Living in an Augmented Reality

Thoughts on AR, technology and anything else I feel compelled to talk about
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TeX Sucks.

blair | February 27, 2009

I realize this really doesn’t have much to do with AR, but I’ve finally had enough.  I’ve used TeX and LaTeX for too many papers (because some of my students and colleagues have been seduced by the Dark Side) and for one of my dissertations.  Enough is enough.  No more TeX.  

In fact, I hate it so much, I created a mug (and shirt) on my Zazzle site to express my feelings.  I will drink coffee proudly from this mug, knowing that from my bravery, those around me may derive the courage they need to join me in coming out about their feelings.  

Repeat after me:  TeX Sucks.  Documents should be written, not programmed.

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Is this the future of “the intelligent web”?

blair | February 2, 2009

Last september, I was quoted in an AJC (Atlanta Journal Constitution) article on the iPhone and Apple’s App Store. No big deal, just another quote. Yesterday, I stumbled upon what appears to be the result of running that article through a two-way automated translation program … anyway have a guess what language it went through? Italian, perhaps? It’s hard to tell. :)

The original article is here, and the surreal version is here.  What fun.

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AR is about to break wide open, and it’s not because of handhelds

blair | February 1, 2009

I’m a big proponent of handheld augmented reality;  I think that AR is going to be a key technology and conceptual framework for mobile applications.  After all, many of the things we imagine doing on mobile devices relate to the world we are moving through, so AR seems a natural fit.  When practical headmounts finally arrive, things will only become more compelling.

However, the main thing holding AR back, in my opinion, is a clear portfolio of compelling applications, games and uses;  sure, everyone imagines all kinds of things;  applications like Wikitude are evocative of more powerful, practical and useful systems.  

But, frankly, most of what’s been actually deployed has only been noticed because of the GeeWiz factor.  A static model of a car sitting on a paper ad?  Yawn!  Books with 3D graphics that pop out of the page, but don’t really add much to the experience?  Ho hum.  

So why do I think things are about to change?  The FLARtoolkit, that’s why.  Over the years, I’ve worked with designers and other non-technologists because I believe that it will be these sorts of folks, folks who aren’t necessarily in love with the technology but you have something they are trying to do, some vision that the technology enables.  We built our DART tools to let folks work on AR in Macromedia Director.  But, a big limit is that we couldn’t deploy experiences easily;  they still needed to be “installed” to work.  And our camera access and other things were “finicky”. 

But, now, people can build Flash applications that use the camera on your computer to do AR.  Sure, it’s limited;  Flash doesn’t really support 3D, so the amount and kind of content you can create isn’t “professional game quality”;  you can access local devices (like a compass or gps, or more powerful sensors).  

But, you can do simple things.  For example, consider “Eye of Judgement,” the relatively disappointing AR game on the PS3.  All it uses is a stationary camera and markers.  What would the Flash-Games equivalent of that be?  What clever new interactions or game concepts could make such a setup compelling?  Now, we can find out, because now virtually any Flash programmer/author can try it.  Without help from a programmer.  Without installing more software.  With the ability to distribute it!

Consider these demos, here and here.  They aren’t that novel or exciting.  But I could get design and art students to build these.  On their own, without a bunch of technical support.  And that means, very soon, we should start seeing new, exciting things coming out.  And the full source to that first one is available, for anyone who wants to look at it.

Which is cool.  Very cool.

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