If You’re Not Seeing Data, You’re Not Seeing

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As you shove your way through the crowd in a baseball stadium, the lenses of your digital glasses display the names, hometowns and favorite hobbies of the strangers surrounding you. Then you claim a seat and fix your attention on the batter, and his player statistics pop up in a transparent box in the corner of your field of vision.


It’s not possible today, but the emergence of more powerful, media-centric cellphones is accelerating humanity toward this vision of “augmented reality,” where data from the network overlays your view of the real world. Already, developers are creating augmented reality applications and games for a variety of smartphones, so your phone’s screen shows the real world overlaid with additional information such as the location of subway entrances, the price of houses, or Twitter messages that have been posted nearby. And publishers, moviemakers and toymakers have embraced a version of the technology to enhance their products and advertising campaigns.

“Augmented reality is the ultimate interface to a computer because our lives are becoming more mobile,” said Tobias Höllerer, an associate professor of computer science at UC Santa Barbara, who is leading the university’s augmented reality program. “We’re getting more and more away from a desktop, but the information the computer possesses is applicable in the physical world.”

Tom Caudell, a researcher at aircraft manufacturer Boeing, coined the term “augmented reality” in 1990. He applied the term to a head-mounted digital display that guided workers through assembling electrical wires in aircrafts. The early definition of augmented reality, then, was an intersection between virtual and physical reality, where digital visuals are blended in to the real world to enhance our perceptions.

Augmented Reality Today Total Immersion is one of the most successful augmented reality providers today, having created interactive baseball cards, a 3-D tour of the Star Trek Enterprise, and now, a new line of Mattel actions figures based on the upcoming sci-fi-flick, Avatar.

Here’s a quick look at how their augmented reality technology works. Take the baseball cards. Users have to first log on to a URL (www.toppstown.com) and enter a 3-D section where they enter an interactive code found on their baseball card to activate the software. Then, they can hold the card under a webcam and Total Immersion’s software goes to work. continue reading…

Futurists and computer scientists continue to raise their standards for a perfectly augmented world. Höllerer’s dream for augmented reality is for it to reach a state in which it does not rely on a pre-downloaded model to generate information. That is, he wants to be able to point a phone at a city it’s completely unfamiliar with, download the surroundings and output information on the fly. He and his peers at UCSB call this idea “Anywhere Augmentation.”

But we have a long way to go — perhaps several years — before achieving Anywhere Augmentation, Höllerer said. Augmented reality is stifled by limitations in software and hardware, he explained. Cellphones require superb battery life, computational power, cameras and tracking sensors. For software, augmented reality requires a much more sophisticated artificial intelligence and 3-D modeling applications. And above all, this technology must become affordable to consumers. The best possible technology that is available today would nearly cost $100,000 for a solid augmented-reality device, Höllerer said.

Given the cost of creating decent augmented-reality technology, early attempts have focused on two areas. One, augmented reality for your computer is prominently appearing in attention-grabbing, big-budget advertisements. And a few consumer applications of the technology are just beginning to surface in smartphones.


A recent example of augmented reality appeared in the marketing campaign for the sci-fi blockbuster District 9. On the movie’s official website was a “training simulator” game, which asked computer users to print a postcard containing the District 9 logo and hold it in front of a webcam. The postcard contains a marker; when the game detects that marker in the webcam video, it overlays a 3-D hologram of a District 9 character on the computer screen. From there, players can click buttons to fire a gun, jump up and down or throw a human against a wall in the game. (See video above.)

Mattel is using the same type of 3-D imaging augmented reality in “i-Tag” action figures for James Cameron’s new movie Avatar. The toy includes a card containing a marker, which is projected as a 3-D action figure on a computer. This way, children can battle each other’s virtual characters on a computer screen.

But augmented reality isn’t truly useful in a static desktop environment, Höllerer said, because people’s day-to-day realities involve more than sitting around all day (outside of work, at least). And that’s why smartphones, which include GPS hardware and cameras, are crucial to driving the evolution of augmented reality.

Brian Selzer, co-founder of Ogmento, a company that creates augmented reality products for games and marketing, recognizes the need for augmented reality to go mobile. He said his company is working on several projects coming in the near future to help market mainstream movies with augmented reality smartphone apps. For example, movie posters will trigger interactive experiences on an iPhone, such as a trailer or even a virtual treasure hunt to promote the film.

