As promised last week on our junaio Blog, we decided to provide you with more information on the incredible application ‘Find Brutus’ created by Bradley A. Henry, Software Developer/Engineer at Ohio State University. The app helps students to explore the Ohio State Campus through their mobile Android devices. Named after the school’s mascot, Brutus Buckeye, the augmented reality application cleverly uses voice recognition, geolocation, artificial intelligence as well as intelligent tutoring systems to provide the service to the campus community.
In an interview given exclusively for metaio, Bradley A. Henry is speaking about the idea behind, the technical facts and the ongoing working processes.
What actually is ‘Find Brutus’?
In technical terms: Find Brutus is an Intelligent Mixed Reality (IMR) application using a Virtual Tour Agent (VTA – patent pending) framework. An Intelligent Mixed Reality (IMR) application is the inclusion of Augmented Reality (AR), voice-recognition (VR), geolocation, Artificial Intelligence (AI) and intelligent tutoring systems (ITS) into a mobile accessible user experience.
In broader terms: Find Brutus is a Mobile Virtual Tour Guide designed for incoming students and visitors to the Ohio State University designed specifically as a graduate research project. A user will explore campus through pre-defined target locations on campus. As the user approaches the location 3D Brutus will appear in mobile view as the indicator that they are approaching the first target. When the user identifies the location, as seen through their mobile device, the user will prompted with a few questions, including hints, about the target to answer. As the user answers each question they will then move to the next target. Version 2 is where VTA gets really exciting, see below.
Is it already a working application and in which context did you create it?
Yes, the beta version is complete. We used the free version of the Metaio SDK for Android. We are going to begin working on the iOS application over the summer as well as for Google Glass. Because the most exciting news is that this project is also part of the Google Glass Explorer pilot. We will be using Google Glass with the application to study student interactions and cognitive processing. The design of this version is study the affect of an incoming student to the university. The goal is to increase the students knowledge of the university campus and resources while acclimating them to their surroundings. If successful this should increase the students experience their first year attending The Ohio State University.
How many people were involved in the development on the application?
‘Find Brutus’ is the framework for my PhD thesis. But nevertheless a lot of players are involved: It is truly a community of engineers working on this application. I have counted over 80 people that have touched this project to some degree, currently over 8 of the Colleges and 6 departments at the university. To me this is what it looks like when organizations and people work together.
Included was also the College of Engineering Capstone project, which just won the CETI best in class project. This was a pretty extraordinary surprise, considering the level of competition. I have been blessed to work with some of the most amazing individuals. I was overwhelmed that the project was selected.
Virtual Tour Guiding has been a dream of metaio for a long time now and we are sure to bring the concept of the ‘Augmented City’ into real life. In which fields do you feel a real value for VTG?
Long-term objectives for it is to use the framework as a mechanism for navigation of locations, and buildings and as an educational device that will include simulations that work within real-world environments. Example, educate professionals or students, such as nurses or doctors in their work environment. How this would work, using an emergency room, fully equipped, a learner would wearing a pair of Google Glasses and would be required to resolve simulated problem-based scenarios that interact with the environment. A doctor would interact with a virtual nurse using to perform surgical procedures.
Could you think about other examples of using AR and Virtual-Tour-Guiding in educational environment?
Another example could be the Thompson Library Foundation Stones Tour (Submitted idea in the OSU AR Hackathon): A student would view the foundation stones through their mobile device. The stones would provide information, such as origin, ethnicity, world regions, and text and voice translation capability. The student could tour the stones, seek information on specific origins, request information such as publications, videos, research that is available through the OSU library or tour the library. An additional concept idea submitted by the University Archives includes a historical view of the campus through time. Using AR a user can explore the campus in any given decade using Glass. Example, you can be on the oval wearing Glass and prompt the VTA to view the campus in 1850. As your line of site moves images, and information, of the campus in 1850 would appear in the glasses.
What future projects are already in the line?
We are also putting on a one day display at the Columbus Museum of Art, fellow students, the Ohio Film Commission and Columbus Fashion Week will are also participating. We are currently discussing a fall project. In addition, we are also discussing a live DJ event with augmented reality later in the year. I work with a very creative group of people.
