This document discusses Google Glass and its potential to popularize wearable augmented reality displays. It argues that Google is deliberately promoting Glass adoption through popular culture references like comparing Google co-founder Sergey Brin to Batman. Specifically, it notes that articles frame Brin as a "real life Batman" developing advanced technology in a secret "Batcave-like" lab. The document also discusses how the Batman mythology has evolved to incorporate increasingly sophisticated technology over time through characters like Lucius Fox. It suggests Google is drawing on fascination with the Batman myth and advanced Batcave to generate interest in Glass before it reaches consumers.
The document discusses using Google Glass in a classroom setting to provide teachers feedback from students. It proposes an Augmented Lecture Feedback System (ALF System) that uses Google Glass to display symbols over students' heads indicating their understanding of the lesson or answers to questions. A previous prototype showed promise but used bulky AR glasses. The new system uses Google Glass, which is lighter and allows for evaluating the system's effectiveness during daily classroom use. Experiments were conducted to understand teachers' and students' views, and results suggest the system could improve communication and help teachers adapt lesson pacing based on student comprehension.
This document provides an overview of Google Glass. It discusses how Google Glass is a wearable computer with an optical head-mounted display that is being developed by Google. The glasses will run on Android and allow hands-free access to information by communicating with the internet via voice commands. Key features will include a camera, GPS, motion sensors, and the ability to pull in augmented reality information from Google services to be displayed on the lenses. While the glasses are not meant to be worn constantly, they will function as a see-through computer monitor for accessing information as needed, similar to how smartphones are used.
This document is a seminar report on Google Glass submitted by Ghanshyam Devra to Rajasthan Technical University. It includes an introduction to virtual and augmented reality and Google Glass. It discusses the technology used in Google Glass like wearable computing, ambient intelligence, smart clothing, eye tap technology, smart grid technology, 4G technology, and the Android operating system. It describes the design components of Google Glass like the video display, camera, speaker, button, and microphone. It explains how Google Glass works and its features, advantages, disadvantages, and future scope. The report aims to provide information on Google Glass and discuss how it can be used.
Technical Report on Google Glass/Department of INFORMATION TECHNOLOGYSYED HOZAIFA ALI
Google Glass will have a voice-activated assistant similar to
Siri to help users get information and accomplish tasks hands-free.
Camera: The built-in camera will allow users to take photos and record
videos discreetly with voice commands.
Navigation: Google Glass will have GPS navigation capabilities to help
users get from place to place.
Information: Users will be able to get information like weather, stock
prices, sports scores, and more instantly displayed before their eyes.
Connectivity: Google Glass will allow users to stay constantly
connected to email, messages, and social networks without needing to
pull out a phone.
So in summary, Google Glass has the potential to be a groundbreaking
The document provides an overview of a seminar report submitted by Prakhar Gupta on Google Glass. The report includes an introduction to concepts like virtual reality and augmented reality. It discusses the key technologies powering Google Glass like wearable computing, ambient intelligence and 4G. The report also covers the design and working of Google Glass and analyzes its advantages and disadvantages. It concludes with the future scope of augmented reality devices like Google Glass.
Google Glass is the first mainstream augmented reality wearable eye display conceptualized by a large company. It has been promoted through a viral marketing campaign including a video that has been viewed over 18 million times. While Google Glass is framed as the brainchild of Google co-founder Sergey Brin, this paper argues that its popularity could instigate adoption of wearable eye displays as a new paradigm for human-computer interaction. The paper speculates that discussion of Google Glass draws on concepts from popular culture like Batman to promote its adoption.
GOOGLE GLΛSS By Google X and Google.incMujeeb Rehman
Google Glass (styled "GLΛSS") is a wearable computer with an optical head-mounted display (OHMD) that is being developed by Google in the Project Glass research and development project, with a mission of producing a mass-market ubiquitous computer. Google Glass displays information in a smartphone-like hands-free format,[8] that can communicate with the Internet via natural language voice commands.
Glass is being developed by Google X, which has worked on other futuristic technologies such as driverless cars. The project was announced on Google+ by Project Glass lead Babak Parviz, an electrical engineer who has also worked on putting displays into contact lenses; Steve Lee, a product manager and "geolocation specialist"; and Sebastian Thrun, who developed Udacity as well as worked on the autonomous car project. Google has patented the design of Project Glass.
Seminar report on Google Glass, Blu-ray & Green ITAnjali Agrawal
Google Glass is a research project by Google to develop augmented reality glasses. The glasses will have a small video display to show information and will be controlled by voice commands. Key features include a camera, speaker, button, and microphone. The glasses will connect to smartphones and tablets using WiFi and Android software. They will recognize objects and overlay information like maps, photos and translations. This could improve accessibility but also raises privacy concerns. The future potential is promising if technical and social issues are addressed.
The document discusses using Google Glass in a classroom setting to provide teachers feedback from students. It proposes an Augmented Lecture Feedback System (ALF System) that uses Google Glass to display symbols over students' heads indicating their understanding of the lesson or answers to questions. A previous prototype showed promise but used bulky AR glasses. The new system uses Google Glass, which is lighter and allows for evaluating the system's effectiveness during daily classroom use. Experiments were conducted to understand teachers' and students' views, and results suggest the system could improve communication and help teachers adapt lesson pacing based on student comprehension.
This document provides an overview of Google Glass. It discusses how Google Glass is a wearable computer with an optical head-mounted display that is being developed by Google. The glasses will run on Android and allow hands-free access to information by communicating with the internet via voice commands. Key features will include a camera, GPS, motion sensors, and the ability to pull in augmented reality information from Google services to be displayed on the lenses. While the glasses are not meant to be worn constantly, they will function as a see-through computer monitor for accessing information as needed, similar to how smartphones are used.
This document is a seminar report on Google Glass submitted by Ghanshyam Devra to Rajasthan Technical University. It includes an introduction to virtual and augmented reality and Google Glass. It discusses the technology used in Google Glass like wearable computing, ambient intelligence, smart clothing, eye tap technology, smart grid technology, 4G technology, and the Android operating system. It describes the design components of Google Glass like the video display, camera, speaker, button, and microphone. It explains how Google Glass works and its features, advantages, disadvantages, and future scope. The report aims to provide information on Google Glass and discuss how it can be used.
Technical Report on Google Glass/Department of INFORMATION TECHNOLOGYSYED HOZAIFA ALI
Google Glass will have a voice-activated assistant similar to
Siri to help users get information and accomplish tasks hands-free.
Camera: The built-in camera will allow users to take photos and record
videos discreetly with voice commands.
