This document discusses how to develop augmented reality layers for the Layar platform. It covers creating a developer account and linking it to a publisher account. Developers can then create layers by developing a layer service that returns hotspots in JSON format. Features like adding hotspots, actions, audio, video and 3D models are demonstrated. The document also mentions options for UI customization, animations, flexible refresh rates and using the Layar CMS instead of coding layers.
This document discusses an augmented reality (AR) project at a school in San Diego. The project was built with AR technology and involved Patrick O'Shea, an assistant professor of instructional technology at Appalachian State University. The project website is listed as www.hoppala-agency.com.
This document discusses the history and future of augmented reality. It notes that augmented reality follows a similar progression to other new technologies and media, moving from a new category of devices to a new medium to mass distribution and becoming mainstream. The document outlines some current applications of augmented reality like virtual art installations and using internet content on TV. It envisions future augmented reality applications involving image and face recognition, gesture control, augmented reality glasses, and domestic robots.
The document discusses the history and future of augmented reality technology. It describes how augmented reality has progressed from science fiction to practical applications today through the use of mobile devices. Examples of current uses include tourism information overlays and interactive art projects. The document also outlines emerging technologies such as gesture controls, augmented reality glasses and hyperreality that will further integrate digital content into the real world in the future.
This document appears to be a presentation about mobile augmented reality by Marc Rene Gardeya. It discusses several case studies and applications of augmented reality technology, including tourism in Rhone-Alpes, the German Yellow Pages, a public art project, a Quiznos campaign, social media applications, and games. It also covers topics like advertising, 3D spatial experiences, content management, consulting and training, future technologies, natural feature tracking, language translation, gesture control, augmented reality glasses, and hyperreality. The presentation emphasizes real world examples and provides insights from leaders in the technology industry.
The document discusses mobile augmented reality and its applications for tourism. It provides examples of how augmented reality can be used to enhance tourism experiences through geocoded data overlays and virtual public art projects. Mobile augmented reality is described as a new medium that is widely distributed through smartphones and can be used to engage users through spatial, 3D experiences at specific locations.
This document discusses how to develop augmented reality layers for the Layar platform. It covers creating a developer account and linking it to a publisher account. Developers can then create layers by developing a layer service that returns hotspots in JSON format. Features like adding hotspots, actions, audio, video and 3D models are demonstrated. The document also mentions options for UI customization, animations, flexible refresh rates and using the Layar CMS instead of coding layers.
This document discusses an augmented reality (AR) project at a school in San Diego. The project was built with AR technology and involved Patrick O'Shea, an assistant professor of instructional technology at Appalachian State University. The project website is listed as www.hoppala-agency.com.
This document discusses the history and future of augmented reality. It notes that augmented reality follows a similar progression to other new technologies and media, moving from a new category of devices to a new medium to mass distribution and becoming mainstream. The document outlines some current applications of augmented reality like virtual art installations and using internet content on TV. It envisions future augmented reality applications involving image and face recognition, gesture control, augmented reality glasses, and domestic robots.
The document discusses the history and future of augmented reality technology. It describes how augmented reality has progressed from science fiction to practical applications today through the use of mobile devices. Examples of current uses include tourism information overlays and interactive art projects. The document also outlines emerging technologies such as gesture controls, augmented reality glasses and hyperreality that will further integrate digital content into the real world in the future.
This document appears to be a presentation about mobile augmented reality by Marc Rene Gardeya. It discusses several case studies and applications of augmented reality technology, including tourism in Rhone-Alpes, the German Yellow Pages, a public art project, a Quiznos campaign, social media applications, and games. It also covers topics like advertising, 3D spatial experiences, content management, consulting and training, future technologies, natural feature tracking, language translation, gesture control, augmented reality glasses, and hyperreality. The presentation emphasizes real world examples and provides insights from leaders in the technology industry.
The document discusses mobile augmented reality and its applications for tourism. It provides examples of how augmented reality can be used to enhance tourism experiences through geocoded data overlays and virtual public art projects. Mobile augmented reality is described as a new medium that is widely distributed through smartphones and can be used to engage users through spatial, 3D experiences at specific locations.
The document discusses geobased augmented reality content management in the cloud. It describes HOPPALA's platform which allows for decoupling content creation from app development by providing tools for managing geospatial content, image rendering, and APIs. This democratizes content creation and provides a cross-platform solution with browser-based architecture that utilizes web services and protocols like ARML. Examples are given of 3D augmented reality projects created with HOPPALA's platform.
The document discusses geobased augmented reality content management in the cloud. It provides examples of augmentations created by HOPPALA including Hoppala Goes Easter 3D, Woombamania 3D, and a virtual public art project along the Berlin Wall. It also outlines the native development and browser architecture used to display augmentations, and provides examples of augmentation metadata formats.
Marc René Gardeya is the Manager of Quality Assurance at Layar Reality Browser, which is a mobile app that uses augmented reality to overlay digital information and experiences onto the real world seen through a device's camera. The document outlines Layar's supported devices, how it works as an open platform for developers and users to create augmented reality layers, and how it has over 1 million users and partnerships with brands, developers, and content creators.