Version 1 capabilities:
• Mobile accessible
• Augmented reality
• Geo-location notifications
• Includes the first approved 3D Brutus Buckeye through OSU licensing. Version 2
• Voice activation (Siri type functions)
• AI/Intelligent computer interactions (Collaboration with the University of Memphis FedEx Institute of Technology)
• Geo-location direction service (ask for specific outdoor directions from your current location)
• First scanned 3D Human Agent
• Web Accessible Agents (Collaboration with the University of Memphis FedEx Institute of Technology)
South Asian Television broadcaster Zee TV and interactive agency Xenium worked together to develop this wonderful augmented reality experience to promote the upcoming horror show, “Fear Files“, using the metaio Design software.
Installed at a popular shopping mall, participants were treated to a “ghostly” experience as they entered the darkened, covered area where they were greeted with only a large television screen featuring a live camera feed of the participants, mirroring their movements and stance.
When they stepped on the designated floor marker, a ghost child began to appear, as though he were there in real life, creeping out behind the person standing there. Then the scary music started playing, the child would make a “curse” gesture and the participant or participants would just disappear.
Said a representative of Xenium, “In the end the participants were stunned with the experience, with long lasting fear lingering in mind.”
(Mission accomplished)
Check out the video and the links above for more information! And of course you’ll be able learn more about these awesome augmented reality projects, and more like them at our upcoming Augmented Reality conference, insideAR, Oct 1-2 in Munich. We hope you can join us!
It’s that time of year again when voting begins for all of the panels everyone has submitted to South by Southwest Interactive. Even if you’re not planning on attending South by Southwest Interactive, you can still support metaio by making your voice heard in the community voting!
Take a quick minute to create a PanelPicker account (if you don’t have one) and then link straight to these two great panels that feature metaio projects and use-cases:
In order to engage with a younger, tech-savvier audience, Toyota launched an integrated marketing campaign for the 2012 Toyota Corolla that featured emerging technology like 2-D print activation and vision-based mobile augmented reality to leverage its existing yet scarcely-downloaded mobile app, the Toyota Shopping Tool. It also features an entirely digital open-source anime pop-star sensation named Hatsune Miku.
Toyota saw huge successes as a result: Corolla leads jumped 30% the week of the lauch; Toyota Shopping Tool mobile app downloads increased 600%; website traffice for the first week increased 167% and continued at an all time high for the next seven weeks.
In this proposal, learn how the interactive director of a multicultural agency and the project lead for an augmented reality company worked together to make this campaign a huge success for Toyota, culminating in a Multicultural Excellence Award.
The lady of the house is often the one picking the décor and design at home. If she can see a ductless system in her house virtually, thanks to augmented reality, sales rise — and have they ever. Using custom mobile apps integrated with emerging technology, such as augmented reality and a custom app store, Mitsubishi Electric Cooling & Heating is revolutionizing the way its sales channel members do business. Tools in hand, Mitsubishi Electric is projecting an increase of $30 million in revenue next year, while simultaneously decreasing future costs for printing and distributing product catalogs by millions of dollars.
Mitsubishi Electric’s products can save homeowners 30-percent on their energy bill, but most just want to know, “What is it going to look like in my house?” Augmented reality is Mitsubishi Electric’s most visual tool in its custom app store that will deploy 11 new enterprise apps for a variety of specific needs in its sales channel.
********
Voting starts today and continues to the end of the month, so tell your friends!
Share on Facebook, LinkedIn, Twitter, Reddit, Digg, Myspace, Friendster, IRC….basically whatever you want.
While you’re at it, vote for anything else you think is cool!
Outside voting counts for 30% of the selection process, so help us get to SXSW so we can bring these great panels to life!
Sorry for the lack of insideAR updates recently- we have been quite occupied with the free release of our metaio Mobile SDK. Rest assured, updates will continue as originally promised. Oh, and look! It’s snowing.
For those of you who weren’t able to attend insideAR 2011:
Not only did you miss a fantastic talk by Transitional Media Founder John C. Havens- you also lost the chance to see this guy rock out on blues harmonica. No really- that’s how John started off his presentation entitled, “Virtual Air Rights: How Augmented Reality Will Transform Advertising and Identity”.
Mr. Havens recently wrote an article for Mashable dealing with the same issue- his presentation at insideAR took the long form of expanding upon many of his ideas and theories regarding the role Augmented Reality will play in the future with regard to social media and targeted advertising.
For Mr. Havens, the question of virtual air rights is one that has yet to be answered or defined, but can be seen as an opportunity for the AR community when posited as a question of identity, especially that of the individual user.
