The development of Brainspace Magazine has been an exciting if not lofty undertaking. However, doubt at the viability of a magazine in a somewhat trying economy creeps in. My passion for education and magazines has encouraged me to stay the course - and today, so has this article reprinted from guardian.co.uk. It's an exciting time for education and technology. Brainspace is proud to be on the cusp of it! Please comment below.
Nicky Middleton,
Publisher, Brainspace Magazine
brainspacemagazine.com
Watch for it in August.
The problem with augmented
reality (AR) is its
perception as digital gimmickry: a technology in search of a useful application
that's often hijacked for novelty purposes.
AR can make cartoon monsters jump out of crisp
packets or make tweets float in the air above the place they were posted from,
but there's little evidence that people enjoy this half as much as brands
looking for an easy PR win, or AR technologists.
The situation is improving, though. There are
signs of AR having real potential for education, children's entertainment,
interactive print and other areas; Nokia is making a big push with its
LiveSight technology, and Google's Project Glass is attracting the futurists
with its promise of less-clunky augmented eyewear.
AR has a prominent
spot on Qualcomm's stand at Mobile World
Congress courtesy of
its Vuforia platform, which competes for the
attention of app developers and brands with the likes of Aurasma andBlippar.
Julian Harris, senior business development
manager at Qualcomm, told me that Vuforia now has 45k registered developers and
more than 100k downloads of its software development kit (SDK).
More importantly
– because developers tend to sign up for all the different augmented
reality SDKs to try them out – more than 3k appshave been published
using Vuforia, with 40 of those passing the 100k downloads milestone.
"It's meaningful stuff," said
Harris, whisking me through demos of a selection of commercial third-party apps
– a contrast to briefings in the early days of Vuforia, when Qualcomm was
making its own prototype apps to show off what developers and brands could do,
if they adopted the platform.
The demos at MWC
include Big Bird's Words – a Sesame Street app that sends children off to
scan specific words in the real world; a Lego augmented reality catalogue; Anatomy 4D with its full-body anatomical model; Disney's
Princess Royal Ball app
which gets children to build a virtual carriage then scan packaging to see it
in the real world; Ballard Designs'
interior design catalogue; and an issue of Maxim that maps a video
of its cover-model to the cover when scanned with the magazine's app.
Oh, and Om Nom: Candy
Flick, an augmented reality game developed by ZeptoLab and based on
its popular Cut the Rope games, which was released in early 2013.
It's notable how many
of the demos are aimed at children, who in my experience are more thrilled than
sceptical about augmented reality when it's done well – even for novelty
purposes. Harris agrees, citing another high-profile Vuforia-powered app: James May's
Science Stories, released in 2012 by London's Science Museum.
"After James May's Science Stories, my
son points my phone at things and says 'Where's the little man Daddy?',"
says Harris.
"This technology is just par for the
course with him, and it's this fusion between the physical and digital that
we're calling 'digital sixth sense'. Kids are going to be demanding this level
of interaction."
He's bullish about the prospects for AR aimed
at adults, though. "Augmented reality as a technology is starting to
mature, and people are taking fuller and better advantage of it," says
Harris.
"It's also being used as a channel for
product information, in ways that you couldn't possibly articulate in a printed
manual or brochure."
reposted from an article published by guardian.co.uk
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