AVentures Capital invests in Ukrainian developer of technology for Google Glasses and other AR applications
AVentures Capital has acquired a 25% equity stake in Augmented Pixels, one of the world’s leading augmented reality technology developers. The deal closed on February 15, 2013. (more…)
Photo With Me is a new-concept augmented-reality camera.
Wanted image is instantly cut and used at shooting for fun and dynamic photo images. This sliced photo piece (we call it ‘Seed’) is shared with other people as it can be brought from theirs to be easily used at shooting. This produced composite photo is called ‘Feed.’ When shot, the seed registrant receives a notice, and through the Following, the person’s activities can be received as news. With Seed and Feed, make friends without any language barrier.
With Photo With Me, below activities are possible.
– All-people appearing commemorative photo
— New way of self-shooting
— Favor world travel without actual movement
– Fake evidence photo shooting
— Imitating funny action & photo
— supporting & PR photo
— other various photo shooting
You can download mobile application from Apple app-store soon.
Create great photos with the Photo With Me. Photos of the new experience will be born from now.
Do not hesitate to contact us – email@example.com
FABULOUS MAGAZINE AND LEADING AUGMENTED REALITY APP ZAPPAR JOIN FORCES FOR AN UNFORGETTABLE EDITION FEATURING BOY BAND ONE DIRECTION!
The Sun’s Fabulous magazine and Zappar have collaborated, and brought to life yesterday’s highly anticipated cover featuring Britain’s favourite boy band One Direction.
By simply downloading the free Zappar app onto a smartphone or tablet, Fabulous readers were able to watch an exclusive behind the scenes video of the photo shoot for the six collectable covers. Were also able to see what their favourite boys Liam, Harry, Niall, Louis and Zayn got up to as they prepared for their shoot.
One Directions fans will already be thrilled by the news that they will receive a free double-sided poster of the band and have the chance to get one of the six collectable covers. Zappar’s enhanced technology guaranteed that this edition will be one to remember!
Sunday’s One Direction cover will mark the beginning of a long-term partnership between Fabulous magazine and Zappar. Readers can expect to be regularly treated to new and exclusive information and content from Fabulous, via Zappar, in the coming months. This will represent a ground-breaking change to the way that the traditional Sunday supplement can be enjoyed.
Rachel Richardson, editor of Fabulous said: “We wanted to offer our print readers an enhanced experience and Zappar’s cutting-edge technology has enabled us to do this. We look forward to pushing the boundaries with them in the future.”
Caspar Thykier, Managing Director of Zappar, added ‘We are delighted to be working with Fabulous magazine on this latest project and believe that it will be the start of a very exciting and rewarding relationship. We could think of no better boy band to begin this augmented reality journey than the hugely talented One Direction.’
Fabulous magazine will be out on Sunday 30th September in the UK and Ireland.
Zappar for iPhone, iPod and iPad:
September 20, 2012 – gaming department of AR23D Studio released its first game “Bugs Mayhem” based on Augmented Reality Technology.
Realistic approach and the quality of Augmented Reality will stir your imagination – this game stands out due to a higher level of technology used in it comparing with all other games you have played before.
We are not going to describe technological features – just download the game and find out yourself!
The game will definitely catch your attention from the first second.
In fact, we would like to ask you not to through your iphone/ipad at insects – even though they look real, they are actually virtual ! (we warn everyone because during the testing stage some users were throwing their ipads at insects instead of shooting them).
“Our company has released the first game in the sphere of Augmented reality which doesn’t compromise the look and the quality and which doesn’t have simplifications due to which Augmented reality has been considered nothing more than a pretty idea for a long time.
In “Bugs Maybem” you don’t need to type or set up anything – just start up the app on your iPhone or an iPad and you’ll find yourself in the world of Augmented reality.
You have the chance to see the world the way our team sees it!
We are sure that our browser GlorAR and the game “Bugs Mayhem” based on it represent a completely new approach toAugmented Reality high quality apps.
I would also like to as sure you that soon enough we will please our users with new great apps with Augmented Reality,” says the founder of AR23D Vitaliy Goncharuk.
Game «Bugs Mayhem» is a shooter based on Augmented Reality technology – GlorAR. Quality and realistic features of the game are so high that some users threw their gadgets at insects instead of shooting them during the testing of the game :=)
Download(Appstore – iPad 2, 3, iPhone 4+): http://itunes.apple.com/us/app/bugs-mayhem/id554653027?l=ru&ls=1&mt=8
AR23D Studio is a comany founded in 2010. It owns technologies and products in the field of Augmented Reality (with and without markers), among which Augmented reality browser, games, applications for commerce purposes of showing products in 3D.