“The smartphone is bringing AR into the masses right now,” Selzer said. “In 2010 every blockbuster movie is going to have a mobile AR campaign tied to it.”


On the consumer end of the spectrum, developers have recently released augmented reality apps for the Google Android-powered HTC G1 handset. Layar, a company based in Amsterdam, released an augmented reality browser for Android smartphones in June. The Layar browser (video above) looks at an environment through the phone’s camera, and the app displays houses for sale, popular restaurants and shops, and tourist attractions. The software relies on downloading “layers” of data provided by developers coding for the platform. Thus, while the information appears to display in real time, it’s not truly real-time: The app can’t analyze data it hasn’t downloaded ahead of time.

“This is the first time media, internet and digital information is being combined with reality,” said Martin Lens-FitzGerald, co-founder of Layar. “You know more, you find more, or you see something you haven’t seen before. Some people are even saying that it might be even bigger than the web.”

Cellphone giant Nokia is currently testing an AR app called Point & Find, which involves pointing your camera phone at real-world objects and planting virtual information tags on them (above). Users of the app can view each other’s tags on the phone screen, essentially crowdsourcing an augmented reality.

“This year we’re feeling a real urgency to work on augmented reality because the hardware is finally catching up to our needs,” said Rebecca Allen, director of Nokia’s research center in Hollywood.


Georgia Tech is also busy tinkering with augmented reality. The video demo above demonstrates an augmented-reality zombie shooter called ARhrrrr. The smartphone in use is a prototype containing an Nvidia Tegra, a powerful chip specializing in high-end graphics for mobile devices. How do you play? Point the phone camera at a map containing markers, and a 3D hologram of a town overrun by zombies appears on the phone’s screen. Using the phone, you can shoot the zombies from the perspective of a helicopter pilot. And you can even place (real) Skittles on the physical map and shoot them to set off (virtual) bombs.

As for the iPhone, officially there are no augmented reality apps in the App Store yet — because Apple doesn’t provide an open API to access live video from the phone’s camera. This barrier prompted augmented reality enthusiasts and professionals to write an Open Letter to Apple pleading for access to this API to make augmented reality apps possible in the App Store.

Brad Foxhoven, Selzer’s partner at Ogmento, said Apple has told him the next version of the iPhone OS (3.1) “would make [AR developers] happy,” implying the live-video API will become open, and AR apps will become available very soon.


Meanwhile, some augmented reality developers have already hacked away at the iPhone’s software development kit to code proof-of-concept augmented reality apps. The video above demonstrates an app called Twittaround, an augmented reality Twitter viewer on the iPhone. The app shows live tweets of mobile Twitter users around your location.

“We’re doing as much as we can with the current technology,” Selzer said regarding the overall augmented-reality developer community. “This industry is just getting started, and as processing speeds speed up, and as more creative individuals get involved, our belief is this is going to become a platform that becomes massively adopted and immersed in the next few years.”

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Photo: Layar


Tegra to hit ‘media pads’ soon says company man Mike Rayfield

Mike Rayfield, the general manager of NVIDIA’s mobile unit, sat down for a lengthy — if somewhat restrained — chat with Hexus recently, and he had some fairly interesting things to say about his company’s Tegra strategy. The discussion mostly consists of generalities about the roadmap for the high-power, low-weight chipset, but it takes a more interesting turn when Rayfield goes into detail on the types of devices we can expect to see in the near future. At about two minutes into the conversation, there’s mention of a “media pad,” which prompts some further inquiry from the interviewer. Rayfield goes on to describe the device as a “3G capable touchpad” ranging in size from 7- to 13-inches. Now what’s notable about the mention is that back in April reports were flying hot and heavy that Apple was working on a “media pad” device in partnership with Verizon which would “define the damn category.” We don’t like to wildly speculate, but since Apple and NVIDIA have a healthy history of teaming up on special projects, and since the rumored focus of the mythical Apple tablet is media playback and gaming, we wouldn’t rule out a possible connection here. If you want to do your own sleuthing, check out the full video for yourself after the break — and we recommend a frame-by-frame look at 2:23.

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Tegra to hit ‘media pads’ soon says company man Mike Rayfield originally appeared on Engadget on Mon, 24 Aug 2009 11:21:00 EST. Please see our terms for use of feeds.