Navigation: Google Glass will have GPS navigation capabilities to help
users get from place to place.
Information: Users will be able to get information like weather, stock
prices, sports scores, and more instantly displayed before their eyes.
Connectivity: Google Glass will allow users to stay constantly
connected to email, messages, and social networks without needing to
pull out a phone.
So in summary, Google Glass has the potential to be a groundbreaking
The document provides an overview of a seminar report submitted by Prakhar Gupta on Google Glass. The report includes an introduction to concepts like virtual reality and augmented reality. It discusses the key technologies powering Google Glass like wearable computing, ambient intelligence and 4G. The report also covers the design and working of Google Glass and analyzes its advantages and disadvantages. It concludes with the future scope of augmented reality devices like Google Glass.
Google Glass is the first mainstream augmented reality wearable eye display conceptualized by a large company. It has been promoted through a viral marketing campaign including a video that has been viewed over 18 million times. While Google Glass is framed as the brainchild of Google co-founder Sergey Brin, this paper argues that its popularity could instigate adoption of wearable eye displays as a new paradigm for human-computer interaction. The paper speculates that discussion of Google Glass draws on concepts from popular culture like Batman to promote its adoption.
GOOGLE GLΛSS By Google X and Google.incMujeeb Rehman
Google Glass (styled "GLΛSS") is a wearable computer with an optical head-mounted display (OHMD) that is being developed by Google in the Project Glass research and development project, with a mission of producing a mass-market ubiquitous computer. Google Glass displays information in a smartphone-like hands-free format,[8] that can communicate with the Internet via natural language voice commands.
Glass is being developed by Google X, which has worked on other futuristic technologies such as driverless cars. The project was announced on Google+ by Project Glass lead Babak Parviz, an electrical engineer who has also worked on putting displays into contact lenses; Steve Lee, a product manager and "geolocation specialist"; and Sebastian Thrun, who developed Udacity as well as worked on the autonomous car project. Google has patented the design of Project Glass.
Seminar report on Google Glass, Blu-ray & Green ITAnjali Agrawal
Google Glass is a research project by Google to develop augmented reality glasses. The glasses will have a small video display to show information and will be controlled by voice commands. Key features include a camera, speaker, button, and microphone. The glasses will connect to smartphones and tablets using WiFi and Android software. They will recognize objects and overlay information like maps, photos and translations. This could improve accessibility but also raises privacy concerns. The future potential is promising if technical and social issues are addressed.
Google Glass is a wearable computer with an augmented reality head-mounted display developed by Google. It has a small display, camera, and can provide information to the user through voice commands. The device connects to Android and iOS phones and provides features like photos, videos, navigation, text messaging, and accessing information from the internet. While innovative, concerns exist around the high cost, limited battery life, potential privacy issues of the camera, and unknown health effects.
This document provides an overview of Google Glass, an augmented reality head-mounted display being developed by Google. It discusses the technologies behind virtual and augmented reality, as well as an introduction to Project Glass. The document then covers the key technologies powering Google Glass like wearable computing, ambient intelligence and 4G networks. It also describes the design components of Google Glass and how it works. Later chapters discuss advantages and disadvantages, future applications and conclusions.
Google Glass is a prototype for a transparent augmented reality head-mounted display that allows users to capture video, interact with contacts, and get navigation help. The announcement video for Google Glass received over 18 million views. While provocative enough to concern competitors like Apple and Microsoft, media coverage often frames Google Glass as the brainchild of Google co-founder Sergey Brin, who is celebrated for developing secret projects like the "Batcave". This paper argues that Google Glass could popularize a new paradigm for human-computer interaction through wearable eye displays.
introduction and abstract on Google Glass Major reportJawhar Ali
This document discusses Google Glass and its potential role in network surveillance. It provides background on Google Glass and augmented reality. The document will investigate whether Glass could contribute to network surveillance by analyzing its capabilities and comparing its potential outcomes to George Orwell's dystopian novel Nineteen Eighty-Four. Theories will be applied to analyze Glass's possibilities for surveillance and interpret its impacts on privacy.
Technology transfer & knowledge management in digitalPrakash Kedia
The document summarizes two case studies on technology transfer: Google Glass, a failed innovation, and Advanced Distribution Management System (ADMS) by Schneider Electric, a successful implementation. It provides details on the conceptualization of Google Glass and reasons for its failure, including high price point and privacy/social acceptance issues. It also describes Schneider Electric's ADMS technology for power distribution management and its successful deployment in Bihar, India to help optimize the electricity grid.
Google Glass meetup presentation by Augnition: description, comparison and us...Patrick Van Renterghem
Presentation at the @itworks meetup on Google Glass. Luc Peeters of Augnition explained the features of Glass, several uses cases, and compared it to other "glassware" solutions.
This document provides a portfolio of projects by Sandeep Zechariah George K. It includes 13 projects in various fields including science, art, and technology. For each project there is a brief description of the motivation, process, challenges, and value added. The projects cover a range of areas such as cloud-based holter monitoring, shape displays, mobile application development, virtual and augmented reality, interactive toys, service design, and more. Skills developed include prototyping, software architecture, design, electronics, and more.
Google technology is considered to be the future of the mobile telephony.Many big organization have involved in developing apps for the glass.Recently a hand gesture software is developed to ease the glass consumers.definitely it can be called as "FUTURE OF THE MOBILE".
Smart Glasses Market report 2015: towards 1 billion shipments Ori Inbar
A new report by AugmentedReality.Org, authored by world expert Ori Inbar, is predicting that the Smart Glasses market will soar towards 1 billion shipments near the end of the decade. The report, "Smart Glasses Market 2015", defines the scope of the Smart Glasses (or Augmented Reality Glasses) market, predicts how fast it will ramp up, and which companies are positioned to gain from it. It forecasts the adoption phases between 2014-2023, the drivers and challenges for adoption, and how hardware and software companies, as well as investors should plan ahead to take part in the next big computing cycle.
Companies Mentioned in this Report
Google, Epson, Microsoft, Intel, Sony, Vuzix, Optinvent, Lumus, Meta, Samsung, Apple, Amazon, Kopin, ODG, Atheer, Glassup, Mirama, Penny, Laster, Recon, Innovega, Elbit, Brother, Oakley, Fujitsu, Canon, Lenovo, Baidu, Nokia, LG, Olympus, Foxconn, Konica Minolta, Daqri, Skully Helmets, Fusar, Seebright, Caputer, RideOn, Zebra Technologies, Magic Leap, Oculus.
