DCA has been presenting their concept for Optic, an AR bike helmet at conferences and competitions this year. It includes cameras, sensors, and a clear visor that displays alerts about obstacles, directions, and other data.
Optic gives cyclists the visual information to make safer decisions on the road by integrating front and rear cameras with 360-degree proximity and collision detection. The visor doubles as a heads-up display where Optic live-streams the rear camera and highlights potential risks. This allows the user to focus on the road ahead with full awareness of their surroundings. The visor display can also show navigation and journey statistic interfaces, putting information directly in front of the cyclists without them having to take their eyes off the road.
A new report from Axiom Capital Management suggests that Pokémon Go is on a downward trend in daily active users and engagement of those users. The data comes from Sensor Tower, SurveyMonkey, and Apptopia.
Additionally, "The Google Trends data is already showing declining interest in augmented reality, whereas interest in virtual reality remains high," says senior analyst Victor Anthony.
Augmented reality, where stuff is visually superimposed on the real world using special glasses or whatever, is often touted as a more convincing and likely future than, say, everyone ending up in some kind of VR entertainment matrix hooked up to nutrition and shitting tubes. Sadly, AR will be even worse, at least if it resemble Keiichi Matsuda's hellish Hyper-Reality. Read the rest
In Wired, BB pal Kevin Kelly wrote a definitive feature about the current (and future?) state of virtual reality, technology that many of us first tried in the late 1980s but took nearly thirty years to be ready for prime time.
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I first put my head into virtual reality in 1989. Before even the web existed, I visited an office in Northern California whose walls were covered with neoprene surfing suits embroidered with wires, large gloves festooned with electronic components, and rows of modified swimming goggles. My host, Jaron Lanier, sporting shoulder-length blond dreadlocks, handed me a black glove and placed a set of homemade goggles secured by a web of straps onto my head. The next moment I was in an entirely different place. It was an airy, cartoony block world, not unlike the Minecraft universe. There was another avatar sharing this small world (the size of a large room) with me—Lanier.
We explored this magical artificial landscape together, which Lanier had created just hours before. Our gloved hands could pick up and move virtual objects. It was Lanier who named this new experience “virtual reality.” It felt unbelievably real. In that short visit I knew I had seen the future. The following year I organized the first public hands-on exhibit (called Cyberthon), which premiered two dozen experimental VR systems from the US military, universities, and Silicon Valley. For 24 hours in 1990, anyone who bought a ticket could try virtual reality. The quality of the VR experience at that time was primitive but still pretty good.
The Hattrickwear is an improbable ball-cap designed to mount your phone horizontally along your eyeline with a mirror and prism that keeps your screen in your field of vision all the time. Read the rest
Wagner James Au sez, "Created by virtual world/avatar pioneer Jeffrey Ventrella, Wiglets are self-animated, augmented reality creatures for mobile devices powered by an open source AI system, and have genomes that are stored in the cloud along with their geo-locations. 'This means they can exist in specific locations in the real world,' Jeffrey explains. The overall goal with Wiglets is to encourage kids to find/play with their creatures in the natural world."
$65 gets you the book and a virtual Wiglet. Read the rest
I recently had a chance to visit NASA's Jet Propulsion Laboratory with Miles O'Brien. At the NASA center in Pasadena, engineers are readying for the long-anticipated landing of the Mars Curiosity rover on Aug. 5. During our visit, we met with the team behind a cool new iOS app from JPL: NASA's Spacecraft 3D, an augmented reality application that allows users to "learn about and interact with a variety of spacecraft that are used to explore our solar system, study Earth, and observe the universe."
Using a printed AR Target and the camera on your mobile device, you can get up close with these robotic explorers, see how they move, and learn about the the engineering feats used to expand our knowledge and understanding of space. Spacecraft 3D will be updated over time to include more of the amazing spacecraft that act as our robotic eyes on the earth, the solar system and beyond!
Tim Maughan's self-published short story collection Paintwork collects three of his stories, including the British Science Fiction Award-nominated story "Havana Augmented."
In an era of "post-cyberpunk" science fiction, Maughan is firmly cyberpunk -- or maybe "cyberpunk++," a genre that captures all the grit and glory of technology with a higher degree of plausibility and respect for real computers and networks than the genre had in its glory days.
"Paintwork," the first story, is a noirish, Gibsonian story of a graffiti writer in an econopocalypse-scoured Bristol, whose specialty is elaborate augmented reality animations that he inserts into the public consciousness by overwriting the QR codes on advertisements. "Paparazzi" is a story of gaming celebrity and global economics, with a wry and funny take on gold-farming that went to a place no other writer has ventured. The final novella, "Havana Augmented," is justly famed as Maughan's best work today: a political games/AR thriller set in Havana, where a bootleg augmented reality mecha combat game becomes part of the Communist Party's plan to liberalize the country's economy, and the young rebel gamers who are caught up in the plot.
Maughan has a keen eye for the fictional possibilities of technology, a good hand with the what if/ten seconds in the future mode of storytelling, and he's quite adept at filling his work with hyper-cool eyeball kicks. These stories are fun and thought-provoking, a great combination.