Tag Archives: hardware

Aurasma vs. Blippar

I’ve written about Augmented Reality extensively in the past, but since the days of immersing myself in the purely theoretical potential for the medium, a few key players have rooted themselves in a very commercial reality that is now powering the fledgling industry. And while B2B-focused vendors such as ViewAR remain behind the scenes, the […]

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Summary So Far

In summary, Mobile AR has many paths leading to it. It is this convergence of various paths that makes a true historical appraisal of this technology difficult to achieve. However, I have highlighted facets of its contributing technologies that assist in the developing picture of the implications that Mobile AR has in store. A hybridisation […]

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Virtual Reality

AR is considered by some to be a logical progression of VR technologies (Liarokapis, 2006; Botella, 2005; Reitmayr & Schmalstieg, 2001), a more appropriate way to interact with information in real-time that has been granted only by recent innovations. Thus, one could consider that a full historical appraisal would pertain to VR’s own history, plus […]

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Gameware: A Case-Study in AR Development

I have been aided in this series by a connection with Gameware Development Limited, a Cambridge-based commercial enterprise working in the entertainment industry. Gameware was formed in May 2003 from Creature Labs Ltd, developing for the PC games market which produced the market leading game in Artificial Intelligence (AI), Creatures. When Gameware was formed, a […]

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Microsoft’s Vision for the Future

Microsoft have released a new video suggesting they seek to reposition themselves over the next decade. I think they are on to something: Their vision for the future is evidently very ambitious, but I believe that if anyone can pull this off, it’s them. Microsoft’s approach has always been to create user experiences that are […]

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