The document discusses Microsoft HoloLens, an augmented reality headset. It begins with introductions and definitions of holograms, virtual reality, and augmented reality. It then describes the hardware components of HoloLens, including its cameras, sensors, and how it projects holograms onto lenses using a holographic processing unit. The document outlines some example uses of HoloLens in work, education, and military applications. It concludes by discussing both the advantages of an always-available holographic computer but also some disadvantages and challenges like potential damage or privacy issues.
Iot mirror but can u add artificial 2 @1000KV Technologies 90308448771000kv technologies
electronics engineering live projects abstracts
electronics projects, electronics projects for engineering final year students, electronics and communication engineering projects for final year students,100kv,1000kv,1000kv technologies,1000kv projects,technologies,live projects,Hyderabad live projects,live projects in, diploma low cost projects,1000kv projects, , academic projects,btech live projects,Hyderabad,1000kilovolts,1000kilovolts technologies ,btech main projects ,
The ‘Scale up challenge’: simulation for authentic learning debbieholley1
The challenges of embedding digital technologies in learning, teaching and assessment are complex, and rethinking the roles of educators has been at the foreground of recent Educause New Horizon expert panel reports. The most recent Jisc Student digital experience insights survey (2020) report highlighted that only 20% of students have experiences of simulation. The challenges of scale seem insurmountable – however, in this session we suggest some low-tech solutions, and invite participants to come along bringing their mobile phones and a google cardboard headset. We will discuss some of the barriers and solutions to changing practice, drawing upon the findings of the ‘State of XR and Immersive Learning Outlook Report (2020).
Google presented updates to Android, introducing Android L and new features like job scheduling, camera APIs, and OpenGL ES 3.1. Material Design was also introduced to provide consistent UI experiences across platforms. ART is now the default runtime, improving performance over Dalvik. Project Volta in Android L aims to improve battery life up to 36%. Notifications were enhanced to pop up over apps and new deep linking and security features were added. New platforms like Android Wear, Auto, TV and Fit were also introduced alongside cloud tools to help developers build apps and backends.
This document discusses augmented reality (AR), including current and potential future applications. It begins with an introduction to AR, explaining that it involves adding digital elements to the real world in real-time. Current uses discussed include navigation apps, tourism, military, gaming, maintenance and repair, and advertising. Potential safety issues are raised, such as distractions and health issues like migraines. Potential social impacts discussed are around privacy, social pressure to be connected, and how AR could shape interactions and first impressions. The document concludes by noting there are arguments on both sides around the opportunities and risks of AR.
A ‘white paper’ overview by Dr Mike Hobbs, Visiting research fellow, CEMP, Bournemouth University and Professor Debbie Holley, CEMP and Department of Nursing Sciences Bournemouth University
This briefing paper outlines and summarises recent developments in the context and range of technologies for delivering Augmented Reality (AR). We share some of the uses of the products and examples of applications in social, commercial, medical and educational applications; but make no claim as to this being a full inventory. The work can be read as an independent document or as an extended commentary providing more detail to support the Augmented Reality for Education article in the Encyclopaedia of Educational Innovation (Holley, Hobbs 2020) and the Augmented Reality and Learning Innovation presentation at Edutech 2021 (Holley 2021).
Augmented Reality Smartglasses 2016 trends and challengesAlexandre BOUCHET
This document discusses trends and challenges in augmented reality hardware, specifically smartglasses. It begins by outlining the transition from handheld augmented reality to head-worn augmented reality devices. It then provides an overview of current smartglasses technologies and challenges, including field of view, weight, battery life, rendering latency, tracking accuracy and more. Finally, it argues that while early smartglasses generated hype, the next phase will focus on addressing challenges to enable productive use cases in industries like manufacturing.
This document summarizes augmented reality (AR) technology. It discusses how AR enhances the real-world environment by incorporating digital information like graphics. Examples of AR applications discussed include Intel's x-ray glasses that allow seeing inside objects and Google's Project Tango, which uses sensors and cameras to integrate 3D environments into mobile devices. The document traces the history of AR concepts back to Rene Descartes in the 1600s and discusses ongoing research areas like improving depth sensing and object recognition to advance AR capabilities.
Google is developing Google Glasses through their Project Glass program. The glasses function as a heads-up display and are intended to allow hands-free access to information normally available through smartphones, through voice commands and a small video display on the lens. The glasses utilize technologies like augmented reality, Android, and 4G to pull information from Google's databases and overlay it on the user's field of vision. While the glasses provide easy access to information, maps, videos and more, concerns exist around privacy, safety, battery life, and the ability to care for the glasses. Google aims to push the glasses through regulatory approval and start sales this year.
The Moverio BT-200 is a binocular see-through smart glasses device that allows for augmented reality applications. It has a high resolution display, runs Android 4.0, and includes sensors, connectivity, and a camera. The device is positioned as a platform for augmented reality and hands-free computing applications. Developers can create apps for the Moverio using standard Android SDK tools and target an emerging market for augmented reality experiences.
Project Glass is a Google research and development program to create an augmented reality head-mounted display. The prototype displays information like a smartphone hands-free through voice commands. Google Glass is being developed by Google X Lab and uses the Android operating system. The developer version will be available to US developers in early 2013 for $1,500, while a consumer version is planned for late 2013 to early 2014.
Google Glass is an augmented reality smart glasses product developed by Google. It displays information in a smartphone-like format and allows wearers to communicate with the internet via voice commands. Google began selling an Explorer Edition of Glass to qualified testers in 2013 for $1,500. While Google Glass has received praise for its innovative technology, concerns have also been raised about privacy, safety, and how it may disrupt social interactions.
Google Glass is a wearable computer with an augmented reality head-mounted display developed by Google. It has a small display, camera, and can provide information to the user through voice commands. The device connects to Android and iOS phones and provides features like photos, videos, navigation, text messaging, and accessing information from the internet. While innovative, concerns exist around the high cost, limited battery life, potential privacy issues of the camera, and unknown health effects.
This document provides an overview of Google Glass, an augmented reality head-mounted display being developed by Google. It discusses the technologies behind virtual and augmented reality, as well as an introduction to Project Glass. The document then covers the key technologies powering Google Glass like wearable computing, ambient intelligence and 4G networks. It also describes the design components of Google Glass and how it works. Later chapters discuss advantages and disadvantages, future applications and conclusions.