Augmented reality is exactly what the name implies — a medium through which the known world fuses with current technology to create a uniquely blended interactive experience. While still more or less a nascent entity in the frequently Luddite education industry, more and more teachers, researchers, and developers contribute their ideas and inventions towards the cause of more interactive learning environments. Many of these result in some of the most creative, engaging experiences imaginable, and as adherence grows, so too will students of all ages.
Because it involves a Stephenson-esque reality where anything can happen, Second Life proved an incredibly valuable tool for educators hoping to reach a broad audience — or offering even more ways to learn for their own bands of students. Listing the numerous ways in which they utilized the virtual world means an entire article on its own, but a quick search will dredge up the online classes, demonstrations, discussions, lectures, presentations, debates, and other educational benefits.
Affiliated with such itty-bitty, insignificant companies as Google, Microsoft, and Logitech, the Augmented Reality Development Lab run by Digital Tech Frontier seeks to draw up projects that entertain as well as educate. The very core goal of the ARDL — which classrooms can purchase in kits at various price levels — involves creating interactive, three-dimensional objects for studying purposes.
Karen Schrier harnessed GPS and Pocket PCs to bring the Battle of Lexington to her students through the Reliving the Revolution game, an AR experiment exploring some of the mysteries still shrouding the event — like who shot first! Players assume different historical roles and walk through everything on a real-life map of the Massachusetts city.
One of the many, many engines behind PC games received a second life as an engaging strategy for illustrating the intricate ins and outs of physics, in a project known as PhysicsPlayground. It offers up an immersive, three-dimensional environment for experimenting, offering up a safer, more diverse space to better understand how the universe drives itself.
Developed by MIT’s Teacher Education Program and The Education Arcade, MITAR Games blend real-life locations with virtual individuals and scenarios for an educational experience that research proves entirely valid. Environmental Detectives, its first offering, sends users off on a mystery to discover the source of a devastating toxic spill.
Some Japanese students and adults learning and reviewing English lessons enjoy the first generation of augmented reality textbooks, courtesy of publisher Tokyo Shoseki, for the New Horizon class. As a smartphone app, it takes advantage of built-in cameras to present animated character conversations when aligned with certain sections of pages.
Professor Ron Dotson’s Construction Safety students receive a thorough education in establishing safe scaffolding space through three-dimensional demonstrations incorporating the real and the digital alike. A simple application of AR, to be certain, but one undoubtedly possessing the potential to save lives and limbs alike.
Education-conscious parents who want L’il Muffin and Junior to learn outside the classroom might want to consider downloading PBS Kids’ intriguing iPhone and iPod Touch app. Keep them entertained in the car or on the couch with a fun little game for ages six through eight meant to help them build basic math skills visually.
Augmented reality museums guide students and self-learners of all ages through interactive digital media centered around a specific theme — maybe even challenge them to play games along the way. HistoriQuest, for example, started life as the Civil War Augmented Reality Project and presented a heady blend of mystery gaming and very real stories.
Third graders participating in the 12-year-old School in the Park program engage with AR via smartphones as they explore Balboa Park, the San Diego History Center, and the world-class San Diego Zoo. Not only do they receive exposure to numerous educational digital media resources, teachers also train them in creating their very own augmented reality experiences!
Smartphones equipped with a QR code reader make for optimal tools when sending students on scavenger hunts across the classroom or school. The Daring Librarian, Gwyneth Anne Bronwynn, sends kids on an augmented reality, animated voyage through the library to figure out where to find everything and whom to ask for assistance.
Mentira takes place in Albuquerque and fuses fact and fiction, fantasy characters and real people, for the world’s first AR Spanish language learning game. It intentionally mimics the structure of a historical murder mystery novel and allows for far deeper, more effective engagement with native speakers than many classroom lessons.
Toyota teamed up with Saatchi & Saatchi to deliver the world’s cleanest and safest test-drive via augmented reality. While the method has yet to catch on in the majority of driver’s education classes, it definitely makes for an impressive, effective alternative to keeping and maintaining a fleet of cars.
Classrooms with smartphone access blend Google Earth and web albums such as Picasa or Instagram for a firsthand experience in geotagging and receiving a visual education about the world around them. More collaborative classrooms — like those hked together with Skype or another VOIP client – could use this as a way to nurture cross-cultural, geopolitical understanding.
