Articles Posted in Augmented Reality

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Stories of interest this week include Google’s quantum computer (and bucket-load of patents), an AR-based visual browser, concerns over spying and toys, and more.

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In 2016, Niantic will blur the lines between our world and the world of Pokémon with the release of Pokémon Go, its upcoming augmented reality game for mobile phones, which will allow fans to see and interact with Pokémon in the real world. Similar to its AR game Ingress, Niantic’s new venture will utilize location information and augmented reality to entice fans to search far and wide to discover Pokémon in our own world. As an added experience, a Bluetooth wearable device developed by Nintendo (called the Pokémon Go Plus) will notify players of nearby Pokémon and other related game events via vibration and LED lights, enabling players to remain active in the game even when not looking at their phone. With these and other exciting features, there is no doubt that Pokémon fans everywhere—including some Pillsbury attorneys—are eagerly awaiting the game’s release. As that release nears, though, it’s a good time to consider the potential legal implications of such AR-reliant games.

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Stories of interest this week include an open-sourced AI from Google, the near-future of self-driving cars, two apps that might make the world a better place, and more.

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With still about a week left to go, Hudway’s Kickstarter campaign, which began last Wednesday for its augmented reality vehicle accessory, already has over 6,500 backers pledging more than $450,000—several times its initial $100,000 goal. According to its Kickstarter page, Hudway made the vehicle accessory, which turns your smartphone into a head-up display (HUD) for any car, “because we’re tired of waiting for others,” likely alluding to future endeavors by other automotive or tech companies like AR Driving Goggles from Mini, an AR system from Facebook, or an AR eyeglass-like device from the Google-backed startup MagicLeap. The success of the campaign suggests consumers are excited for this particular application of augmented reality. But even though the arrival of this once futuristic technology may be right around the corner, the necessary changes to the legal landscape that will allow and integrate the technology look a bit farther back in the rearview mirror.

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With unmanned aerial vehicles (UAV) (also called drones) anticipated to become a multi-billion dollar industry in a few years, many are betting that drone gaming will explode as the next big thing in competitive entertainment. It is not hard to see why: with the aid of first-person view (FPV) headsets and camera-mounted drones, drone gaming allows otherwise gravity-bound users to experience flight at exhilarating speeds—sometimes up to 100 mph. Despite their undeniable appeal and popularity, competitive drone gaming may stay grounded until Federal Aviation Administration (FAA) guidelines and regulations are more favorable. Nevertheless, there are a number of ways that drone manufacturers and drone gaming organizers can facilitate legal drone gaming competitions that may avoid the need of going through an FAA approval process—this post explores a few considerations.

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AWE_13_Bnr_300x250-01-14.pngPlease join us at the Augmented World Expo 2013 (Santa Clara, June 4 – 5) for 2 days of workshops, sessions, and networking dedicated to understanding how to drive behavior in consumers, employees and stakeholders. Now in its 4th year, Augmented World Expo (formerly ARE) is assembling the biggest names — from the hottest startups and leading AR providers to the Fortune 500 — to showcase the world’s best augmented experiences that solve real world problems in all aspects of life, from entertainment and brand engagement to enterprise, industrial and commerce applications. It is expected to draw a record number of attendees from all over the world and offer a fantastic opportunity to network, learn, inspire and experience Augmented Humans in an Augmented World.

  • Network – Connect with 1000 like-minded AR enthusiasts
  • Learn – 35 hours of educational sessions by 1000+ industry leaders
  • Experience AR – The largest expo of “Augmented Humans in an Augmented World”
  • Get Inspired – Past sessions were rated 92% positive (on average)
  • Find a product or partner – In 2012 70% of attendees reported finding a product or partner
  • It will exceed your expectations – 93% of 2012 attendees said they will likely return.

REGISTER NOW (If you register before May 7th, use our discount code AWE2013 for registration) !

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MP900449113.JPGA weekly wrap up of interesting news about virtual worlds, virtual goods and other social media.

 

RUMOR: Google Is Launching An Augmented Reality Based E-Book Line
Google is going to be launching a line of e-books that utilize augmented reality using technology that was developed by Niantic Labs.  Niantic Labs is essentially a start-up subsidiary owned by Google that develops massive multiplayer online video games.

Valve Can’t Pull Plug On Video Game Data Breach Suit
A class action accusing video game developer Valve Corp. of failing to adequately protect user information survived a dismissal bid Monday after a Washington federal judge found the plaintiff sufficiently alleged he was harmed by a November 2011 data breach.

British teen sells Summly app for millions
A south London schoolboy has become one of the world’s youngest tech millionaires after selling his mobile app to Yahoo!.

Bitcoin, up 152% this month, tops $1 billion in total value
Digital currency bitcoin continues its remarkable and somewhat inexplicable run. It’s up 152% this month, and today the total value of all outstanding bitcoins–its market capitalization, if you will–topped $1 billion for the first time before settling back down.

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Binary world  A weekly wrap up of interesting news about virtual worlds, virtual goods and other social media.

 

Will Asian online game publishers Nexon and NCSoft buy blockbuster publisher Valve?
Nexon and NCsoft, two major Asian online game companies, are reportedly in talks with U.S. gamemaker Valve to buy the company for more than $893 million, according to a major Korean publication.