Google Glass is a prototype for a transparent augmented reality head-mounted display that allows users to capture video, interact with contacts, and get navigation help. The announcement video for Google Glass received over 18 million views. While provocative enough to concern competitors like Apple and Microsoft, media coverage often frames Google Glass as the brainchild of Google co-founder Sergey Brin, who is celebrated for developing secret projects like the "Batcave". This paper argues that Google Glass could popularize a new paradigm for human-computer interaction through wearable eye displays.
introduction and abstract on Google Glass Major reportJawhar Ali
This document discusses Google Glass and its potential role in network surveillance. It provides background on Google Glass and augmented reality. The document will investigate whether Glass could contribute to network surveillance by analyzing its capabilities and comparing its potential outcomes to George Orwell's dystopian novel Nineteen Eighty-Four. Theories will be applied to analyze Glass's possibilities for surveillance and interpret its impacts on privacy.
Technology transfer & knowledge management in digitalPrakash Kedia
The document summarizes two case studies on technology transfer: Google Glass, a failed innovation, and Advanced Distribution Management System (ADMS) by Schneider Electric, a successful implementation. It provides details on the conceptualization of Google Glass and reasons for its failure, including high price point and privacy/social acceptance issues. It also describes Schneider Electric's ADMS technology for power distribution management and its successful deployment in Bihar, India to help optimize the electricity grid.
Google Glass meetup presentation by Augnition: description, comparison and us...Patrick Van Renterghem
Presentation at the @itworks meetup on Google Glass. Luc Peeters of Augnition explained the features of Glass, several uses cases, and compared it to other "glassware" solutions.
This document provides a portfolio of projects by Sandeep Zechariah George K. It includes 13 projects in various fields including science, art, and technology. For each project there is a brief description of the motivation, process, challenges, and value added. The projects cover a range of areas such as cloud-based holter monitoring, shape displays, mobile application development, virtual and augmented reality, interactive toys, service design, and more. Skills developed include prototyping, software architecture, design, electronics, and more.
Google technology is considered to be the future of the mobile telephony.Many big organization have involved in developing apps for the glass.Recently a hand gesture software is developed to ease the glass consumers.definitely it can be called as "FUTURE OF THE MOBILE".
Smart Glasses Market report 2015: towards 1 billion shipments Ori Inbar
A new report by AugmentedReality.Org, authored by world expert Ori Inbar, is predicting that the Smart Glasses market will soar towards 1 billion shipments near the end of the decade. The report, "Smart Glasses Market 2015", defines the scope of the Smart Glasses (or Augmented Reality Glasses) market, predicts how fast it will ramp up, and which companies are positioned to gain from it. It forecasts the adoption phases between 2014-2023, the drivers and challenges for adoption, and how hardware and software companies, as well as investors should plan ahead to take part in the next big computing cycle.
Companies Mentioned in this Report
Google, Epson, Microsoft, Intel, Sony, Vuzix, Optinvent, Lumus, Meta, Samsung, Apple, Amazon, Kopin, ODG, Atheer, Glassup, Mirama, Penny, Laster, Recon, Innovega, Elbit, Brother, Oakley, Fujitsu, Canon, Lenovo, Baidu, Nokia, LG, Olympus, Foxconn, Konica Minolta, Daqri, Skully Helmets, Fusar, Seebright, Caputer, RideOn, Zebra Technologies, Magic Leap, Oculus.
The document discusses Microsoft HoloLens, an augmented reality headset. It begins with introductions and definitions of holograms, virtual reality, and augmented reality. It then describes the hardware components of HoloLens, including its cameras, sensors, and how it projects holograms onto lenses using a holographic processing unit. The document outlines some example uses of HoloLens in work, education, and military applications. It concludes by discussing both the advantages of an always-available holographic computer but also some disadvantages and challenges like potential damage or privacy issues.
Iot mirror but can u add artificial 2 @1000KV Technologies 90308448771000kv technologies
electronics engineering live projects abstracts
electronics projects, electronics projects for engineering final year students, electronics and communication engineering projects for final year students,100kv,1000kv,1000kv technologies,1000kv projects,technologies,live projects,Hyderabad live projects,live projects in, diploma low cost projects,1000kv projects, , academic projects,btech live projects,Hyderabad,1000kilovolts,1000kilovolts technologies ,btech main projects ,
The ‘Scale up challenge’: simulation for authentic learning debbieholley1
The challenges of embedding digital technologies in learning, teaching and assessment are complex, and rethinking the roles of educators has been at the foreground of recent Educause New Horizon expert panel reports. The most recent Jisc Student digital experience insights survey (2020) report highlighted that only 20% of students have experiences of simulation. The challenges of scale seem insurmountable – however, in this session we suggest some low-tech solutions, and invite participants to come along bringing their mobile phones and a google cardboard headset. We will discuss some of the barriers and solutions to changing practice, drawing upon the findings of the ‘State of XR and Immersive Learning Outlook Report (2020).
Google presented updates to Android, introducing Android L and new features like job scheduling, camera APIs, and OpenGL ES 3.1. Material Design was also introduced to provide consistent UI experiences across platforms. ART is now the default runtime, improving performance over Dalvik. Project Volta in Android L aims to improve battery life up to 36%. Notifications were enhanced to pop up over apps and new deep linking and security features were added. New platforms like Android Wear, Auto, TV and Fit were also introduced alongside cloud tools to help developers build apps and backends.
This document discusses augmented reality (AR), including current and potential future applications. It begins with an introduction to AR, explaining that it involves adding digital elements to the real world in real-time. Current uses discussed include navigation apps, tourism, military, gaming, maintenance and repair, and advertising. Potential safety issues are raised, such as distractions and health issues like migraines. Potential social impacts discussed are around privacy, social pressure to be connected, and how AR could shape interactions and first impressions. The document concludes by noting there are arguments on both sides around the opportunities and risks of AR.
A ‘white paper’ overview by Dr Mike Hobbs, Visiting research fellow, CEMP, Bournemouth University and Professor Debbie Holley, CEMP and Department of Nursing Sciences Bournemouth University
This briefing paper outlines and summarises recent developments in the context and range of technologies for delivering Augmented Reality (AR). We share some of the uses of the products and examples of applications in social, commercial, medical and educational applications; but make no claim as to this being a full inventory. The work can be read as an independent document or as an extended commentary providing more detail to support the Augmented Reality for Education article in the Encyclopaedia of Educational Innovation (Holley, Hobbs 2020) and the Augmented Reality and Learning Innovation presentation at Edutech 2021 (Holley 2021).
Augmented Reality Smartglasses 2016 trends and challengesAlexandre BOUCHET
This document discusses trends and challenges in augmented reality hardware, specifically smartglasses. It begins by outlining the transition from handheld augmented reality to head-worn augmented reality devices. It then provides an overview of current smartglasses technologies and challenges, including field of view, weight, battery life, rendering latency, tracking accuracy and more. Finally, it argues that while early smartglasses generated hype, the next phase will focus on addressing challenges to enable productive use cases in industries like manufacturing.