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Video: Samsung’s YP-M1 TouchWiz interface given a sideways glance

With an “NVIDIA chipset” (presumably, Tegra) underpinning the new YP-M1 media player, Samsung’s got plenty of horsepower to drive its customizable TouchWiz UI across that 3.3-inch AMOLED touchscreen sporting 480×272 pixels. It’s not ZuneHD-sexy but it’s not bad. Unfortunately, not bad’s not good enough in a waning market for dedicated media players lacking voice and data radios, WiFi, or a web browser. But if you run, run, as fast you can… after the break you’ll catch the Gingerbread Man.

Update: Mike Rayfield, the general manager of NVIDIA’s mobile business unit, confirms the M1 is Tegra-based.

Continue reading Video: Samsung’s YP-M1 TouchWiz interface given a sideways glance

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Video: Samsung’s YP-M1 TouchWiz interface given a sideways glance originally appeared on Engadget on Mon, 24 Aug 2009 03:10:00 EST. Please see our terms for use of feeds.

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Zune HD getting previewed at select Best Buys this weekend

Now that NVIDIA is totally free to chat up its Tegra involvement in the Zune HD, it’s wasted little time in publishing a list of Zune HD preview locations where you can witness the magic for yourself this weekend. The tour is fairly limited to the big urban hubs, but peep the PDF and see if your friendly neighborhood Best Buy is represented.

[Thanks to everyone who sent this in. Warning: PDF link]

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Zune HD getting previewed at select Best Buys this weekend originally appeared on Engadget on Fri, 21 Aug 2009 12:28:00 EST. Please see our terms for use of feeds.

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NVIDIA hopes you’ll be better able to distinguish its products if it renames them all

NVIDIA hopes you'll be better able to identify its products if it renames them allWhat’s in a name? Very little if you’re buying computer hardware lately. Back in the day, you could easily compare two CPUs because their names were simply how fast they were — now you’ve got series of processors and graphics cards with naming conventions dreamed up by marketing gurus who don’t know a front side bus from a school bus. NVIDIA had been shooting for something simple with its G, GT, and GTX lines, but it looks like last year’s talk of a re-tooling of its lineup are coming true; all those seemingly straightforward letter prefixes seem set to be dropped in favor of “GeForce” followed by a number. The first to bear this re-branding will be the 40nm, DirectX 10.1 GeForce 210, set to hit the retail channels in October, followed later by the GeForce 230 and GeForce 300. How exactly they all will compare remains to be seen, but we’re going to go ahead and speculate that bigger number probably equals higher cost.

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NVIDIA hopes you’ll be better able to distinguish its products if it renames them all originally appeared on Engadget on Thu, 20 Aug 2009 08:33:00 EST. Please see our terms for use of feeds.

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PS3 Slim is cheaper, yes, and new Cell processor makes it faster, maybe

If you’ve been on the fence with that new console purchase then maybe this bit of information will push you over. Not only is the $299 PS3 Slim a skinnier version than its fat bro, it also features a new upgraded Cell processor (jointly developed by IBM, Toshiba, and Sony), according to an IBM spokesman, that uses smaller, more efficient, and less costly 45-nm processes first hinted at back in February of 2008. IBM doesn’t specify the clock speed. The 45-nm Cell is 34 percent smaller and requires 40% less power than the original 65-nm processor according to earlier accounts. Any changes to the graphics in the PS3 Slim are still unknown — the GPU is simply listed as the NVIDIA RSX like the ol’ chubster before it. Nevertheless, the IDG New Service says the PS3 Slim “adds hardware enhancements that make it speedier.”

What’s odd is that Sony didn’t make any claims of the PS3 slim being faster at launch and the “boost” in processing speed in the IDG article quoting IBM doesn’t seem to come from the IBM spokesman. As such, we’re not sure if this is just an improvement in performance-per-watt or something the gamer will actually notice during play. We’re still working on the review but rest assured, that’s one question we’re determined to answer.

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PS3 Slim is cheaper, yes, and new Cell processor makes it faster, maybe originally appeared on Engadget on Thu, 20 Aug 2009 04:49:00 EST. Please see our terms for use of feeds.