Social Gaming to Reflect Real Money Gambling
A Newzoo trend report published in February 2012 that investigated casual social games certainly threw up some interesting results. Of the most significant figures to those trying to turn a profit through social games was the percentage of casual game players that were payers – in other words, users who were prepared to part with their hard-earned cash.

Zugara’s virtual dressing rooms take the X factor out of online shopping
Zugara was granted a patent today for its augmented reality technology that creates virtual dressing rooms for online consumers. The Webcam Social Shopper seeks to alleviate the element of the unknown from online shopping by enabling consumers to virtually try on clothes.

Smartphone apps become ‘surrogate therapists’
In the age when there’s an app for everything, it’s no surprise that there are a lot of smartphone tools out there claiming to help people cope. From informational resources to interactive mental wellness programs, there’s plenty out there to choose from.

Facebook gift-giving moves from virtual to actual goodies
It’s only September, but Facebook is already getting into the gift-giving spirit with a new feature that lets you send physical items such as cupcakes, gift cards, stuffed animals, and magazine subscriptions to your Facebook friends. The new feature, dubbed Facebook Gifts, recently started rolling out to profiles and is available only in the U.S. for now.

 

 

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A weekly wrap up of interesting news about virtual worlds, virtual goods and other social media.

 

Bicycle card game owner to launch Zeniz mobile social casino games platform

Online casino games are hot. So much so that we’re renaming our site Casino GamesBeat. Just kidding, but The United States Playing Card Company (owner of the Bicycle playing card brand) and Digi117 aren’t. Those two companies are partnering to form Zeniz, a mobile social casino game platform.

The Enforceability Of Facebook’s Terms Of Service

In the recent online contracting case of Fteja v. Facebook Inc., a New York federal court held that a forum selection clause contained in Facebook’s statement of rights and responsibilities (the “terms”) was enforceable because the plaintiff assented to the terms when registering to use Facebook.

Beyonce Can’t Sidestep Suit Over Video Game Deal

Pop singer Beyonce’s attorney failed to convince a New York state judge Wednesday to throw out allegations that she violated a contract when she abruptly pulled the plug on a multimillion dollar video game development deal.

Augmented Reality Toys for iPhone and iPad: A Work in Progress

Can traditional toy makers capitalize on the rise of smartphones and tablets?
Wowwee Toys thinks it can. Next week, the company behind Paper Jamz and Lite Sprites is releasing its first toys in the AppGear line, which combine physical toys with companion smartphone and tablet apps.

Zynga Online Social Gambling

Zynga is known for its creation of a whole new breed of social games on cell phones and computers. They created social games that include gambling that is available for players to play on social networks, especially Facebook while being at home on their PC or outside through their cell phone. This creation has caused quite a stir in the world of gaming, as it made all of the console game companies such as EA forced to join this world so they don’t stay way behind.

Kids Play Educational Games And Win Real Prizes From Their Favorite Teen Celebrities At Club TUKI

Club TUKI has patented a process where kids play educational games,
earn a virtual currency called TUKI Moola, then bid or buy auction items in the TUKI auction. With the gaming platform now established, Club TUKI has launched Club TUKI News, a news site for kids that brings all of their favorite teen celebrities right to their fingertips.

 

 

 

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A weekly wrap up of interesting news about virtual worlds, virtual goods and other social media.

 

10 Mind-Blowing Augmented Reality Campaigns

With the recent release of Google’s ‘Project Glass‘, the eyes of many consumers and marketers have drifted over to the idea of Augmented Reality. Augmented reality (AR) is a live, direct or indirect, view of a real-world environment that is digitally augmented by another device.

Attention, Frustrated Inventors: Wal-Mart Wants You on Aisle Two

Wal-Mart knew it was in unknown territory when it launched “Get on the Shelf,” an Internet popularity contest in which inventors compete for a coveted shot at selling their creations through the world’s largest retailer.

OBJE Explores Social Gaming’s Next Big Trend: Education

As smartphone and tablet usage becomes more and more widespread among children and adults alike, app-based social games present a powerful new opportunity to boost learning and development–and Obscene Interactive plans to capitalize.

Casino Game Makers Target Zynga, Social Gaming

Web companies like Zynga ushered in a new era of “social” games on PCs and mobile devices that people can play online with their Facebook friends, forcing traditional console-game makers like Electronic Arts to join the fray to avoid being left behind. Now,
as Zynga ponders a way to enter the Internet gambling world,
the makers of real-world casino games are poised to enter Zynga’s turf, newly emboldened by a Justice Department opinion that indicated that many forms of online gambling could become legal.

The pros and cons of social media classrooms

The debate surrounding social media as a learning tool is unlikely to abate any time soon. Is it just a distraction, or do the interactive educational tools available outweigh any disadvantages? Social media platforms, such as Facebook and Twitter, are becoming steadily more integrated within a variety of apps targeted at learning. Real-time news feeds and instant accessibility make them a tool that can be used quickly and efficiently — but due to its changeable nature, it can be difficult for school systems to keep up and compensate.