This document summarizes augmented reality (AR) technology. It discusses how AR enhances the real-world environment by incorporating digital information like graphics. Examples of AR applications discussed include Intel's x-ray glasses that allow seeing inside objects and Google's Project Tango, which uses sensors and cameras to integrate 3D environments into mobile devices. The document traces the history of AR concepts back to Rene Descartes in the 1600s and discusses ongoing research areas like improving depth sensing and object recognition to advance AR capabilities.
Google is developing Google Glasses through their Project Glass program. The glasses function as a heads-up display and are intended to allow hands-free access to information normally available through smartphones, through voice commands and a small video display on the lens. The glasses utilize technologies like augmented reality, Android, and 4G to pull information from Google's databases and overlay it on the user's field of vision. While the glasses provide easy access to information, maps, videos and more, concerns exist around privacy, safety, battery life, and the ability to care for the glasses. Google aims to push the glasses through regulatory approval and start sales this year.
The Moverio BT-200 is a binocular see-through smart glasses device that allows for augmented reality applications. It has a high resolution display, runs Android 4.0, and includes sensors, connectivity, and a camera. The device is positioned as a platform for augmented reality and hands-free computing applications. Developers can create apps for the Moverio using standard Android SDK tools and target an emerging market for augmented reality experiences.
Project Glass is a Google research and development program to create an augmented reality head-mounted display. The prototype displays information like a smartphone hands-free through voice commands. Google Glass is being developed by Google X Lab and uses the Android operating system. The developer version will be available to US developers in early 2013 for $1,500, while a consumer version is planned for late 2013 to early 2014.
Google Glass is an augmented reality smart glasses product developed by Google. It displays information in a smartphone-like format and allows wearers to communicate with the internet via voice commands. Google began selling an Explorer Edition of Glass to qualified testers in 2013 for $1,500. While Google Glass has received praise for its innovative technology, concerns have also been raised about privacy, safety, and how it may disrupt social interactions.
This document provides an overview of Google Glass from the perspective of Team Glass at Google. It discusses the people involved in the project, including the origins and mission of Google. It also examines the privacy concerns raised over Glass, as well as the challenges of pricing the technology appropriately. The team believes Glass has potential if it addresses these issues while continuing to develop the product.
Google Glass is a wearable computer with an optical head-mounted display developed by Google. It displays information in a hands-free format like a smartphone. The intended purpose is to allow users to access information available on smartphones without needing to handle a device. Some key features include responding to voice commands, taking pictures and videos, getting directions, and allowing phone calls or video chats. It utilizes technologies like augmented reality and runs on the Android operating system. Google Glass has potential applications in healthcare for improved patient care, medical training, and remote collaboration between doctors. However, concerns over privacy and health effects of prolonged use remain issues.
HCI in Smart glasses:
▪ popular smart glasses on the market and their mainly used sensors;
▪ interaction methods in smart glasses;
▪ application fields of smart glasses (in particular, healthcare field);
This document provides an overview of Google Glass. It describes Glass as an augmented reality head-mounted display developed by Google that allows hands-free Internet access via voice commands. The document outlines key features such as the Android operating system, camera, and voice control. It discusses the Explorer program for early testing and adoption, and concludes that Glass provides ubiquitous access to information by overlaying it on the real world as a potential new type of wearable computer and futuristic fashion accessory.
Google Glass is an augmented reality head-mounted display being developed by Google. It displays information to the user via a small video screen and responds to voice commands. The device connects to smartphones via WiFi and allows hands-free access to maps, messages, photos and more. While promising benefits like accessibility, some disadvantages include privacy concerns, distraction from surroundings, and fragility. Google hopes to push the technology further and gain FCC approval this year for expanded testing and future applications.
M S Reza Jony is presently pursuing his MBA degree at Postgraduate Institute of Management, University of Sri Jayewardenepura, Sri Lanka. He wrote this report on Google Glass during his participation in the Information Management (IM) course........
Google Glass is an augmented reality head-mounted display created by Google that functions like a smartphone but can be controlled by voice and provides information to the user through a small retinal display. It allows users to take pictures and record video, get directions, send messages and browse the internet using just their voice. Google aims to release Glass to developers in 2013 for $1,500 and make it available to the public in 2014 at a similar price to smartphones.
This document provides an overview of Google's history and competitive position. It discusses how Google started as a search engine created by Stanford students Larry Page and Sergey Brin. Google quickly grew due to its accurate search results and now dominates the search engine market. While maintaining the top spot, Google faces competition from Microsoft, Yahoo, and Apple across various products and services. The document also includes a SWOT analysis of Google's strengths, weaknesses, opportunities, and threats, as well as recommendations and Google's current strategic priorities and organizational changes.
Ahmad Reza Khawar - Mid-term DI-academic posterReza Khawar
Augmented reality (AR) allows users to view their environment with additional virtual objects overlaid onto the real world. The document discusses the history and development of AR from 1968 to present day, including early prototypes and increasing applications in fields like education, business, and healthcare. It also notes potential privacy and surveillance issues with AR technologies like Google Glass that could allow unconsented collection of personal information. The conclusion recommends that while AR has benefits, its development must address public concerns about privacy and data protection to gain widespread acceptance.
Google Glass is a type of wearable technology developed by Google consisting of an optical head-mounted display. It displays information in a hands-free format through voice commands and allows the wearer to communicate with the internet. Google started selling an Explorer Edition of Glass to developers in 2013 for $1,500. Key features include a touchpad, camera, and display utilizing a liquid crystal on silicon panel. Many third-party developers created applications that take advantage of Glass's capabilities.
Google Glass is an optical head-mounted display developed by Google X in the shape of glasses. It has a head-up display that replaces the lens of the glasses and allows users to control the device with voice commands or a touchpad. Some key features include the camera, display, software applications from Google and third parties, and potential uses in healthcare as a wearable medical record and in journalism for live reporting.
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Research(base) for Google Glass
1. “Sergey Brin is Batman”: Google’s
Project Glass & the instigation of
computer adoption in popular culture
Abstract
The emergence of Google Glass, a prototype for a
transparent Heads-Up Display (HUD) worn over one
eye, is significant. It is the first conceptualization of a
mainstream augmented reality wearable eye display by
a large company. This paper argues that Glass’s birth is
not only a marketing phenomenon heralding a technical
prototype, it also argues and speculates that Glass’s
popularization is an instigator for the adoption of a new
paradigm in human-computer interaction, the wearable
eye display. Google Glass is deliberately framed in
media as the brainchild of Google co-founder Sergey
Brin. Glass’s process of adoption operates in the
context of mainstream and popular culture discourses,
such as the Batman myth, a phenomenon that warrants
attention.
