Tagged With augmented reality
When iOS 11 launched late last year, Apple created a gargantuan AR platform in one fell swoop. But while it was nice that the AR install base had grown exponentially overnight, the biggest winners were developers.
Instead of having to build the tech themselves, ala Pokemon GO, Apple's ARKit made it vastly easier for AR games to exist. Several months down the line, the amount of AR games on iOS has ballooned. But while the streamlining of the tech is impressive, there's still one major problem: the games aren't quite there yet.
Leap Motion, the company behind the weird gesture-tracking controller for PC and VR, is showing off some pretty interesting tech in the form of an AR headset reference design. Whether or not you'll be able to get your hands on the concept, which incorporates the company's gesture control hardware, is another story. After all, it isn't the first open-source mixed reality headset, and it doesn't exactly look good. You know, now that I think about it, who exactly is going to bother making this thing besides Leap Motion itself?
iPhone X owners who still use Snapchat are in for a pleasant surprise today. The camera company, famously annihilated by Rihanna after it approved an ad mocking domestic violence victims, is finally releasing its previously-announced lenses designed for the iPhone X. The feature was teased nearly seven months ago, so it's about time.
At some point, Magic Leap is going to have to let people play around with its ultra-secret mixed reality device. Dev kits are now shipping to select partners, so it would seem that time is now. But the chosen few are required to take extra security precautions that make it unlikely you'll bump into one of the headsets at a party.
Video: Adam Pickard is a big fan of IKEA's augmented reality app that lets you try out furniture in your home before buying it. But Pickard apparently thought a smartphone could be just as useful during the assembly process, so he mocked up a demo of an app that uses augmented reality to make building Swedish furniture infinitely easier.
The very first iPhone apps were universally dull. And then Bloom came out. Brian Eno and Peter Chilvers built the app and released it just a few months after Apple opened the App Store in July 2008. It was immediately obvious that something special was happening. The app was interesting on an artistic level, one that made you reconsider the relationship between technology and music. And my God, these two have done it again with augmented reality.
Augmented reality experiences are oftentimes a dud, and the really mind-melting ones require hardware that costs a ton of money. But Abhishek Singh seems to have figured out a way to make AR both accessible and really cool. His latest project brings the classic arcade game Street Fighter 2 to life as a multiplayer game people can play in the real world.
There are no practical applications yet for AR - your mum isn't using it to navigate a grocery store - but AR has become wildly popular in the tech community. Slap AR on a pitch and get some VC funding. Or slap AR on the side of a product and bask in the AR buzz from tech publications. Bose, a company known for nice headphones and not nice user interfaces or computers, is the latest to embrace AR. Today it announced a plan to fund AR startups through the new Bose Ventures, but more importantly, it announced a platform that includes AR glasses and, Bose hopes, a new way to interact with AR content - and thus your world.
Kids today want more from social technology than seeing something new - they want a new way of seeing themselves. Snap and Instagram's augmented reality lenses transform users into puppies, fairies, monsters, Wonder Woman, storied Jamaican singer-songwriters, and the like. It's as if there's a vibrant but invisible world all around you that you need a smartphone to see. Unfortunately, I'm not too keen on selfies and many of the early uses of Apple's ARKit, meant to democratize the tech, are plainly boring. Using AR solely to overlay new furniture or artwork for your apartments imagines AR users as dull-minded consumers.
Back in 2011, when EA's Visceral Melbourne studio shut down, Gerry Sakkas chose to take a gamble and found an independent studio - bringing four ex-EA colleagues with him. This new studio, PlaySide, quickly made a name for itself as a creator of accessible and fun mobile games - Catch the Ark, Icy Ropes, and Monkey Ropes all hit the top spot in the App Store.
Today, with over 40 full-time staff, PlaySide is one of the first Australian game studios to focus on Augmented Reality. We spoke with Sakkas about the move from AAA to Indie, and the huge impact of Pokemon Go on Augmented Reality development.
I've never had the best experiences with VR. Previously, the only time I didn't feel immediately sick was during the Evangelion ride at Universal Studios Japan. Which is weird because it's a rollercoaster.
I once nearly vomited during The Vanishing of Ethan Carter and that's basically just a walking sim.
Suffice to say, I was nervous about trying HP's Mixed Reality headset. And what I found was a pleasant surprise.
To date, the best use of augmented reality has been running around parks trying to capture virtual Pokémon. But as that fad has (mercifully) faded away, a company called AstroReality has come up with a more compelling use of AR technology that works with an astonishingly detailed replica of the moon that's as much a work of art as it is a learning tool.
Yes, 2017's biggest tech story was probably about the ways in which social media forced us to rehash old culture wars and question who was guiding our political discourse. Rather than seeing technology facilitate greater communication, economic opportunity, and leisure, it seemed that it was exacerbating our differences, concentrating wealth, and threatening all livelihoods. But there was some good stuff too!