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Report_Maryna Razakhatskaya

MSc Creative Technology at Middlesex University um Middlesex University
16. Jun 2016
Report_Maryna Razakhatskaya
Report_Maryna Razakhatskaya
Report_Maryna Razakhatskaya
Report_Maryna Razakhatskaya
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Report_Maryna Razakhatskaya
Report_Maryna Razakhatskaya
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Report_Maryna Razakhatskaya

  1. Maryna Razakhatskaya Directions in Creative Technology and Digital Media 15 January, 2016 Augmented Reality INDIVIDUAL DESIGN TECHNOLOGY REPORT
  2. 1 Augmented Reality (AR) is the technology that adds an additional level of information to physical or digital environment experienced by a user. The main two features that make AR so attractive in its application to numerous domains is that it works in real time and in semantic context. The basic technological concept consists of three components: trigger, lense, and new pop-up content. [8] A trigger can be: • 2D object (an image, sign, printed or digital ad, traffic sign, christmas card, text, etc.); • 3D object (buildings, people, candles, Christmas trees, pets, etc.); • GPS coordinates – location; • Sound (Shazam app is a good example of early use of AR when the app recognises an audio and provides textual and graphical information about it to the user within the app); • Text – broadly used for instant translation (The first translation AR app called “Word Lens” used optical character recognition on any foreign language and augmented reality to overlay a translation on the original text. It was acquired by Google in 2014 and now is the feature of Google Translate. [5]). When a trigger is identified and recognized, additional information pops up. Dynamic or static, it can take the forms of: • another image (2D object); • 3D model; • video; • audio; • text message (may be an advice, historical facts, or a commercial); • point for interaction (buy button, links to Google maps, a coupon to be redeemed as part of sales promotion campaign, a field to enter information to move further in whatever you’re doing, etc.). In order to trigger an additional layer of information, there is a need for the surface or a lense where this information could be displayed without replacing the actual reality. On TV screen, for example, a sports game usually has a side bar with scores. In the environment without a screen, the reality is augmented through: 1. Glasses / Headsets. Devices like Google Glass, Microsoft HoloLens, Epson's Moverio are worn on user's head with the purpose to cover user's eyes with a lense on which information is projected. Both products mentioned above are in prototype stage and have to major concerns expressed by users: it makes a person look uncomfortable wearing an unusual device; it is for individual usage only what limits the experience and social aspects of interaction with augmented reality. At the same time, there are ethical and security concerns related to using smart glasses in public.
  3. 2 2. Projections / Spacial AR. Spacial AR allows projecting digital graphics onto physical objects (i.e. buildings, walls of a room, coffee table, etc.) in order to create interactive visual experience. This is the only tool at the moment that provides a solution for group experience of AR. It doesn't require any action or device to be carried by a user. The technology is assured by large projectors and involves artistic work to set up the interaction. By that reason, it is the most expensive option of AR. Spacial AR is widely used in art installation, entertainment, at city events and festivals, in outdoor advertising campaigns. In this application it's commonly associated with 3D mapping. Spacial AR also has the future in gaming industry, especially with the growth of 3D games development. 3. Mobile Apps. Mobile apps are the most growing and promising tool for AR experience at the moment. Smartphones equipped with a camera, high resolution screen, sensors and GPS tracker made it possible to process, receive and display additional information triggered by real objects. User experience of mobile AR is about seeing additional information on the screen of mobile device by pointing smartphone camera at the trigger. This is still individual experience and requires an app to be developed and installed. Wikitude, Sekai Camera (now defunct), Layar and Junaio were the first apps categorized as augmented reality browsers, but all of those used just GPS data. [5] Advanced AR using computer vision has become possible only recently with the breakthough in image recognition technology for the last few years. Google has built up very strong technology in the area of image recognition, which can be applied to many domains, including optical character recognition (OCR), face detection, and object recognition. On December 2, 2015 the company announced a launch of Cloud Vision API which means that developers can now use Google's programming interface to make their apps recognise images. [4] AR apps are developed within the following environments: • Aurasma – web based tool – you just upload a trigger and the outcome and voila! everyone who installs the app (both iOS and Android) and follows you can enjoy your piece of augmented art ;) • ARToolKit – requires an app to be built in XCode • Vuforia – requires an app to be built in XCode, but is compatible with Unity where an app can be developed without using XCode