Author Keywords
Computer adoption; user experience; wearable eye
display; augmented reality; popular culture; discourse
analysis; humanities
ACM Classification Keywords
H.1.2 User/Machine Systems; human factors
General Terms
Human Factors
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are
not made or distributed for profit or commercial advantage and that
copies bear this notice and the full citation on the first page. To copy
otherwise, or republish, to post on servers or to redistribute to lists,
requires prior specific permission and/or a fee.
CHI’13, April 27 – May 2, 2013, Paris, France.
Copyright 2012 ACM 978-1-XXXX-XXXX-X/XX/XX...$10.00.
Isabel Pedersen
University of Ontario Institute of
Technology
Oshawa, ON, Canada
isabel.pedersen@uoit.ca
Douglas Trueman
University of Ontario Institute of
Technology
Oshawa, ON, Canada
douglas.trueman@gmail.com
2. Introduction
The emergence of Google Glass, a prototype for a
transparent Heads-Up Display (HUD) worn over one
eye, is significant on several levels. It is the first
conceptualization of a mainstream augmented reality
wearable eye display playing out in a viral marketing
campaign. Google Glass will enable us to capture
video, let us interact with personal contacts, and
navigate maps, amongst other things. The YouTube
concept video “One Day…” that announced its coming
on April 4, 2012, has been viewed more than 18 million
times [1]. Gracing the face of Diane von Furstenberg,
who wore it at New York’s fashion week, it is often
strategically trotted out for photo opportunities [2]. It
has been provocative enough to scare both Apple and
Microsoft, who had been issuing patents for augmented
reality products of their own [3]. However, most salient
of all is the way Google Glass is framed in media as the
brainchild of Sergey Brin, the American computer
scientist of Russian descent who co-founded Google.
Brin is also celebrated in online articles as a real life
“Batman,” who is developing a secret facility
resembling the “Batcave” [4]. This paper argues that
Glass’s birth is not only a marketing phenomenon
heralding a technical prototype, it also suggests and
speculates that Glass’s popularization is an instigator
for the adoption of a new paradigm in Human-
Computer Interaction (HCI), the wearable eye display.
Glass’s process of adoption operates in the context of
mainstream and popular culture discourses, a
phenomenon that warrants attention.
Background
Google Glass is a prototype for an augmented reality,
heads-up display developed by Google X lab slated to
run on the Android operating system (see Figure 1).
Augmented reality involves technology that augments
the real world with a virtual component [5]. The first
appearance of Glass was on Sergey Brin who wore it to
an April 5, 2012 public event in San Francisco.
Provocative headlines emerged such as “Google ‘Project
Glass’ Replaces the Smartphone with Glasses” [6] and
“Google X Labs: First Project Glass, next space
elevators?” [7]. A groundswell of anticipation surrounds
Glass because it implies a revolutionary transition to a
new platform, even though release for developers is
only planned for 2013. At the time of our writing this
paper, it is not available for consumers who can only
see it in promotional materials.
Figure 1 Google Glass
Heads-up eye displays are not new. The Land Warrior
system, developed by the U.S. army over the past
decade, for example, includes a heads-up eye display
with an augmented reality visual overlay for soldier
communication. Many well-known inventors have
contributed eye display technology, research or
applications over the past two decades including Steve
“I wear a mask. And that
mask, it's not to hide who
I am, but to create what
I am.”
Batman
“Broken City, Part 5”
Batman vol 1 624
3. Mann (Visual Memory Prosthetic), Thad Starner
(Remembrance Agent), and Rob Spence (Eyeborg).
Commercially, Vuzix is a company that currently
manufactures transparent eye displays.
Science fiction and popular references to the eye
display are almost too numerous to list, but most are
featured in military uses: Arnold Schwarzenegger’s
Terminator from the 1984 film had an integrated head’s
up display that identified possible targets, Tom Cruise’s
Maverick in Top Gun had a rudimentary display to
indicate an enemy plane’s target acquisition and
current G-forces, and Bungie’s landmark video game
series Halo features a head’s up display that gives the
player real-time status updates on player enemy
locations, shield levels, remaining ammunition and
waypoint information. In most popular culture uses, a
head’s up display is transparently overlaid upon the
real world. However, in video games, the display is
considered to be part of the entire game interface.
While many film and television shows are adding HUDs
to their storytelling to add a science fiction or futuristic
feel, there is a movement in game development away
from any artificial HUDs as many consider them to be
“screen clutter” and block a player’s view of a created
world. The video game Dead Space by Electronic Arts
is an exemplar of this new style: traditional game
information such as health and ammunition have been
woven into character design, allowing for an
unobstructed view.
However, significant to this paper is that fact that
wearable eye displays have not been embraced in the
mainstream as a legitimate computer platform in the
league of the smartphone or the laptop.
Relevance to HCI Community
Google is calling for a profound change in computer
interactivity with the mainstream introduction of the
wearable eye display. This case study explores how this
nascent computer platform is undergoing a process of
early adoption in creative and alternative ways. Our
paper charts this phenomenon by reading the popular
culture context that surrounds adoption and the
discursive response in the news and media.
The path to technology adoption is a much-researched
area with established theories as to why people
embrace a platform. John B. Horrigan and Ellen
Satterwhite analyze adoption and emphasize the social
aspect:
[It is] social support that draws people to
adoption, that is, the “demonstration effect”
that comes when people see others in their
social networks using something new, which in
turns helps people understand the value of
trying something new. . . People learn about a
new product from people around them; their
social networks, in other words, play a key role
in helping people discover the utility and
usability of an innovation. [8]
Google’s approach is to bring Glass into public social
networks before it emerges. It generates a culture and
a mass mainstream following for Glass as a new HCI
platform by mediating how it is introduced to the
public. Using an exemplary figure in Sergey Brin,
Google makes Glass seem both socially relevant as well
as alluring. While relevant research has been conducted
on the adoption of “hyped technologies,” [9], it usually
takes a consumer research perspective and does not
4. consider the broader discourses, personas, and popular
culture allusions that function in this process.
