Articles Posted in Augmented Reality

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Computer-generated imagery (CGI) is the application of 3D computer graphics to special effects. CGI is used in films, television programs and, most recently, on social media. These images are not limited to modeling and practicing yoga … they even attend red carpet premiers.

Technological advances may make CGI influencers better for business than their human counterparts. There is no risk of human issues or error, such as profanity or criminal history. They allow for more control over an ad campaign in general and, in particular, the CGI’s narrative. This can help mediate the risk of unpredictability that comes with human influencers. Most importantly, CGIs can eliminate certain expenses, such as pricey flights.

CGIs can do everything human influencers can do, but better … or can they?

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Apple gets around to AR, the NHL enters esports, the Internet of Things may bring new meaning to “workers unite,” so many medical records, and more …

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In case you don’t know, William Gibson is the prescient science fiction author who effectively coined the terms “the matrix” and “cyberspace” as we currently use them, way back in the early 1980s. He also predicted augmented reality applications. In his 2007 novel, Spook Country, a character has taken to creating “locative art” installations in the real world that can be viewed only through mobile devices that use the GPS grid to create a virtual overlay on top of the real world as recorded through the device. For example, the artist recreates the scene of River Phoenix’s death, complete with annotations, that can be seen when the viewing device is brought to the real-world location where Phoenix died and aimed at the spot where his body was found. A character in the book describes such locative art this way: “Spatially tagged hypermedia. The artist annotating every centimeter of a place, of every physical thing. Visible to all, on devices such as these.” Today, we simply call that “augmented reality”—or AR for short.

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In this roundup, some of your favorite initialisms (AI, IP, TOS) come out to play while stories about government agencies and social media access call into question whether such access is a two-way street.

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NewsofNote-300x250Niantic looks to the Potterverse for its next potential AR blockbuster, Instagram’s ToS don’t travel so well in Germany, Google gives VR and AR app developers a new tool, holograms may help our memories outlive us, and more!

 

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NewsofNote-300x250It turns out protecting driverless cars from hacking is hard; a new technology brings emotions to virtual and augmented realities; botnets get attacked (and get a new job); and more …

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The Internet of Things does not have to be Skynet to threaten us humans; perhaps tired of defeating carbon-based Go and chess masters, Google’s DeepMind pits its AI agents against each other; exactly when will AR and VR be fully embraced; and more …

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Well before Pokémon Go burst onto the mobile gaming scene in July, we had written about some of the pitfalls associated with AR gaming. When the game netted some 45 million daily users in just a few weeks, we talked about Pokémon Go some more (potential liabilities and clickwrap enforcement challenges). But while the game’s popularity has begun to wane, the enthusiasm for augmented reality has likely just begun.

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Even as the initial furor surrounding the release of developer Niantic’s Pokémon-themed ap has subsided, the issues raised by the mass embrace of the augmented reality-flavored game continue to merit attention from lawmakers, games makers and players alike. Here are a few of the recent stories involving Pikachu, Charizard and company.

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Pokemon-GO-logoAccording to the official Pokémon website, “kids all over the world have been discovering the enchanting world of Pokémon [for over 15 years].” Not surprisingly, many of us who used to be kids in the 15+ years are playing Pokémon Go, but who would have expected nearly 4 of every 5 Pokémon Go players (almost 80%) to be adults. Put into perspective—at Pokémon Go’s peak of 25 million daily active users, close to 20 million adults may have been playing the location-based augmented reality mobile game every day! Still, that also means at least one out of every five players are children, which in turn represents millions of daily active users against whom one or more provisions of Pokémon Go’s Terms of Service (TOS) might be unenforceable.

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