar, Welch, Fuchs.
- 1999: Hirokazu Kato (加藤 博一)
created ARToolKit at HITLab, where AR later was further
developed by other HITLab scientists, demonstrating it
at SIGGRAPH.
- 2000: Bruce H. Thomas develops ARQuake, the first
outdoor mobile AR game, demonstrating it in the International
Symposium on Wearable Computers.
- 2008: Wikitude AR Travel Guide launches on 20 Oct 2008 with the G1 Android phone.
- 2009: ARToolkit was ported to Adobe Flash (FLARToolkit) by Saqoosha, bringing augmented reality to the web browser.
See also
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References
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