About new channels that distribute and “install” new worldview programs

One hundred years ago the worldview was “installed” on “people” mainly through two main information channels:

– Education systems (school, university, church);

– Personal experience (practice, books, family, environment).

If at that time you developed any “add-ons” to the prevailing worldview system, wanted to offer a fundamentally new system of worldviews or modify the emphasis in the existing, then you would have to negotiate this with the church or the state (represented by the monarch), who were the owners/censors of the main distribution channels. Continue reading “About new channels that distribute and “install” new worldview programs”

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”

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”

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“”

Virtual Reality could be the Best Visual Interface for Drones

Originally published at medium.com – Virtual Reality could be the Best Visual Interface for Drones 

As you may know, there will be a rapid utilization of drones for commercial purposes (products delivery, inspections, other commercial services, etc.) in the next 2–3 years.
In order to provide services in different areas drones will require either completely autonomous navigation or manual co-piloting, meaning human labor.

For the last 3 months we have been experimenting in our lab with more natural interfaces for the manual drone control. We expect that they can minimise the risk of crashing and increase the accuracy of co-piloting due to clarity and intuitive interface, which will be based on our navigational system and SLAM SDK.

One of the most interesting and intuitive interface ideas is to use virtual reality headset together with the gesture recognition sensor(like Leap Motion):

1dronevirtualreality

View in the headset: Continue reading “Virtual Reality could be the Best Visual Interface for Drones”

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


If you like this article, please subscribe to my monthly newsletter: