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AUGMENTED REALITY


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AUGMENTED REALITY


AUGMENTED REALITY


https://www.playstation.com/en-us/explore/playstation-vr/ PlayStation® VR WORLDS is a journey through five virtual reality experiences developed specially for PS VR, including The London Heist, VR Luge, Into the Deep (working title) and more. May contain content inappropriate for children, visit www.esrb.org for rating information ©2016 Sony Computer Entertainment Europe. Developed by SCE London Studio.
Demo showing sample pages from the Augmented Reality Pop-up Book "Who's Afraid of Bugs?" Concept, design, paper-engineering and production by Helen Papagiannis. More at: http://augmentedstories.wordpress.com Twitter: @ARstories
INDE's Augmented Reality experiences for large screens are next-generation platforms for entertainment, education and retail spaces, guaranteed to turn host venues - zoos, museums, theme parks, malls and more - into unique and highly attractive destinations. Get up-close and personal with some of the most magnificent creatures from the ocean with INDE’s latest augmented reality experience. From a beautiful orca to a friendly walrus, the Ocean Adventure BroadcastAR system takes you incredibly close to these fantastic wild animals and lets you touch the untouchable. INDE’s BroadcastAR augmented reality experiences are ready to delight audiences with some of the most realistic 3D animated characters ever created. Installable in public or private spaces, they provide a unique experience for all ages and are extremely compelling as both media space and edutainment platforms. Licensing worldwide: indestry.com/ocean
One of the places where the tension between searching and browsing is readily apparent is the library. We go to search for a book, do research, or just read and work. However, we often find ouselves getting lost among the shelves of books, spending time browsing, and hoping for a serendipitous discovery or two. Nimble shows what a mixed touch, digital, projection, and book-based library might look like. This is relevant because people still like the tactile feel of books and other printed media and they also like to browse. The project also allows to collect and sort out notes and highlights from the books you are reading. Rather than trying to find a book in the x^-15 decimal place with the Dewey decimal system, you can navigate spatially and orient yourself in the direction of your search using the digital search compass. For more info: http://sureskumar.com/?p=134
Designed & Produced by: Sanborn media Factory Creative Director: Hilary Kempers - Cristian Gallo 3D: Cristian Gallo Compositor: Cristian Gallo Audio & SFX: Skyler Klingenberg
Huge thanks to everyone for your amazing feedback, we appreciate your likes, shares and adds. INDE Appshaker recently launched a unique way for people to interact with the amazing world of National Geographic Channel's content from around the globe. Using the principles of augmented reality, people could immerse themselves in different scenes such as dolphins, leopards, the space landings, dinosaurs and more. 1000s of people interacted with the National Geographic Channel brand in the process as it toured Hungary, with 1000s more people sharing snapshots and video on Facebook as a result. For more information on INDE appshaker, please head to www.indestry.com Show your love for the Penguin Cafe Orchestra by purchasing their single at: http://itunes.apple.com/gb/album/perpetuum-mobile/id17508263?i=17508153
Grid is an Augmented Reality environment which provides a spatial configuration for real-time gaming at an architectural scale. This project showcases a prototype of the AR environment devised at one to one scale to test the possibilities of augmented reality in the built environment. The project uses a simple architectural maze which people can navigate through in real-time. The prototype was developed for the iphone using Qualcomm Augmented Reality SDK and Xcode. For more information visit: http://www.darfdesign.com/grid.html http://saharfikouhi.blogspot.com/2011/12/grid-augmented-reality-gaming_27.html
Theatre Book - Macbeth is an augmented reality pop-up book that brings 'the Scottish play' to life with miniature projection mapping. Created by Davy and Kristin McGuire in 2014, the multi media book features six pop-up pages designed like sets on a stage, with actors projected onto the paper scenery. Macbeth is the first story of a series of AR pop fiction books. All technical equipment such as a battery-powered micro projector and computer, loudspeakers are integrated into the cover of the book creating a standalone storytelling device that mixes the formats of a book and a theatre stage. The story is driven by the owner of the book who turns the pages and thus triggers video and sound to play out the scenes. Theatre Book is a development of The Icebook, the world‘s first projection mapped pop-up book: www.theicebook.com Theatre book is a collaboration between Davy & Kristin McGuire, Matt Hayler and the Royal Shakespeare Company, supported by the REACT Knowledge Exchange Hub for the Creative Economy. REACT is a collaboration led by UWE Bristol (the University of the West of England), Watershed and the Universities of Bath, Bristol, Cardiff and Exeter, funded by the Arts and Humanities Research Council (AHRC). React-hub.org.uk