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ASUS’ Ion-based Eee Top ET2002T makes itself known in France

ASUS sort of got official with its Eee Top ET2002T back at Computex in June, but it’s looks like things are now a whole lot more real in France, where Blogee.net has gotten the pics and the complete specs of the all-in-one desktop. In addition to that all-important (and already known) Ion chipset, this one comes packing a 20-inch 1,600 x 900 display, an Atom 330 processor, 2GB of RAM, a 250GB hard drive, a DVD burner, and even an HDMI input in case you want to simply use it as a display, among some other fairly standard specs (detailed at the link below). Still no word on an official price or release over here, unfortunately, but it’ll apparently be available in Europe in “several weeks” and run a not so low €598, or about $845.

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ASUS’ Ion-based Eee Top ET2002T makes itself known in France originally appeared on Engadget on Tue, 18 Aug 2009 18:02:00 EST. Please see our terms for use of feeds.

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Lenovo debuts IdeaCentre D400 home server, ‘world’s thinnest’ Q100 and Q110 nettops

Remember those digital home products we saw Lenovo tease yesterday? Yeah, they’re real, and they’re now more official than ever. Kicking things off is the company’s first-ever home server, the IdeaCentre D400, which sort of resembles a certain Acer product and supports up to 8TB of storage via multiple types / sizes of HDDs; there’s also five USB sockets along with an eSATA port for adding even more storage externally. Next up is the IdeaCentre Q100 and NVIDIA Ion-powered Q110 nettops, both of which measure in at just 6- x 6.3- x 0.7-inches and offer plenty of basic power for the size. The WinXP-equipped Q100 hums along on 14 watts when idle (40 watts at full load) and sports a single VGA port, while the Vista-laden Q110 dishes out 1080p content over HDMI; further specs include an Atom 230 CPU, 1GB / 2GB of RAM, 160GB / 250GB hard drives, gigabit Ethernet and WiFi. As for pricing? The D400 should start around $499, the Q100 approximately $249 and the Q110 at $349 when they all ship next month. Feel free to peruse the full press release and specifications after the break.

Continue reading Lenovo debuts IdeaCentre D400 home server, ‘world’s thinnest’ Q100 and Q110 nettops

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Lenovo debuts IdeaCentre D400 home server, ‘world’s thinnest’ Q100 and Q110 nettops originally appeared on Engadget on Tue, 18 Aug 2009 16:03:00 EST. Please see our terms for use of feeds.

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NVIDIA confirms Tegra processor within Zune HD, details it real good

It’s no big secret that NVIDIA’s potent Tegra chip will be powering Microsoft’s forthcoming Zune HD, but up until now, the former company had been rather quiet about its involvement in the project. Just a few days after the OLED-equipped portable media player went up for pre-order around the web, NVIDIA has stepped in to affirm that its own Tegra processor will be “providing the multimedia muscle in Zune HD.” We’re told that no fewer than eight independent processors make up Tegra’s collective whole, with each one engineered for a specific class of tasks; among them are an HD video processor, an audio processor, a graphics processor and two ARM cores. Each of the chips can work together or independently to minimize power consumption, and the built-in nPower technology is said to optimize system power use and enable extended HD video / MP3 playback time. Sounds good in print, but we’ve got just under a month to find out how it performs for real.

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NVIDIA confirms Tegra processor within Zune HD, details it real good originally appeared on Engadget on Mon, 17 Aug 2009 12:19:00 EST. Please see our terms for use of feeds.

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Microsoft Confirms Zune HD Launch, Pricing

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Zune HD, the new touchscreen media player from Microsoft, will be in the hands of consumers starting Setpember 15.

Rumors around the upcoming Zune HD have flying fast in the last couple of weeks. And as expected Microsoft announced the price and launch date for Zune HD Wednesday.

A leak from Amazon.com Tuesday pegged the 16 GB Zune HD player at $220 and the 32 GB version at $290. Microsoft confirmed the pricing.

Zune HD has a 3.3-inch capacitive OLED screen with multi-touch functionality, Wi-Fi, HD radio and an internet browser. The device will also have HD video output capability. Much of the functionality has been provided by Nvidia’s Tegra system-on-a-chip.

Tegra includes an 800-MHz ARM CPU, a high-definition video processor, an imaging processor, an audio processor and an ultralow-power GeForce GPU in a single package. The different processors can be used together or independently while consuming very little power, said Nvidia. The company introduced the Tegra system in June and devices based on it, including media players, smartphones and netbooks, are expected be available to consumers by the end of the year.

(Updated 08/13 with Microsoft confirmation)

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