  4. 3 Since AR potentiates a commercial succes in retail and advertising, there are numerous apps being customly developed for single brands. Among the most popular examples are virtual fitting rooms, showrooms, virtual shopping assistants. The most widely known AR mobile apps in 2015 were platform-type apps such as Aurasma and Blippar. Aurasma works with companies to build digital scanners for supermarkets and create promotional campaigns for supermarkets. It's also a platform that allows user-generated targets and experiences. Blippar postions itself as the first visual search engine. The company builds a «Wikipedia of objects» and provides relevant information about the identified object including description, videos, other locations, stores to buy if it is a product, etc. [1] While Blippar and Aurasma keep improving the technology, the biggest issue behind them is their focus on selling to brands rather then creating smoth user experience. Most users complaint that the apps don't work properly. This is explained by limits of app knowledge bases that need to be constantly enrinched using thorough customer feedback, user-generated content, and machine learning. Both companies are also not widely known by end-users and need to put more effort in promoting the benefits of AR to public and building on user experience. [5] Possible future developments Augmented reality is defined by Gartner – a leading research company - as one of the emerging technologies tat identify the computing innovations that organizations should monitor and is included in the respective Gartner's 2015 Hype Cycle for Emerging Technologies. [2] The industrries that will benefit most out of AR development are consumer-focused domains such as retail, marketing and advertising, travel and hospitality. Based on the research made, I foresee the two major directions in the future of AR: 1. Visual Search. 2. User-defined targets. Visual search means the ability to search for additional or augmented information about physical objects with the use of just a smartphone camera. This is specifically applicable to travel and hospitality domain targeting foreign travellers and expats who face a strong need for translation on the go and navigation in foreign countries. Visual search significantly improves customer experience by replacing the need for typing unfamiliar words and object descriptions into text search browers. And while Google or Yahoo require internet connection (dependance on Wi-Fi, broadband, or mobile data), visual search engines rely on knowledge bases existing offline – the case of Blippar building the Wikipedia of things is a good example of exploiting this trend.
  5. 4 Figure 1. Hype Cycle for Emerging Technologies, 2015 Source: [2] User-defined targets is another strong trend that can potentially become the base for Media 3.0. It means that any object can be set up by anyone as a trigger. This opens a big future for advertising industry. Any object in our environment is now a medium and since there's no need to touch an object to add an overlay displayed through a personal smartphone camera (new content is uploaded within an app) – it means billions of free media channels. In this regard, repeated objects are the most interesting subject. There are many standard or same-looking object outdoor, indoor, and in digital space. We have the same trash bins, road signs, benches around the city. Uploaded as a trigger once, all bins around London – for example – become a media displaying an advertiser's brand in millions of locations. For free. With the addition to marketing techniques such as sales promotions, gamification, etc., this has a potential to become if not an advertising network to compete with Facebook and Google, but at least a powerful and cost-effective source for outstanding advertising campaigns.
  6. 5 Bibliography 1. Burns, Matt. "Blippar Demonstrates New Real-Time Augmented Reality App". TechCrunch. N.p., 2016. Web. 15 Jan. 2016. http://techcrunch.com/2015/12/08/blippar-demonstrates-new-real-time-augmented- reality-app/?ncid=rss#.iirrxpd:BmdE 2. Gartner.com,. "Gartner's 2015 Hype Cycle For Emerging Technologies Identifies The Computing Innovations That Organizations Should Monitor". N.p., 2016. Web. 15 Jan. 2016. http://www.gartner.com/newsroom/id/3114217 3. Lowry, Jessica. "Augmented Reality Is The Future Of Design". The Next Web. N.p., 2015. Web. 15 Jan. 2016. http://thenextweb.com/dd/2015/08/31/augmented-reality-is- the-future-of-design/#gref 4. Novet, Jordan. "Google Launches Cloud Vision API So Anyone Can Tap Its Image Recognition Tech". VentureBeat. N.p., 2015. Web. 15 Jan. 2016. http://venturebeat.com/2015/12/02/google-launches-cloud-vision-api-so-anyone-can- tap-its-image-recognition-tech/ 5. Ogden, Howard. "Augmented Reality: Believe The Hype (Cycle)". TechCrunch. N.p., 2016. Web. 15 Jan. 2016. http://techcrunch.com/2015/11/01/augmented-reality- believe-the-hype-cycle/#.tkwych0:pP13 6. The Guardian,. "Augmented Reality | Technology | The Guardian". N.p., 2016. Web. 15 Jan. 2016. http://www.theguardian.com/technology/augmented-reality 7. Widder, Brandon. "Best Augmented Reality Apps". Digital Trends. N.p., 2014. Web. 15 Jan. 2016. http://www.digitaltrends.com/android/best-augmented-reality-apps/ 8. Wikipedia,. "Augmented Reality". N.p., 2016. Web. 15 Jan. 2016. https://en.wikipedia.org/wiki/Augmented_reality
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