Moreover, HCI practitioners are encouraged to embrace
much more complex models of users as selves with rich
life experiences. Hedonic factors are becoming more
important considerations for design [10]. Karapanos,
Zimmerman, Forlizzi, and Martens, make this point:
CHI [Computer Human Interaction] has been
naturally focusing on early interactions. As a
consequence we have been mostly concerned
about the product qualities that dominate in
early use. We argue that the focus of CHI
practice should expand from the study of early
interactions to the study of prolonged
experiences, understanding how a product
becomes meaningful in a person’s life. [11]
While these authors promote a more prolonged,
“temporal” analysis of how users value and identify
with a new platform in the process of adoption (in their
case, the iPhone), our research calls for understanding
the process adoption even before a user has made a
purchase or even seen the device. It calls for analyzing
the culture that precedes adoption.
Enthusiast responses and external press also contribute
to the popularization of technological innovation. Our
case study was initiated, in part, by a social media
event that presupposed the announcement of Google
Glass. On October 25, 2011, Business Insider published
an article called “Googlers Are Passing Around A Crazy
Rumor About Sergey Brin Working On Architecture”
that opened with a provocative claim:
‘Sergey Brin is Batman.’ That's the meme flying
around the Google office, several sources within
the company have told us. While Brin has a
number of pet projects, the most interesting one
is a potential project involving architecture. [4]
This article frames Brin as Batman and it paves the way
for much press on the Google X Lab, the real-life secret
lab that is touted to be developing a space elevator, a
self-driving car, and the now imminent Google Glass
(see figure 2). In subsequent articles by the same
writer, there is mention of a rumour that Brin is
creating an architectural blueprint for a “batcave.” Our
goal is to understand how and to what end the
popularization of certain ideas precede technological
innovation and essentially ease adoption.
Figure 2 Sergey Brin wearing Google Glass
Methodology
This paper materializes from a team-based, ongoing
humanities project on the rhetoric of wearable
computers and augmented reality devices as they
impact digital life and culture. It works in conjunction
with previous work on Glass’s social media campaign
5. [12]. It also follows previous research on the popular
culture effect of the Iron Man phenomenon on technical
innovation and augmented reality [13].
For this paper, the study draws on the discourse
analysis of a corpus of 1,000 mainstream print news
articles, as well as online media pieces spanning
February 2012 to November 2012 that focus on
Google's “Project Glass” and charts the YouTube social
media campaign. So-called rumors that surround early
predictions for future Google products also undergo
textual analysis. The study also delves into a close
reading of the Batman myth, which provides prior
context for the emergence of Glass.
This paper speculates in three veins toward the
argument that Google Glass operates through a culture
that is currently provoking a paradigm shift toward
wearable components in the eye display:
1. Fascination with the Batman myth
2. Fascination with the Batcave
3. Popularization in traditional and social media
1. Fascination with the Batman myth
Created by comic artist Bob Kane and writer Bill Finger,
Batman first appeared in Detective Comics #27 in May
of 1939. In the 70 years since, Batman has achieved
iconic status in comic books, film, television, animation
and video games.
Batman’s tale of billionaire playboy Bruce Wayne who
fights crime from the shadows by night runs counter to
almost all other superhero archetypes, aside from Tony
Stark’s Iron Man. Whereas almost all other superheros
have been bestowed with superpowers from cosmic
radiation, genetic mutation or laboratory accidents,
Bruce Wayne is an everyman who defeats his foes with
guile, fear, and technological genius. Batman’s moral
code prohibits him from killing his enemies, and this
restriction on his behavior has led to the creation of
many devices to subdue, defeat and restrain opponents
in non-lethal fashion.
Figure 3: Batman battling a shark with Bat-Shark
Repellent (Batman, 1966).
While British agent James Bond also featured many of
his own gadgets that have now come to fruition
(cameras the size of credit cards, radio receivers that
slip in one’s ear canal), 007 was always given his
technology from the character Q, the implied result of
tens of millions of dollars of research and development
provided by the British government. Like Spider-Man’s
alternate ego Peter Parker who invented his wearable
webshooters in the bedroom of his uncle’s house,
Batman’s wearable technology was created out of one
man’s necessity (see Figure 3). It is this archetype of
the lone scientist working in domestic isolation for the
common good that fueled much of today’s modern
6. technology: one only has to look at the early years of
Steve Jobs, Bill Gates, and Sergey Brin to see the real-
life equivalent of a genius who ignores social
convention in dogged pursuit of a vision.
Just as classic tales like Romeo & Juliet and Oedipus
are continually reinterpreted for a modern audience, so
too has Batman — and his technology — been
reinvented.
The campy 1960s television version of Batman that
starred Adam West played fast and loose with Batman’s
wearable technology, as almost every gadget that
Batman used was prefixed by the word “Bat,” a
convention which was even integrated into the show’s
advertising (“Same Bat-Time, Same Bat-Channel”).
Though his technology began to border on the
ridiculous (“Bat-Rope,” “Bat-Drinking Water Dispenser”
and even “Bat-Shark Repellent”) the early series paved
the way for the high tech gadgets found in Christopher
Nolan’s Dark Knight trilogy.
2. Fascination with the Batcave
As the mythology of Batman evolved past ink strokes
on comic paper, so too did Batman’s means of
procuring his technology. While Tony Stark of Iron Man
is internationally famous for being a genius inventor,
Bruce Wayne’s is seen more as a savvy investor and
playboy than having any great technological prowess.
The invention of the microchip in 1959 ultimately
destined Batman’s gear to become increasingly
computerized, and his mythology evolved to suit the
then modern era. Rather than add computer
programming and hardware development to Batman’s
long list of skills, the comics saw the introduction of a
character named Lucius Fox. Played by Morgan
Freeman in the Christopher Nolan trilogy, Fox works as
the research head of Wayne Enterprises’ Applied
Science Division and supplies Batman with much of his
portable technology (see Figures 4 and 5). This
evolution of the Batman mythos runs the Caped
Crusader parallel to James Bond in that both figures
have access to cutting edge technology developed not
in isolation, but by teams of highly skilled professionals
working with near limitless financial and technological
resources — much like the modern day equivalent of
Google.
Figure 4. High-tech wizardry in the original Batcave
(Batman, 1966).
Figure 5: Character Lucius Fox in the Applied Sciences
Division of Wayne Enterprises (The Dark Knight, 2008).
“Google X shows
dogged determination
for far-out research”
CNET.com
“'Google X' is where
the search giant's
scientists work on wild,
out-there ideas.”
The Daily Telegraph
(Australia)
“The 'Google X'
laboratory in California
is responsible for the
idea of refrigerators
that order food
themselves, plates that
post details of the
content of your meal to
a social network, self-
driving cars and space
elevators — and today
they added another
futuristic product to
their list: wraparound
shades that you can
use to browse the
internet.”
