Physically Passive Augmented Reality

Physically Passive Augmented Reality

I’m writing this short post on September 19, 2017 at the heart of the marketing hurricane raised by ARKit and ARCore for mobile phones, but still I hope to be heard :=)

Since 2010, we at Augmented Pixels, Inc. have tested a lot of UI / UX hypotheses in Augmented Reality (from the AR Basketball game, which was featured by Apple, to the furniture store in Augmented Reality (AR), AR Browser and Pokemon Go analogs) and in the end came to one trivial conclusion:

Because Augmented Reality applications usually require physical movements (standing up – bending over – walking and so on), users very quickly stop using them REPEATEDLY if they do not receive either a good dose of endorphin or do not see the HIGHEST utility from the mobile phone application, the use of which requires increased calorie burning (let’s face it, this is a fairly rational behavior in biological terms). Continue reading “Physically Passive Augmented Reality”

Parasitism in social groups and knowledge exchange

Each of us whether we want it or not belongs to different social groups.

Types of such groups are extremely diverse – the community of parents of same cass pupils, council of the charity foundation, society of amateur fishermen, Freemasons society, that is building plans to seize world domination, etc. ;=)

We stay in most of these groups for personal pleasure and we invest relatively small money / part of personal time.

Therefore, we do not waste time on a critical analysis of the rest of the group and just enjoy being in such group …. or we leave it – becoming a member of the majority of social groups does not cost a thing.

However, there are groups which we enter to achieve specific goals, exchange communications and knowledge that is valuable to us + the very fact of joining such groups costs us significant time and financial resources. Continue reading “Parasitism in social groups and knowledge exchange”

My talk to the Board of the National Academy of Sciences (USA)

My talk to the Board of the National Academy of Sciences (USA) about Artificial Intelligence and Augmented Reality in Agriculture

Agenda: link

Best regards,

vit

Vitaliy Goncharuk

v @ vactivity.com


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2D Symbols are Obsolete and Should be Reinvented for Augmented and Virtual Reality

2D Symbols are Obsolete and Should be Reinvented for Augmented and Virtual Reality

In 2011, my team of designers with extensive experience in developing for mobile platforms started developing the first interfaces for augmented (AR) and virtual reality (VR) applications.

After a series of tests, we realized that the simple transfer of experience from 2D UI/ UX design into the field of 3D virtual reality and augmented reality does not work; at that time I wrote an article “Future belongs to Augmented Reality and 3D interfaces”.

Moreover, the utility and usability of interfaces in virtual reality and augmented reality are fundamentally different and even the experience of interface design for 3D games does not play a big role and should not be considered relevant.

Continue reading “2D Symbols are Obsolete and Should be Reinvented for Augmented and Virtual Reality”

Mixing Augmented Reality with Artificial Intelligence

Hi!

In this short video I talk about:

1. The future of Augmented Reality (AR) and Virtual Reality (VR)
2. Why AR/VR data is very useful for Artificial Intelligence
3. AR vs. VR in our current life concept (i.e. living in a real world without prevalence of life simulations)



P.S. Usually I am more “normal” and stay away from these topics :=)

Best regards,

vit

Vitaliy Goncharuk

v @ vactivity.com


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Virtual Reality is just a Subtrend of Augmented Reality… in Our Current “Life Concept“

In 2015-2016 I have been observing a huge buzz in media around Virtual Reality (VR).

It seems that Virtual Reality is literally everywhere while Augmented Reality is receding.

But actually it is not true.

Of course, if we were planning to switch to a concept of life shown below,

the-matrix

the development of virtual reality technology would be a key priority.

Continue reading “Virtual Reality is just a Subtrend of Augmented Reality… in Our Current “Life Concept“”

Will employers “hire” neural networks /robots instead of Harvard/Stanford students?

July 9-10, 2016 – was a wonderful and very interesting weekend: on Saturday I organized the Eastern European Computer Vision Conference, and on Sunday I held a private event for 20 people with INCOSE Russian chapter research director to discuss the burning issues in the field of Systems Engineering.

A lot of conclusions after such intellectual weekend have been made.

The most interesting of those that can be published is the following:

The education system in the last years has been actively discussing issues of reforms and changes in teaching methods, but nothing really revolutionary has been offered – it is mainly the “imitation” of changes and reforms.

Why do I think so? Continue reading “Will employers “hire” neural networks /robots instead of Harvard/Stanford students?”

RoboCommunism in the USA?

I was born in the Soviet Union and still remember that before 1991 there were futile attempts of society organization according to Karl Marx’s sayings.

post1

But people did not survive the 75-year-old experiment and during 5 years(1986-91) destroyed the system of fake communism and started creating the wild capitalism by copying the available simplified models and ruthlessly instilling its (capitalistic) qualities and meanings to all levels of society.

Continue reading “RoboCommunism in the USA?”

Boom in AR/VR as a result of global competition in mobile industry

In the last 1-2 years, we have been witnessing an active interest on the part of global corporations, such as Google, Samsung, Apple etc to the area of Augmented Reality and Virtual Reality.

What causes such close attention to our sphere in the recent years and why corporations were not particularly interested in developments in the field of VR and AR before?

In my opinion, in the 90s world producers of “personal electronics” only slightly competed with each other and engaged more in the expansion in local markets – for example Nokia was almost unknown in the United States, while Motorolla almost was not represented in the European market.

Prior to 2003-2004, these corporations were securing markets, teaching consumers how to use smartphones and in fact were creating very similar platforms and technologies.

With the emergence of iPhone from Apple the market essentially got the first universal platform that provides services and deliver content to customers. It has become popular in all markets, which qualitatively changed the global nature of how companies work in mobile industry.

As a result, instead of expansion in local markets we got global competition. Those who could not scale its business left the market.

If we analyze the development of mobile phones, the market share of major players in the last 2-3 years, we can see that the period of expansion ended for them and they started competing very harshly with each other in terms of “burning marketing budgets,” which results in the decreases of their margins. There is nothing fundamentally new that has changed in smartphones – the competition is in the “screen size” and additional services, which in fact are quite simple to add.

What is the easiest method to get away from the direct and unfavorable competition?
That’s right – start developing adjacent areas or even better – create new markets.

One of these promising new markets is VR and AR.

It is our sphere of VR and AR that is slowly, but steadily was able to create the prototype devices just by the time the open competition among the major manufacturers of smartphones started. These prototypes allow to deliver content and to offer new services to consumers more effectively (not in 2D, but in 3D), but even more importantly IN LARGE SCALE.

Therefore, the major manufacturers of smartphones have started actively invest in this area, realizing that the next battle for the consumers’ wallets will not be at arm’s length, but directly in front of consumers’ eyes.

Well, we can only increase our efforts to develop the most organic devices and interfaces in VR and AR.

Due to the growing competition in the VR and AR between large corporations the best companies in VR and AR will get an opportunity to reach out to consumers and become popular among them by creating an entirely new reality or by augmenting it!

Best regards,

vit

Vitaliy Goncharuk

v @ vactivity.com


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