According to Havens, when you take into account the emerging technology such as image recognition like Google goggles, social facial recognition platforms like Viewdle, gesture and eye tracking interfaces like the Microsoft Kinect, and general GPS and location-based services, the implications are pretty shocking when paired with social media data.
The future is not far from the following: “I walk into Starbucks and using my Google wallet I [pay], using Google Latitude I automatically check in [to the physical location]… I walk near the counter, as NFC improves, and you already know my preferences because of [shared social media data] and the idea is that you already know what my coffee is.”
Havens imagines a future where social technology turns the consumers into the marketing and leveraging tool rather than advertisements and paid media.
Brands could reward consumers for brand advocacy and loyalty every time that person shares or recommends something socially that could influence a purchasing decision.
Where AR comes in is the ability to access and display this information. Facial recognition technology could easily be used to pull up this kind of data, especially in a future where AR glasses or contact lenses exist.
Havens imagines a system of “Accountability Based Influence”- social metrics and purchasing data that contributes to an overall drive of marketing and reward systems:
“To me this is inevitable- you’re watching your show, American Idol or something. The next day you walk to work and you get a text: “Hey you watched American Idol last night and Coke is a sponsor, do you want a free Coke for being a loyal fan? And then you walk into a store, someone hands you the Coke.” And of course, any other purchases would be made using Facebook Credits, which Havens believes may be one of the largest banks in the world in just a few short years.
Mr. Haven is a regular contributor to Mashable, and you can find him on Twitter at @johnchavens where he tweets about Social Media, Augmented Reality, and new technology that will almost assuredly control our every actions without us ever knowing it. We were very happy he joined us at insideAR and hope to see him again in the future.
Mobile devices are evidently the warmest place to hide.
metaio had the opportunity to develop this very cool mobile application with Universal Pictures to promote the highly-anticipated prequel to the 1982 John Carpenter cult-classic of the same name, out in theaters October 14th. We wanted to create a game that drew on the same suspense, horror, and isolation of the film while generating excitement for its release.
After downloading and launching the free THE THING: Flamethrower application for Android or iOS, players assume the role of one of the surviving Antarctic scientists, trapped in a virtual laboratory and assailed from all sides by creepy alien hybrid versions of their former colleagues.
Sounds like fun, right?
We really mean all sides, because this game is played in 360 degrees- players will have to move their mobile device in real life to defend themselves from the attacking aliens. FYI- it’s dark, the lighting quality is very poor, and you only have a limited amount of flamethrower fuel.
Try to hold out as long as you can, but as fans and people familiar with the film know- it’s very difficult to survive THE THING.
After playing, check out the INFECT YOURSELF feature that uses our advanced Facial Recognition AR capability. Watch as THE THING literally rips your face apart. Even Danika of @twitt_AR fame succumbed to the crafty invasive life form:
This game utilized metaio’s advanced Mobile SDK, the most comprehensive solution to create Augmented Reality applications for iOS and Android. Featuring a high-level API and the latest image recognition technologies, it allows developers to produce high-quality applications with low effort. And best of all: we’re releasing a free version in the near future.
Once again- the film hits theaters this Friday, October 14, so get out to your local cinema and happily cringe to this great horror thriller that more than does justice to the 1982 film.
For more info, check out the press release and don’t forget to download this amazing game.
Hatsune Miky is an adorable, completely digital Japanese celebrity created by Crypton Future Media in 2007 using YAMAHA’s “Vocaloid” Software. The (evidently) 16-year-old, 5’2” songstress’s voice has been samples in thousands and thousands of user-generated videos, audio tracks, animations etc. Her albums have even topped the Japanese charts- not bad for a girl that doesn’t exist!
Hatsune Miku may be a digital construct, but the great thing about Augmented Reality is that we can take digital and 3-D content and breathe life into it by placing it in the physical world. A virtual entity could assume all three dimensions and interact with the real world- and that’s exactly what we did for the beautiful Hatsune Miku in this most recent development for Toyota.