Jim Mathews’ augmented reality documentary and smartphone app brought University of Madison-Wisconsin students, faculty, staff, and visitors to the year 1967. As they traveled campus, participants’ smartphones called up actual footage of Vietnam War protests corresponding with their current locations.
Using a webcam and printed target, young kids in need of some science (although, really, everyone is in need of some science) interact with the cute critter SciMorph, who teaches them about gravity, sound, and microbial structures. Each lesson involves exploring a specific zone within the game and opens users up to questions, quizzes, and talks.
With PSPs in hand, Mansel Primary School students embarked on an artistic voyage, where downloaded images and QR codes merge and provide challenges to draw up personalized environments. The journey also pits them against monsters and requires a final write-up about how the immersive experience left an educational impact.
Available on Android and iWhatever devices, these deceptively simple applications pack a megaton punch of education via an innovative augmented reality approach. Both involve pointing the gadget to the sky and seeing the names of the currently visible stars, planets, and constellations pop up, along with additional astronomical information.
Harvard, MIT, and University of Wisconsin at Madison teamed up with a grant from the U.S. Department of Education and nurtured science and math skills to junior high kids using GPS navigators and Dell Axims. Moving through the school meant moving through a synched virtual environment, with each area presenting new challenges they must tackle before pressing forward.
One of the most ambitious augmented reality initiatives comes straight from Google, who believes its Project Glass holds potential far beyond the classroom. Notoriously, it requires a pair of glasses versus the usual smartphones and laptops, and current experiments involve placing users in first-person extreme athletic experiences, snapping photos, and more.
Its great fun for you and a friend to try. Onvert is a free mobile app on iOS and Android, with a web platform at onvert.com. With a few transparent PNG images, and a bit of sound if you like, you can transform a leaflet with a QR code into a 3D campaign. the3d.me is also the first application to use the onvert.com API which allows third parties to utilise the AR creation tools through their own interface – opening up opportunities for t-shirt design companies and card companies to create Augmented Reality overlays for designs within their own design interfaces.
the3d.me transforms you (and a friend) in a truly unique way – reveal yours with an iPhone, iPad or Android Device – the first app for Facebook of its kind. Just log into Facebook to get started with the app, pick a couple of photos, grab your phone and find out if you’re a cowboy, vampire, pop star or something even more fantastic! The magic of your animated 3D.Me can only be revealed with the free onvert viewer app. When you use the onvert app your 3D.Me image comes alive with sound and movement, from smoke rising from a campfire, water dripping from your screen or bats flying through your phone. "the3d.me is the first
Facebook app of its kind – anyone can create and share their 3D.Me and enjoy Augmented Reality with friends," explained Jason Higgins, Managing Director of Harmony Internet, the creators of the app. "Each 3D.Me has a unique identity, and a beautifully animated scene which reacts to the way you hold your phone or tablet."
the3d.me is also the first application to use the onvert.com API which allows third parties to utilise the AR creation tools through their own interface – opening up opportunities for t-shirt design companies and card companies to create Augmented Reality overlays for designs within their own design interfaces.Onvert is a combination of a custom web portal and a freely distributed app for smartphones and tablets. It allows designers to overlay animated virtual content (with or without sound) on any trigger image of choice.
The service is open, accessible and free to use, so it can be used for any purpose one can think of, whether it be educational, business, art or even advertising. As with all onverts, those people without the onvert viewer can still use the QR Code in the normal way and link to the campaign’s website.
Visit : http://the3d.me/
Examples of LZRTAG augmented reality in action. Our simple system lets anyone create 2D AR content. Upload your image, download tags, and scan! Put a .gif on anything!
Google Play : https://play.google.com/store/apps/details?id=com.LZRTAG.reader
Website : lzrtag.com
The AR Zappar T-shirts bridge the gap between the physical and the digital and takes the lead by introducing a whole new way of thinking about clothing, making them entertainment channels in their own right.
The Zappar App technology allows consumers and brands to access a new world of entertainment and visual excitement just by pointing their Zappar activated iPhone or Android phone at any Zappar T-shirt.
The Zappar app is free to download from iTunes or Android Market Place.
Caspar Thykier, Managing Director for Zappar “By expanding the Zappar technologies into the fashion industry and integrating augmented reality into clothing and apparel, it demonstrates the limitless opportunities for the brand.”
The range at present includes 7 different T-shirts starting from £6.
Please find attached imagery of the Drum Kit T-shirt and also please find below a link to the promotional video for the Zapparel range as well as individual videos of the T-shirts in action:
If you require any more information or samples please do not hesitate to get in touch.
