Raymond “Ray” Kurzweil is an American author, inventor, futurist, and a director of engineering at Google. Aside from futurology, he is involved in fields such as optical character recognition (OCR), text-to-speech synthesis, speech recognition technology, and electronic keyboard instruments. He has written books on health, artificial intelligence (AI), transhumanism, the technological singularity, and futurism. Kurzweil is a public advocate for the futurist and transhumanist movements, as has been displayed in his vast collection of public talks, wherein he has shared his primarily optimistic outlooks on life extension technologies and the future of nanotechnology, robotics, and biotechnology.
Video games give players super powers and transport them to new worlds. How might this technology be used to transform society? Economics correspondent Paul Solman visits researchers who use virtual reality to affect human behavior in the real world, from putting more money into savings to avoiding the use of plastic bags.
Want to see how Google Glass actually feels? It’s surprisingly simple. Say “take a picture” to take a picture. Record what you see, hands free. Even share what you see, live. Directions are right in front of you. Speak to send a message, or translate your voice. Get the notifications that matter most. Ask whatever’s on your mind and get answers without having to ask. All video footage captured through Google Glass.
Learn more here: Google Glass
The overall aim of this work was to build a stereo camera rig to support immersive video see-trough augmented reality (AR) for the Oculus Rift. An immersive experience implies that the video frame captured by the cameras must match both the extents and distribution of the Rift’s field of view (FOV) so that virtual and video spaces are perceptually aligned, and that this full frame should be augmentable. The vision of the project is to support an immersive AR experience where the lines between what is real and what is virtual are blurred.
Learn more here: AR Rift
“The focus is on the obvious game mechanics, such as points, badges and leader boards, rather than the more subtle and more important game design elements, such as balancing competition and collaboration, or defining a meaningful game economy,” Mr. Burke said. “As a result, in many cases, organizations are simply counting points, slapping meaningless badges on activities and creating gamified applications that are simply not engaging for the target audience. Some organizations are already beginning to cast off poorly designed gamified applications.”
Read full article here: Gartner Says by 2014, 80 Percent of Current Gamified Applications Will Fail to Meet Business Objectives Primarily Due to Poor Design
In collaboration with the White House Office of Science and Technology Policy, the Center for Games & Impact at ASU University has initiated a “National Conversation on Games” and the future of games for impact. To quote, the conversation convenes “a series of brief, incisive, and accessible white papers on specific topics within the field of games for impact with a key goal of highlighting the opportunities, challenges and best practices for harnessing the power of computer and video games to help address the most important social, cultural, scientific and economic challenges we face.”
Read full article here: Moving Outside the Box: From Game-Centered Interventions to Playful Contexts
A video demonstrating the possible future uses of mobile augmented reality and computer vision.
If you are interested in learning more about how augmented reality and digital marketing can help your organisation or campaign you should review our free series of augmented reality guides. These guides are focus on the techniques and practicalities associated with the technology and will give you an insight on how augmented reality can be used effectively.
Learn more here: Hidden Creative