Toyota has been enamored with Hatsune Miku for quite some time now- they’ve produced numerous (and clever) video spots featuring the star interacting with people as though she were a real person, as well as print ads, billboards (they’re everywhere here in San Francisco) and an integrated social media campaign. We were happy to be able to (literally) bring a new dimension to Hatsune Miku’s recent introduction to the states.
iOS users can immediately access the experience by downloading the free Toyota Shopping Tool App in the iTunes App store. An Android update is coming soon, but until then users with Android devices can download metaio’s free mobile AR browser, junaio, and search for the “Hatsune Miku” channel to get the same cool performance. Once the app is launched, just point the camera at the image below (called a “ToyoTag“) to see Hatsune Miku singing “Big Dream” and dancing alongside her favorite vehicle, the 2011 Toyota Corolla.
metaio used the junaio Plugin to develop this app for a Toyota, a feature that combines the technology, audience (1.7 Million Downloads) and accessibility of junaio, the most advanced mobile Augmented Reality browser, with the added value of a custom branded white-label application. We were able to use the same superior image recognition technology and tracking algorithm as we use in junaio to integrate this experience directly into Toyota’s mobile app as if it were a white-label application. Even better, the modular structure of the Plugin allows content to be easily and efficiently modified and changed, making the junaio Plugin a great development and branding solution.
Read the full press release here, and be sure to stay posted on all of Hatsune Miku’s exploits in America with Toyota. And make sure to check out this great video of the experience below:
South by Southwest Interactive 2012 might seem far off, but the voting deadline for panels is quickly approaching. I am happy to say that metaio is participating in four different potential panels, and we’d really like to see them get a great response from our followers. We’ve got some very cool topics in the works, so we’d really appreciate your support! You can vote for as many panels as you like, so please be generous. Make sure to create an account, it only takes a few minutes- just click on the titles of the panels below to go straight to the voting page!
Augmented Reality promises the future, but who is actually building new things with it? How are they making any money? As new projects demand six-figure budgets, can privacy rights, humanistic design and fun coexist with user metrics, brand messaging and a lust for “k-factor”? We’ll take a look at what’s been built, why it did and how we might design better games for players and clients alike moving forward.
Every new project is defined by the business practices that enable them. So why do so many Augmented Reality experiences fall short of the expectations of both the buyer and end user? With dissatisfied clients and rumors of low ROI, perhaps it’s time to reevaluate how we sell AR. Roman Hasenbeck, Director of Sales and Business Development at metaio Inc., the nation’s leading AR Tech firm, explains the process of selling AR the right way. He shows us why the Hype Curve is just a crutch for lazy producers, and how the most crucial yet often-ignored components to ensuring a great project and closing a sale is taking the time to learn the tech, design a thoughtful experience and communicate it effectively to the client.
Using a variety of original source material, Chris Grayson will give an overview of the global network, as envisioned by thinkers at ARPA before the creation of the ARPAnet. Examples include J.C.R. Licklider’s “Man-Computer Symbiosis,” 1960; Douglas Engelbart’s “Augmenting Human Intellect,” 1962; and Ivan Sutherland’s “The Ultimate Display,” 1965. Some focus will also be given to the people and personalities involved. Lisa Murphy will provide the technical explanation for many milestones in the evolution of the internet, making the case that the human interface to the network has historically been limited by the available technology, and with Augmented Reality, we are now entering an era that truly begins to deliver on the original vision.
Our life styles are increasingly evolving into hybrid experiences that blend the physical with the cyberspatial and the virtual. Moreover, these interactions are creating new forms of communities for fun and commerce, where consumers and businesses increasingly use hyperlocal incentives to leverage our immediate surroundings. In this panel, we’ll explore how games, collaborative consumption, Augmented Reality, consumer to consumer brokerages, experience augmentation, visual discovery and local commerce are providing the glue for diverse hyper-local experiences and communities.
********
Outside voting counts for 30% of the selection process! Help us get to SXSW so we can bring these great panels to life.
Augmented Reality as a technology is often seen through utilitarian eyes. AR has many appropriate industry uses, such as improving mechanical safety inspections, interactive training procedures, mobile instruction manuals, and assembly-line safety. But over the past few months, we’ve seen developers use our technology more and more for personal, emotional, most importantly artistic expression.
XYZ Site Gallery AR experience
It’s difficult to try to comprehend the almost limitless design possibilities when you have the potential to take any digitally-designed or rendered object and place, overlay, or otherwise anchor it to the physical world. Imagine: a vast museum of virtual artifacts and objects occupying the same space as the Louvre- accessible only through your mobile device! The term “mixed media” is barely sufficient anymore- we’re beginning to see a real blending of the virtual and the physical, with a substantial emphasis on using metaio’s software, like junaio, to curate and design galleries, exhibits, art and space augmentations, and even use “basic” functionalities of junaio to guide and navigate around them.