The Independent, (UK)
7. While the original Batman was able to toil away in the
solitude of the Batcave to serve the greater good, the
evolved Batman makes use of a team, which remains
unaware of its technology’s ultimate usage.
This development reflects technological sophistication
of the times. Modern science fiction must intrigue
readers with its portrayal of what might be, and the
development of the smartphone made much of Batman
and James Bond’s once-futuristic technology obsolete.
A child who has grown up with an iPad would not be
impressed with Batman’s older technology, and so both
Batman’s mythology and his tech must evolve to stay
relevant for his audience.
While it’s difficult to see the practical commercial
application of a portable shark repellent, the eventual
transformation from low-tech camp to a high tech
display that lets Batman see otherwise invisible objects
through visual depictions of sonar waves in The Dark
Knight has almost limitless applications, be they
military, medical, or civilian. One wonders what future
stories will be told by the writers of Batman as modern
consumers gain access to further technologies.
The Batcave can also be construed as a metaphor for
the allure generated by “Google X,” which appears in
the corpus of our study 273 times under several
descriptors, such as “laboratory,” “team,” “project,”
“research group,” and set of “engineers.” The word
“secret” occurs 206 times, emphasizing Google X’s
positioning as a mysterious location where innovation
occurs. The corpus exudes confidence surrounding
Google X. Most significant of all, the word “future”
occurs 735 times suggesting that Google is creating the
future that we will all ultimately fulfill.
3. Popularization in traditional and social
media
Sergey Brin has been loosely associated with Batman
since the fall of 2011, setting persuasive discursive
grounds for actions that Google takes. A compelling
character in the narrative that charts this technology’s
emergence, the name “Sergey Brin” appears 713 times
in the corpus of 1,000 print and online news articles
about Google Glass. Often the story concentrates on
Brin’s activities, comments, whereabouts, and future
expectations amid news of a technology that only exists
as an artifact of the press for the public. Rupert Till
explains the definition of how an individual must amass
popular fame in order to form a “cult of personality”:
A celebrity is someone who is well known for
being famous, and whose name alone is
recognizable, associated with their image, and is
capable of generating money. . . For a star to
progress to a point where they are described as
a popular icon requires their achievement of a
level of fame at which they are treated with the
sort of respect traditionally reserved for religious
figures. In order to be described as a popular
icon, a star has to become a religious figure, to
develop their own personality cult and recruit
followers. [14]
While it would be a stretch to call Brin a pop cult icon,
the point is that Google Glass and the constructed
character of Sergey Brin co-create each other,
generating the kind of popularity often reserved
celebrities like Bill Gates, the late Steve Jobs, and
8. Mark Zukerberg. However, no computer platform has
been popularized and sensationalized at such an early
stage and in such a unique way. The field of HCI charts
new ground.
Figure 5. Screenshot from One Day… YouTube video
Enticing too, are the YouTube concept videos
introducing the public to Google Glass and the
fascinating potential for this new computer platform.
Most salient are “Project Glass: One Day” (April 4
2012: 18,762,646 views) “Project Glass: Trampoline
Video” (May 24, 2012: 716,460 views) and “Project
Glass: Live Demo At Google I/O” (June 27, 2012:
1,092,418 views). Functioning to normalize what this
platform is for, the tasks it can fulfill and the potentials
it reveals, these videos also narrate a utopian future
where anything is possible. The character of “Project
Glass: One Day” lives a mediated life whereby no task
such as building his calendar, navigating a bookstore,
or meeting friends suffers any interruption or hardship
(see figure 5). Reminiscent of both the augmented life
of Star Trek: The Next Generation and the saccharin
sweet utopia of the film Pleasantville, “One Day...”
promotes a perfect world and perfected digital lifestyle
that is hard to resist.
Discussion
Much recent HCI-related research has focused on
broadening the field of user-centered design and user
experience into adjacent disciplines. Our case study
crosses many disciplinary boundaries including
hardware design, computer adoption, user experience,
brand identification, marketing and advertising, social
media and popular culture, to name a few. We explore
how potential (future) users are persuaded to adopt a
new platform by looking at multiple avenues of
adoption or persuasive tactics. Considering that it
cannot be purchased, demoed or touched by everyday
people, Glass’s significance is unique and extends
beyond being a successful marketing campaign. It is
establishing a working notion for what an augmented
reality eye display should do for everyday people.
For the past decade, the CHI community has also
maintained an ongoing conversation concerning
innovation in the field. Saul Greenberg and Bill Buxton
argue that usability testing at the early stages of design
may “quash what could have been a promising design
idea” [15]. They go on to discuss how usability has led
to a “dilemma” and they ask “how can we create what
could become culturally significant systems if we
demand that the system be validated before a culture is
formed around it?” [15]. Our case explores how
systems become validated by cultural, social, and
commercial processes at the early stages.
9. Conclusion
Michael Cusumano argues “that companies in the
information technology business are often most
successful when their products become industrywide
platforms” [16]. Google is clearly trying to fulfill this
goal for Glass using traditional news channels, social
media, and by responding to an enthusiast following
very much interested in mythic heroes such as Batman,
Iron Man, and so many others. Google Glass may or
may not be a successful product; however, the fact
remains that as a phenomenon it has had an incredible
impact on the eye display as a device, a platform, and
the cultural milieu that surrounds and contextualizes it.
This paper has argued that the wearable eye display as
a platform undergoes early stages of mainstream
adoption amid mythic discourses like Batman and his
Batcave. It also acknowledges traditional new
discourses and the ebb and flow of social media in this
process of adoption.
There are many avenues for deeper exploration of
Google Glass and its popularization. Comparison with
historical Apple products and early campaigns such as
the famous Macintosh 1984 Superbowl TV
advertisement could broaden the research in terms of
how marketing drives platform adoption. Closer text
readings of the Batman comics and films over time
could lead to a richer argument concerning the
normalization of technology in popular culture to
contextualize claims within the paper. Finally, a
comparison between the Iron Man and Batman mythos
would yield interesting analysis concerning fandom and
real technical innovation. Tony Stark’s Iron Man
outclasses Batman on almost every possible level: it is
a fully realized exoskeleton featuring a voice-activated
artificial intelligence named Jarvis, is capable of sub-
orbital flight, and yet is small enough to fit into a
briefcase. However, more significantly, it is fan-based
and mainstream enthusiasm for heroes and their
technologies that is the object of interest to this kind of
research.
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