Here is a link to the online store for the t-shirts:
VANCOUVER, WASHINGTON – June 19, 2012 – Circutus LLC today announced the release of LaserVR™ Alpha Range, a unique video projector game available exclusively for iPad®, iPhone®, and iPod® Touch. By connecting a video projector to a camera-equipped mobile device, the LaserVR™ technology “sees” the game playing on a wall, and tracks the dot from a laser pointer to recognize button clicks and player interactions. LaserVR™ Alpha Range is a futuristic target shooting game, available now on the iTunes App Store for $7.99 / €5.99 / £5.49 / AUD$8.49.
LaserVR™ Alpha Range uses advances in computer vision to combine a virtually projected game with real world actions. For the first time, the processing power of modern mobile phones and tablets make it possible to simultaneously process a real-time camera feed while displaying the game’s graphics and user interface. The game player already owns the most expensive piece of equipment, in their mobile device, and can now couple it with a Pico projector, a tabletop tripod like the iStabilizer Flex™, and a low-powered laser pointer, for a portable virtual reality gaming experience.
For more information about LaserVR™ Alpha Range and LaserVR™ product announcements,
LaserVR™ Alpha Range is a futuristic target shooting game, available exclusively for iPad, iPhone, and iPod Touch. Laser VR™ is a gaming technology which combines video projection, computer vision, and … laser pointers? FIRE!
AR23D Studio has released the Augmented Reality browser for 3D objects based on GPS coordinates only – GlorAR.
The technology of augmented reality in GlorAR allows to realistically display 3D-objects and other content in space without using of any markers or images - just GPS coordinates!
“We are confident that GlorAR will find a wide application in such fields as tourism, entertainment, architecture, marketing because our technologies don‘t use markers and images, which until recently were the most significant limitations of mass use of 3D augmented reality solutions”, – said Vitaliy Goncharuk, Managing Partner of AR23D Studio.
Examples of integration of 3d objects in real world with the help of GlorAR:
1. You are an architect and would like to demonstrate to your client, how an empty land can look like with a house, created by you. Just create 3d model of the house, load it via GlorAR onto the land site(google maps) and your client will be able to looks at the house from all angles “in reality” on his iPad;
2. You are a travel agent and would like to demonstrate to your clients in touristic places the 3d objects (e.g. animated statutes close to real statutes of historical characters, with the possibility of interaction and sound). Together with GlorAR you can create such models in 3d MAX and place it in respective historical sites, what will allow you to provide your clients with a more exciting and emotionally involving touristic services.
3. You are a company which would like to demonstrate at an exhibition a product which exists only as a prototype yet. Together with GlorAR you can place 3d model of the prototype at your booth and via iPad demonstrate to visitors its virtual analogue, created a full feeling of real product (without any markers!).
The GlorAR browser is based on very advanced technology(GPS + SLAM + our own algorithms) – known augmented reality browsers didn‘t allow until recently a possibility to demonstrate 3d objects and related content(video and audio) in 3D(in 2D only).
“Another advantage of GlorAR is that the generated content in GlorAR can be used further without any losses or downgraded quality in augmented reality glasses which, as we expect, will become a mass phenomenon within 2-3 years.” - Vitaliy Goncharuk, Managing Partner of AR23D Studio.
AR23D Studio is a company specializing in developing solutions in the field of augmented reality.
It was established in 2010 and now has its own SDK in a sphere of augmented reality.
At the moment the company has released more than five commercial products and developed more than 20 projects for external clients.
17th May 2012: Iconic publisher Penguin Books and Zappar, today announce a partnership that offers a never seen before interactive experience for the Penguin English Library – a new collection of beautifully designed books that celebrate 100 of the best novels written in English. Using the power of Augmented Reality with the Zappar App, readers will be able to bring elements of four of the books to life with a stunning range of bespoke material including animations of Coralie Bickford-Smith’s illustrated covers, video, audio and extracts.
The App will launch on 17th May 2012, and will initially offer readers the Zappar experience on novels Moby Dick, and Lady Audley’s Secret, with two further titles to come later in the year.
The process is simple: download the Zappar App available free of charge from iTunes or the Android Market Place. Locate the Penguin content in the menu. Point a phone/handset at the cover of the book and watch as it reveals an array of digital content and online destinations. This signifies not only a first for Augmented Reality but an original and immersive way of introducing some of the best-loved books of the last 300 years to a new generation of readers.
Originally launched in 1963, the Penguin English Library published some of the most captivating works ever written in English. The new collection, which launched on 26th April, starts with Robinson Crusoe and spans two centuries until Dubliners was published just before the First World War.
