Augmented reality could open up huge potential for education outside of the classroom and enable students to learn and interact with whatever is in their immediate physical environment at any particular time. It could also transform publishing and the way we interact with books and images by enabling us to transform them into interactive multimedia. The best way to see how this works is to go to the GE website which uses augmented reality to show forms of renewable energy. (http://ge.ecomagination.com/smartgrid/#/augmented_reality ). This has a really nice example of 3D augmented reality. You’ll need to print up a single piece of paper, then hold it up in front of your web cam and see what happens or if you are feeling lazy, just watch this video: GE’s Augmented Reality
So what do you think? Do you have your own prediction about what Web 3.0 will be? Have you tried any augmented reality apps yet?
There are still challenges for the company to work out. The headsets can be heavy; it can take seniors a while to warm up to trying them. And while prices for mobile VR equipment have come down, it still costs about $850 for each Samsung Gear VR headset plus the Galaxy smartphone that slides into it — costly enough that the firm doesn't have a rig for each client.
Kim's company has created a handful of virtual environments for demonstration purposes, but it will take time and money to build more. So, for now, they also buy off-the-shelf programs to give the clients a little variety. (They recently teamed with the Virtual World Society, a group that intends to use VR to promote social good. The group's founder, the University of Washington's virtual interface pioneer Dr. Tom Furness, is now One Caring Team's acting chief technology officer.)
So far, Virginia Anderlini has taken virtual visits to Venice and Africa and, after her brief trip to the beach, spent some time in an autumn-themed meditation session watching leaves fall. But she's seen it before, and soon asks for something different. What virtual world would she like to try next? "Just something I haven't seen before," she says.
For the past 20 years, our team has been building an ecosystem around technologies we believe are bringing superpowers to the people: augmented reality, virtual reality and wearable tech. We believe these technologies are making us better at everything we do and will overtake personal computing as the next platform. To help breed these superpowers, we are launching Super Ventures, the first incubator and fund dedicated to augmented reality.
“Establishing an investment fund and incubator furthers our influence in the AR space by allowing us to invest in passionate entrepreneurs and incubate technologies that will become the foundation for the next wave of computing,” said Super Ventures Founder and GM, Ori Inbar.
As augmented reality technologies emerge, we must place the focus on serving human needs. Augmented reality (AR), wearable technology, and the Internet of Things (IoT) are all really about human augmentation. They are coming together to create a new reality that will forever change the way we experience the world. As these technologies emerge, we must place the focus on serving human needs.
The Internet of Things and Humans Tim O’Reilly suggested the word “Humans” be appended to the term IoT. “This is a powerful way to think about the Internet of Things because it focuses the mind on the human experience of it, not just the things themselves,” wrote O’Reilly. “My point is that when you think about the Internet of Things, you should be thinking about the complex system of interaction between humans and things, and asking yourself how sensors, cloud intelligence, and actuators (which may be other humans for now) make it possible to do things differently.”
About Road to VR Founded in 2011, Road to VR is the world’s largest independent news publication dedicated to the consumer virtual reality industry. We explore the bleeding edge of virtual reality, augmented reality, and human-computer interaction. We’re charting the course between today’s immersive technology and that of the distant future, capable of perfect simulations of reality.
A company that sells an app allowing students to explore biological creatures, botanical compositions, machinery, environments and other entities has signed on with a virtual reality company to make those same interactive models available to its users. Lifeliqe is working with HTC Vive to take its models to the new headset that the latter company launched in April.
HTC Vive, co-developed by smartphone maker HTC and video game-maker Valve, allows people to experience immersive virtual activities. Likeliqe's models, which are vetted by experts in institutions such as Stanford University and the University of Tennessee, Knoxville, are currently available for use with Apple iPads and devices running Windows 8.1 and 10.
I recently had the pleasure of interviewing Associate Professor Steve Wheeler from Plymouth University in the UK on his thoughts about the future of the VLE (virtual learning environment) and how Social Media now fits within the Higher Education picture moving forward.
The release of an augmented reality version of a two decades-old video game just over a week ago has created a rolling global phenomenon. It may also represent a watershed moment in the development of the various strands of virtual reality.
The launch of Pokémon Go in the US, Australia and New Zealand on July 6 has produced an extraordinary response from consumers. In the US, it had within days more than 20 million active users, making it the biggest mobile game in US history.
While the application of the augmented reality, or mixed reality, technology that underpins the game is relatively crude, the remarkable levels of initial acceptance could make it another of those “iPhone moments’’ that presage mass acceptance of a new technology.
If that were the case, then it has implications for a wide range of consumer-facing businesses, as well as software, hardware and telecommunications companies. In fact, the augmented reality/virtual reality technologies have the potential to transform, not just B2C interactions, but business more broadly.
Pokémon Go is a simple example of complex technology. Augmented reality (AR) involves overlaying visual imagery and sounds — virtual material — over the real world surrounding the user. Its sibling technology, virtual reality (VR), is quite different because it creates completely virtual environments and interactions.
“The time has come for devices that keep us in the moment rather than obscuring it. Natural machines, built around the senses we already have, using neuroscience.” - Meron Gribetz, CEO of Meta, at TED 2016
Gribetz made some bold assertions in his talk at TED2016 painting his vision for the natural machine. Not only did he announce that by one year from now, everyone at Meta will toss their desktop screens and be using natural machines, but Meron also stated his belief that natural machines can begin to replace traditional computers in as little as three years. As a neuroscientist and Meta’s director of user research, this is unbelievably exciting for me, and represents the crux of our work and mission at Meta.
PMH anaesthetists used Google Glass to display heart rate, blood pressure and more Apple Watch, and Microsoft's HoloLens are also on the cards Consultant anaesthetist's could monitor and communicate with trainees without being physically present. Wearable technology may have a role in Perth's operating theatres as expectations build for the next generation of Google Glass.
The augmented reality device was a commercial flop for Google in 2014 and headed back into further research and development in early 2015.
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The Augmented Reality for Enterprise Alliance (AREA) is the only global non-profit, member-based organization dedicated to widespread adoption of interoperable AR-enabled enterprise systems.
Sponsor members as of July 1, 2016 include AERTEC Solutions, APX Labs, Atheer, Augmate, The Boeing Company, Bosch, CN2 Technology, Contextere, DAQRI, Design Mill, DIOTA, Electric Power Research Institute, Huawei, iQagent, Newport News Shipbuilding, PEREY Research & Consulting, Six15 Technologies, and Talent Swarm.
The organization provides high-quality, vendor-neutral content and programs. Discover the benefits of joining the AREA by visiting our membership information page.
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