Chris Hodson and Sarah Staton recently designed an experience for the Sheffield, UK Site Gallery in which they designed and implemented sculptures that were part virtual and part material, including marble, concrete, metal, wood, glass, wool and cork. The experience was triggered by a series of markers placed around and inside the museum- such a simple installation process for something so complex! Hodson and Staton even worked with physicist Dominic Hosler to design a “cuboid game of life and death”, in which “infinitely accumulating and dissipating cubes” loop themselves into eternity.
Anyone living or vacationing in Italy this year should already be familiar with the 54thVenice Biennale Art Exhibition. This year, we’re pleased to announce there will be a junaio channel running the duration of the event until 27 November 2011. The channel, “Venice Augmented”, was developed by San Francisco-based Certified Developer Vitamin AR under the direction of artist Amir Baradaran, and places examples of Baradaran’s work in POI’s around Venice and the Biennale, as part of his “FutARism” campaign:
I am interested in how small acts of resistance, particularly within so-called virtual domains, can create pockets of transformation. Seeking to generate much more than novel surprise, my art explores new ways of being.
These are just two ways in which artists are using junaio to design wonderfully interactive experiences. Below is a list of links to recent examples of junaio augmenting the art world. What kind of projects could you envision, knowing that what you design is not bound by the laws of nature? A Borgesian map, perhaps?
Wink.
-Trak
********
Scope, Cabinet Exhibition, Peninsula Arts Gallery, Plymouth, UK; Vladimir Geroimenko and Roberto Fraquelli
Today my lovely colleague Noora (she has been portrayed here before) sent me a guest post. It´s a pleasure for me to present this interesting story about interactive TV scenarios and augmented reality right before the weekend. Enjoy zapping, AR browsing and of course this post:
>>>Last week I visited Cannes being brought to life for MIPTV. For the ones who don’t know the festival; MIP is the entertainment content market, where the newest programmes, freshest formats and latest innovations for TV, Internet and mobile are being showcased.
Besides the traditional buying and selling, this year a new concept was introduced; the Experience Hub. The organization set this up to showcase latest connected entertainment demos. It included great experiences by companies as Emotiv (using sensors from the wireless neuroheadset to connect to PCs for game controlling), PrimeSense (known for the Kinect sensor), etc.
metaio also had a booth within the Experience Hub, where we showcased the Augmented TV concept Galileo (ProSieben) aired in January and throughout the month of March. The feedback was amazing! One of the main topics of the festival was how to engage viewers while watching TV using their 3rd arms (known as smart phones). Therefore we are even more happy to announce that Galileo is showcasing another form of AR for their show Schlaflos (sleepless). For more on the new AR experience, please find an entry on the junaio blog.
I unfortunately had to miss the celebrities as e.g. the Governator presenting his comeback cartoon series. But the festival was truly inspiring and showed that Augmented Reality is well understood by the production and distribution companies and can really become a new way of interaction with TVs. This was also proven by two of the six Content 360 Awards winners who were presenting AR; one of them being Futurecode from Finland for their absolutely lovely Dibidogs AR books.
On our way to an augmented world there are still some hurdles to be taken. Data generation, bandwidth, standards and such. But we are not to far away anymore, let me tell you this. And it´s not only us doing the homework. While we are working for example on markerless tracking algorithms, others work on processing power and smart architecture. And there is another important stakeholder: output devices! For some scenarios – industrial as well as commercial – you`ll need both of your hands – and that´s where AR-able head mounted displays (a layman like me would call it magic glasses) step into the arena. You know what, today is a goood day for AR game developers, industrial AR researchers or experience designers! Vuzix Corporation today announced that it has formed a marketing and development partnership with metaio, the leader in the field of professional Augmented Reality (AR) software systems, to deliver head mounted display (HMD) solutions for their customers. The two companies will work together to identify and deliver customer solutions that require both metaio’s AR software capability and Vuzix’s line of ARenabled Video Eyewear. Paul Travers, President of Vuzix, commented, “Both metaio and Vuzix are leaders in and at the forefront of AR markets with highly complementary offerings. With Vuzix providing its award winning Video Eyewear products and engineering services and metaio providing its leading software platforms and software engineering capability, we believe that together we can better address this rapidly emerging market need.” metaio and Vuzix have identified a number of common customers that require integrated hands-free HMD solutions for applications such as marketing and advertising, assembly, maintenance, on-site and on the factory floor problem solving, training and education and entertainment.
Because images say more than a thousand words out of the official press release, here´s one of the many examples for markerless, handsfree augmented reality. By the way, this is registered in 3D and most of all: a real use case.