Caspar Thykier, Managing Director for Zappar, said “This is an exciting development in how the consumer reads and perceives books, providing scope for extra bite size entertainment content. The great thing about incorporating AR in publishing and books is that it shows how technology can enhance and add to the entertainment experience that the products offer.”
Nicola Hill, Marketing Director for Penguin Press, said “The Penguin English Library is about celebrating the ultimate readers’ editions that can be cherished, collected, given, and kept for a lifetime. The striking designs really elevate this series and we’re delighted to work with Zappar on an inventive way of using it to celebrate and share a fresh publishing idea.”
Vimeo clips of Zappar in action:
For iPhone, iPod and iPad:
For More Information on Zappar please contact:
Sam Payne at Dundas Communications
0207 824 8748
For More Information on Penguin Books please contact:
0207 010 3345
Zappar was launched in 2011 and founded by Kirk Ewing, Connell Gauld, Simon Taylor and Caspar Thykier, bringing together experience from the marketing and console game industries alongside pioneering technology from the University of Cambridge.
Zappar’s class-leading marker-less image recognition technology provides the broadest spectrum of AR applications on mobile across devices including delivery of film, audio, 3D animation, gaming interactivity and streaming data in the field of vision.
Zappar is leading the market in bite size entertainment to deliver enabled AR products to consumers. Zappar recently launched their own range of AR Tee-Shirts in the US under the brand name Zapparel available in Macy’s and JCPenney.
Zappar provide a full service offering with in-house creative and technology resource to deliver bespoke platform and content solutions.
To find an image or object that is Zappar powered log onto www.zappar.com or look out for the Zappar logo.
Apple requirements: Compatible with iPhone 3GS, iPhone 4, iPod Touch (4th Gen), iPad 2 Wi-Fi and iPad 2 Wi-Fi + 3G. Requires iOS 4.2 or later. Zappar runs on most Android devices running Android 2.1 and later. For more information visit http://zappar.com/device-compatibility/
About the Penguin English Library
For some twenty years, beginning in 1963, millions of readers first encountered the most enjoyable works in the English language through the orange-spined Penguin English Library. For many the series was a magic door, the start of a lifetime’s engagement with the most vivid writing imaginable. Now the spirit of the original Penguin English Library has inspired a fresh, contemporary new series.
The first 20 Penguin English Library titles will be released at the end of April 2012. Subsequently, 10 further titles will be released each month for the rest of 2012 at £5.99 each.
(Toronto, ON – May 15, 2012) – Superstar Adam Lambert released his highly anticipated sophomore album Trespassing yesterday, and will be celebrating in Canada through HMV with a special app from Zappar. Beginning yesterday, select HMV stores around the country will feature interactive posters with Adam’s new album. The posters were created for the Zappar App, an interactive technology that allows consumers to connect with their favourite artists, right in the record store via augmented reality. This innovative application allows Adam fans to watch an exclusive video message from Adam Lambert himself right on their smartphones, take pictures with Adam and receive a special ‘Golden Ticket’ that they can present at the cash when they purchase the album to receive a special promotion. See a demo of the app in action, click here.
Once downloaded, Zappar starts working when the app is open and a smartphone camera is directed towards one of the Trespassing posters in the windows of HMV stores across Canada. The user then watches the poster come alive as a video message of Adam pops up.
“Working with Adam and Sony Music in Canada has been the perfect collaboration: delivering exclusive content with a one off promotion at retail with HMV to both engage and reward fans. It’s a great bit of bite size entertainment, which is what Zappar is all about,” said Caspar Thykier, Founder & Managing Director of Zappar.
Since the release of Adam Lambert’s debut album For Your Entertainment in 2009, it has sold nearly 2 million copies worldwide. Lambert was nominated for a Grammy for Best Male Pop Vocal Performance for “Whataya Want From Me” in 2010 and also released the Glam Nation Live CD/DVD and Acoustic Live! EPs.
Self-described as magic, the Zappar App is a free downloadable app that can “open up another dimension where the world around you comes to life”. HMV and Zappar have teamed up to bring Adam Lambert to the public, and this is just the beginning of this next-generation app’s capabilities and interactive possibilities.
In addition to co-writing many of the tracks on Trespassing, Lambert collaborated with an all star list of award winning artists, producers and songwriters including Pharrell Williams, Dr. Luke, Bruno Mars, Claude Kelly, Benny Blanco, Bonnie McKee, Nile Rogers, and Sam Sparro.
For more information, please contact:
Sony Music Entertainment Canada