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Print & Publishing Industries  Augmented Reality and Youcontinuing what the Internet started O’Reilly Tools of Change for Publishing conference  Feb 24 2010 Christine Perey
Who am I? 1991      Personal multimedia 2004   	Mobile multimedia 2006      Mobile Augmented Reality 2010 Print &publishers Consultant/analyst Management consulting Strategy Partnerships Market research Market development Technology scouting and transfer ,[object Object],[object Object]
PEREY Research & Consulting Activities PEREY Research & Consulting Activities Print and Web-based content
Publisher’s mindshare ?
AR Continues what the Internet Began 6 Augmented Reality The Physical World The Digital World
Agenda What is Augmented Reality? What needs does it meet?  What problems does it solve? Where is it heading? Why should publishers care? What can publishers do?
Often confused with Visual Search Google Goggles Nokia Point & Find kooaba Interactive Print Ricoh iCandy (iPhone)
What is AR?
AR is not one technology The “cyber-colonization”          of the real world  A highly compelling, virtually endless SET of technology-assisted experiences  It is part of the Real Time Web
Mont Blanc Geneva Thonon-les-Bains Lake Geneva Arriving in Montreux in 15 min Mobile device with sensors Overlay (Text, images, graphics, 3D objects) on the real world camera, GPS, compass, accelerometer, microphone
Physical world “triggers” Explicit (printed markers) Implicit real world triggers Text (posters, signs, page of print) Photo/drawing Faces Fixed position in space (GPS + compass) Sounds  (music, voices)
The “associated” digital data A circle which has POI information associated with it (e.g., Layar) A text box (e.g., AcrossAir, Wikitude) A 3D object in fixed position (e.g. junaio) A “free standing” animated 3D object An “object” which can be manipulated/with which user can interact (e.g., games) Overlay (on the real world)
Mobile AR Users Today 1+ Million Technology elite Mostly male Flat rate data plans Smartphones 90+% of activity on Android and iPhone Tolerant of rough edges Avid users of social networking Japan, Western Europe and US
Value proposition? It depends Novelty “just to see differently” Information (in real time or not) in context  Service or friend discovery  Experiences
Why AR now? Personal navigation Social media Real-time Web Local search 3D in home Wearable computing 3D cinema
The evolution of AR Today Mobile relies largely on location-based triggers and cloud-based data PC-based experiences rely largely on markers and locally-stored data bases Beyond 2010 Markers disappear Recognition of every day objects and people User experience improves Active Matrix Organic LED  Pico Projectors	 Overlay with lights and camera (mobile phone)
Eyewear
The AR Ecosystem
AR Ecosystem ????? The Physical World The Digital World Sensors on Mobile devices
AR Ecosystem Social Media CONTENTProviders/Publishers Merchants, Brands Packaging,  Discovery&Delivery The Physical World The Digital World Sensors on Mobile devices EnablersProviders of enabling technology wallet Money and Statistics
AR Applications 23
http://www.youtube.com/acrossair
25
Breathing new life “Magic books” using AR with a webcam or camera phone and printed paper Templar Dragonology Interactive magazines Popular Science Esquire magazine InStyle Others
http://www.ologyworld.com/Default.aspx?referrer=3Ddragon
Marketing for publishers and brands Help customers and prospects find and purchase CDs, Books and DVDs using natural feature recognition (visual search)
AR Games Shoot’em up Digital signage (Fancouver, Yahoo!) Learning games
Business Models for AR 30
Business models User pays  One time to see/use Recurring user subscriptions AR content stores Corporate pays Utility to loyal customers Advertising using AR as a way of subsidizing free content to users
Business models (2) Local and hyper-local Retailer pays for walk-in Education, sports, cultural venues Sponsor or resell content
What’s missing? 33
What’s missing? Computational power at low power consumption Algorithms understand moving shapes Good (excellent) user experiences
http://www.ologyworld.com/Default.aspx?referrer=3Ddragon
   The biggest risk to the expansion of augmented reality         when users tire of the existing libraries and sponsored content  is the lack of good (high) quality content for AR-assisted experiences
What does this mean for publishers?
Authoring AR Content Today        is Not Easy AR content and assoc physical world anchor AR Browser-specific SDK or web-based Authoring environment AR-capable handset AR Browser/player AR application and/or AR content and assoc physical world anchor AR Application/Content build (3D) assets GPS/KML (ARML) Local Content Current limitations ,[object Object]
 Physical “anchor” recognition
 Low ability to represent and manipulate objects (unless using game engines) or introduce interactivityWeb Server Cloud Content
Crossing the River Builders of AR experiences Providers of visual and editorial content “objects”
Partnerships, not silos Contextually sensitive content Learning situations Geo-location tagged content Digital content combined with  Signage Physical pages in books or other printed media Content accessible with heads up displays
Augmented Reality continues what the Internet started Augmented Reality is about providing experiences Augmented Reality is a new source of revenue for publishers
AR Continues what the Internet Began 42 Augmented Reality The Physical World The Digital World
Publisher’s mindshare
Mobile Augmented Reality Christine Perey cperey@perey.com+41 79 436 68 69 +1 (617) 848-8159 RealityImproved

