#AWE2014

Day One – Tuesday May 17th, 2011

11:30-12:30 pm

Augmented Reality Mobile Platforms

Technology Track  (Great America 1-2 – Second Floor)

Martin Lechner (Mobilizy) – Developing with the Wikitude World Browser

While AR Browsers continue to support an ever-growing number of exciting features content developers can use, they also need to deliver an ecosystem with which developers can transform their content into exciting AR content. The session will deal with exciting new opportunities for developers to create AR excitements for their users.

Ben Blachnitzsky (Metaio) – Developing Junaio social AR browser

From geo-located, points-of-interest to 3D AR holograms, augmented reality browsers have come a long way since they first appeared on the market in 2009. Lisa Murphy, Product Marketing Manager of junaio, will detail the evolution of augmented reality browsing and discuss where it’s heading this year. With increasingly advanced sensors and optimized processing power on mobile devices, we will see an explosion of immersive experiences in 2011. With 360-degree views of Super Bowl game- play over a newspaper, domestic violence campaigns that reach out and hit you, and to interactive television without a touch-screen, success in AR browser development will demand that we think beyond reality.

Gene Becker (Layar) – Developing AR Layers

Mobile AR is a uniquely experiential medium that blends digital information and interaction with the physical world of people, places and things. AR experiences don’t just happen on a phone — they happen in the real world!

Designing effective, impactful AR experiences demands a mix of skills drawing from media production and software development, but also stagecraft and storytelling. In this session you will learn about the emerging principles of AR experience design, through mobile AR case studies and the latest user research studies.

Dave Murphy (Nokia) – Mirror Worlds and Mixed Realities

The (in)accuracy of sensor based AR limits the resolution and granularity of AR data, diminishes the user experience, and makes authoring content challenging. In the absence of a general outdoor visual tracking solution, at Nokia Research Center we’re exploring using Mirror Worlds for authoring and consuming mixed reality data. Mirror Worlds trade the immediacy of see-through AR for precision in presentating and interacting with content. We discuss the benefits of presenting AR data in Mirror Worlds, the enablers that mirror worlds bring to AR today and may bring tomorrow, and how we at NRC see Mirror Worlds fitting in to the mixed reality landscape in conjunction with AR, illustrated with reference to our prototype mirror world environment Nokia “City Scene”.

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