The document discusses the history and future of augmented reality technology. It notes that AR went through similar adoption phases to multimedia in the 1990s, gaining traction in 2009 and seeing massive growth and distribution in smartphones between 2009-2013. The document outlines the opportunities for AR content from brands, developers and users on the Layar open platform. It provides examples of AR layers for entertainment, art and games. It concludes by thanking the reader and promoting the company Hoppala and its founder.
The document discusses the history and future of augmented reality becoming a mass medium. It outlines how AR first emerged in the 1990s with multimedia PCs and phones, gained traction in the late 2000s with smartphones, and is now poised for mass adoption. The document argues we are at the point of "Mass Market" adoption, just as the web was in the late 1990s, and companies should start developing AR applications now.
This document discusses mobile augmented reality and how it works. It describes how augmented reality overlays digital information and 3D models onto the real world in real time using the camera on a mobile device. It provides examples of how augmented reality can be used for marketing, entertainment, art, and gaming. It also explains how developers can create augmented reality layers using Layar's open platform and APIs.
The document discusses geobased augmented reality content management in the cloud. It describes HOPPALA's platform which allows for decoupling content creation from app development by providing tools for managing geospatial content, image rendering, and APIs. This democratizes content creation and provides a cross-platform solution with browser-based architecture that utilizes web services and protocols like ARML. Examples are given of 3D augmented reality projects created with HOPPALA's platform.
The document discusses geobased augmented reality content management in the cloud. It provides examples of augmentations created by HOPPALA including Hoppala Goes Easter 3D, Woombamania 3D, and a virtual public art project along the Berlin Wall. It also outlines the native development and browser architecture used to display augmentations, and provides examples of augmentation metadata formats.
Marc René Gardeya is the Manager of Quality Assurance at Layar Reality Browser, which is a mobile app that uses augmented reality to overlay digital information and experiences onto the real world seen through a device's camera. The document outlines Layar's supported devices, how it works as an open platform for developers and users to create augmented reality layers, and how it has over 1 million users and partnerships with brands, developers, and content creators.
The document discusses the history and future of augmented reality technology. It notes that AR went through similar adoption phases to multimedia in the 1990s, gaining traction in 2009 and seeing massive growth and distribution in smartphones between 2009-2013. The document outlines the opportunities for AR content from brands, developers and users on the Layar open platform. It provides examples of AR layers for entertainment, art and games. It concludes by thanking the reader and promoting the company Hoppala and its founder.
The document discusses the history and future of augmented reality becoming a mass medium. It outlines how AR first emerged in the 1990s with multimedia PCs and phones, gained traction in the late 2000s with smartphones, and is now poised for mass adoption. The document argues we are at the point of "Mass Market" adoption, just as the web was in the late 1990s, and companies should start developing AR applications now.
This document discusses mobile augmented reality and how it works. It describes how augmented reality overlays digital information and 3D models onto the real world in real time using the camera on a mobile device. It provides examples of how augmented reality can be used for marketing, entertainment, art, and gaming. It also explains how developers can create augmented reality layers using Layar's open platform and APIs.
6. „AUGMENTED REALITY“
Tom Caudell
Flugzeugmontage, Boeing, 1990
- Dipl.-Math. Marc René Gardeya - www.hoppala.eu
7. MOBILE
Steve Feiner Blair Macintyre
Columbia University, 1996
Computer Graphics and User Interfaces Lab
- Dipl.-Math. Marc René Gardeya - www.hoppala.eu
20. SOCIAL 3D
Happy easter!
again!
Loo king forward to see you
3D Ostereier verstecken und
Grüße an Deine Freunde
- Dipl.-Math. Marc René Gardeya - www.hoppala.eu
21. KAMPAGNE 3D
Quiznos US - 3000 Lokale
„Home of the toasted Sandwich“
- Dipl.-Math. Marc René Gardeya - www.hoppala.eu
26. NEUES MEDIUM AR
Neues Medium
Spezifische Inhalte
Neue Geräteklasse Massenmarkt
Inhalte lokal als App Vorinstallation
- Dipl.-Math. Marc René Gardeya - www.hoppala.eu
27. NEUES MEDIUM WWW
Neues Medium
Neue Geräteklasse Massenmarkt
Spezifische Inhalte
Inhalte lokal als CD Vorinstallation
- Dipl.-Math. Marc René Gardeya - www.hoppala.eu
28. VERBREITUNG
AR Smartphone Market Size (millions)
1200
900
600
300
0
2009 2010 2011 2012 2013
AR verkauft Smartphones
- Dipl.-Math. Marc René Gardeya - www.hoppala.eu
29. Weltgrößte Plattform für mobile AR
+1.000 Anwendungen
+5.000 Entwickler
+2.5 Mio. Unique Users
+100.000 Neue Nutzer pro Woche
+800.000 aktive Nutzer
- Dipl.-Math. Marc René Gardeya - www.hoppala.eu
30. CROSS PLATFORM
iPhone Android (Bada) (Symbian)
- Dipl.-Math. Marc René Gardeya - www.hoppala.eu