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Augmented Reality And You

  • 1. Print & Publishing Industries Augmented Reality and Youcontinuing what the Internet started O’Reilly Tools of Change for Publishing conference Feb 24 2010 Christine Perey
  • 2.
  • 3. PEREY Research & Consulting Activities PEREY Research & Consulting Activities Print and Web-based content
  • 5. AR Continues what the Internet Began 6 Augmented Reality The Physical World The Digital World
  • 6. Agenda What is Augmented Reality? What needs does it meet? What problems does it solve? Where is it heading? Why should publishers care? What can publishers do?
  • 7. Often confused with Visual Search Google Goggles Nokia Point & Find kooaba Interactive Print Ricoh iCandy (iPhone)
  • 9. AR is not one technology The “cyber-colonization” of the real world A highly compelling, virtually endless SET of technology-assisted experiences It is part of the Real Time Web
  • 10. Mont Blanc Geneva Thonon-les-Bains Lake Geneva Arriving in Montreux in 15 min Mobile device with sensors Overlay (Text, images, graphics, 3D objects) on the real world camera, GPS, compass, accelerometer, microphone
  • 11. Physical world “triggers” Explicit (printed markers) Implicit real world triggers Text (posters, signs, page of print) Photo/drawing Faces Fixed position in space (GPS + compass) Sounds (music, voices)
  • 12. The “associated” digital data A circle which has POI information associated with it (e.g., Layar) A text box (e.g., AcrossAir, Wikitude) A 3D object in fixed position (e.g. junaio) A “free standing” animated 3D object An “object” which can be manipulated/with which user can interact (e.g., games) Overlay (on the real world)
  • 13.
  • 14. Mobile AR Users Today 1+ Million Technology elite Mostly male Flat rate data plans Smartphones 90+% of activity on Android and iPhone Tolerant of rough edges Avid users of social networking Japan, Western Europe and US
  • 15. Value proposition? It depends Novelty “just to see differently” Information (in real time or not) in context Service or friend discovery Experiences
  • 16. Why AR now? Personal navigation Social media Real-time Web Local search 3D in home Wearable computing 3D cinema
  • 17. The evolution of AR Today Mobile relies largely on location-based triggers and cloud-based data PC-based experiences rely largely on markers and locally-stored data bases Beyond 2010 Markers disappear Recognition of every day objects and people User experience improves Active Matrix Organic LED Pico Projectors Overlay with lights and camera (mobile phone)
  • 20. AR Ecosystem ????? The Physical World The Digital World Sensors on Mobile devices
  • 21. AR Ecosystem Social Media CONTENTProviders/Publishers Merchants, Brands Packaging, Discovery&Delivery The Physical World The Digital World Sensors on Mobile devices EnablersProviders of enabling technology wallet Money and Statistics
  • 24. 25
  • 25. Breathing new life “Magic books” using AR with a webcam or camera phone and printed paper Templar Dragonology Interactive magazines Popular Science Esquire magazine InStyle Others
  • 27. Marketing for publishers and brands Help customers and prospects find and purchase CDs, Books and DVDs using natural feature recognition (visual search)
  • 28. AR Games Shoot’em up Digital signage (Fancouver, Yahoo!) Learning games
  • 30. Business models User pays One time to see/use Recurring user subscriptions AR content stores Corporate pays Utility to loyal customers Advertising using AR as a way of subsidizing free content to users
  • 31. Business models (2) Local and hyper-local Retailer pays for walk-in Education, sports, cultural venues Sponsor or resell content
  • 33. What’s missing? Computational power at low power consumption Algorithms understand moving shapes Good (excellent) user experiences
  • 35. The biggest risk to the expansion of augmented reality when users tire of the existing libraries and sponsored content is the lack of good (high) quality content for AR-assisted experiences
  • 36. What does this mean for publishers?
  • 37.
  • 39. Low ability to represent and manipulate objects (unless using game engines) or introduce interactivityWeb Server Cloud Content
  • 40. Crossing the River Builders of AR experiences Providers of visual and editorial content “objects”
  • 41. Partnerships, not silos Contextually sensitive content Learning situations Geo-location tagged content Digital content combined with Signage Physical pages in books or other printed media Content accessible with heads up displays
  • 42. Augmented Reality continues what the Internet started Augmented Reality is about providing experiences Augmented Reality is a new source of revenue for publishers
  • 43. AR Continues what the Internet Began 42 Augmented Reality The Physical World The Digital World
  • 45. Mobile Augmented Reality Christine Perey cperey@perey.com+41 79 436 68 69 +1 (617) 848-8159 RealityImproved
  • 46. Companies and projects mentioned http://www.google.com http://www.kooaba.com http://www.mobilizy.com http://www.acrossair.com http://www.ologyworld.com/Default.aspx?referrer=3Ddragon http://www.layar.com http://www.int13.com http://www.augmentedenvironments.org/lab/research/handheld-ar/arhrrrr/ http://www.putaspell.com Applications shown at the Mobile AR Showcase Feb 17 2010 (Barcelona) http://mwc2010.mobi/ar_showcase/2010/02/01/showcase-directory/

Editor's Notes

  1. it depends on the use case
  2. QR codes linked to URL which opens in a browserVirtual RealityLocation-based services