Submitted by Exponential Times on Thu, 2014-05-22 14:32
Chris Kluwe wants to look into the future of sports and think about how technology will help not just players and coaches, but fans. Here the former NFL punter envisions a future in which augmented reality will help people experience sports as if they are directly on the field — and maybe even help them see others in a new light, too.
Submitted by Exponential Times on Wed, 2014-03-05 11:56
Amputees can sometimes feel pain where their limb once used to be. This is tricky to stop, as the pain coming from the brain. Trace explains some new research on how these individuals can play virtual reality games to help ease this pain!
Submitted by Exponential Times on Tue, 2014-02-25 00:43
Alexander Hayes is an Australian researcher and PhD candidate investigating the social implications of augmented reality technologies such as Google Glass. I met Hayes during last year's ISTAS13 conference in Toronto and the consequent UAV Drones: Pros vs Cons symposium, where he was one of the key organizers. During the course of these events I was quickly impressed by Alex both personally and professionally and thus I knew that I had to interview him on Singularity 1 on 1 so that he can share the interesting findings he has reached in the course of his research.
Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most popular current example is World of Warcraft, a massively multiplayer online game with eleven million subscribers. However, other virtual worlds, notably Second Life, are not games at all but internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups.
This book brings together an international team of highly accomplished authors to examine the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular, and which are establishing them as a major sector of human-centred computing.
Over the past twenty years, the technologies of simulation and visualization have changed our ways of looking at the world. In Simulation and Its Discontents, Sherry Turkle examines the now dominant medium of our working lives and finds that simulation has become its own sensibility. We hear it in Turkle's description of architecture students who no longer design with a pencil, of science and engineering students who admit that computer models seem more "real" than experiments in physical laboratories. Echoing architect Louis Kahn's famous question, "What does a brick want?", Turkle asks, "What does simulation want?" Simulations want, even demand, immersion, and the benefits are clear. Architects create buildings unimaginable before virtual design; scientists determine the structure of molecules by manipulating them in virtual space; physicians practice anatomy on digitized humans. But immersed in simulation, we are vulnerable. There are losses as well as gains. Older scientists describe a younger generation as "drunk with code." Young scientists, engineers, and designers, full citizens of the virtual, scramble to capture their mentors' tacit knowledge of buildings and bodies.
Life on the Screen is a book not about computers, but about people and how computers are causing us to reevaluate our identities in the age of the Internet. We are using life on the screen to engage in new ways of thinking about evolution, relationships, politics, sex, and the self. Life on the Screen traces a set of boundary negotiations, telling the story of the changing impact of the computer on our psychological lives and our evolving ideas about minds, bodies, and machines.
What is emerging, Turkle says, is a new sense of identity — as decentered and multiple. She describes trends in computer design, in artificial intelligence, and in people’s experiences of virtual environments that confirm a dramatic shift in our notions of self, other, machine, and world. The computer emerges as an object that brings postmodernism down to earth.
Augmented Reality implicates numerous industries. The Augmented Reality Market could be estimated to be exponential with the revenue growth from $181.25 million in 2011 to $5,155.92 million by 2016, at a CAGR of 95.35% from 2011 to 2016. Another statistics forecast that revenues related to AR Technology will approach 600 billion by 2016. It is indicated that by 2017, over 2.5 billion mobile augmented reality APPs will be downloaded to smartphones and tablets per annum and by 2020, meanwhile 103 million automobiles will contain AR technology.
Besides major contributors in the augmented reality market, China is expected to have a rapid growth in this innovative market with unexpected market demand. Against this background, a platform to discuss the key technologies, applications, latest standards, end-user experiences and especially an appropriate business model is firmly required. DEMAND-LED is organizing Global Augmented Reality Summit, which will be held on 10-11 September 2013 in Crowne Plaza Shanghai China. Warmly welcome all elites related to the Augmented Reality Industry to participate in.
Submitted by Exponential Times on Tue, 2013-03-12 16:38
Augmented reality is at SXSW 2013, and soon it will be everywhere. We met up with the creator of Augment, an app that uses augmented reality to visualize how furniture, gadgets, and just about anything else will look in your current environment. It's kinda mind-blowing.