Posts tagged: Augmented Reality

New Artificial Skin Expands Possibilities for Virtual Reality Control

Colin McMahon
 Oct 8, 2019

Researchers from the Swiss Federal Institute of Technology Lausanne have created a new silicone-based material that, when worn over the human body, simulates a sort of “second skin,” according to a recent article published in the Soft Robotics science journal. According to the preliminary findings this material, when used as a feedback device, marks a vast improvement over haptic feedback technology – which is a leading form of virtual reality (VR) control.

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Apple Quietly Reveals AR Headset Development

Colin McMahon
 Sep 16, 2019

On September 10, Apple hosted its annual Fall event – unveiling its product plans for the coming year. For the most part, everything went as expected. The iPhone 11 was announced (along with Pro versions), as well as the Apple Watch Series 5. A new iPad was also unveiled – one especially designed for entry-level customers. Apple also gave updates to its Apple Arcade and Apple TV plus platforms, pledging continued support and attractive price points. Overall, there really wasn’t much to write headlines about…or was there?

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What Does Hololens 2 Mean for Businesses?

Colin McMahon
 Feb 26, 2019

On February 24, 2019, Microsoft unveiled Hololens 2, the successor to its augmented reality headset, Hololens. Almost three years have passed since the developer edition of the first Hololens became commercially available. In that time, numerous other AR, virtual reality (VR), and mixed reality (MR) headsets have come to market. All the while, software creators and content developers have used this time to create a wealth of programs – some simple, some quite complex.

For Microsoft, the three-year gap means one significant detail: DATA. The company has had several years to see exactly how its intended clients use Hololens and have created Hololens 2 with what it says are significant improvements for the enterprise space.

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AR Trailblazers’ Reality Augmented with Financial Turmoil

Alan Bullock
 Jan 25, 2019

Like many budding industries, the Augmented Reality (AR) world is undergoing some upheaval. In recent weeks, a few of its early pioneers have hit what, for some, seem to be insurmountable financial roadblocks. Even so, entrepreneurial optimism remains. Read more »

What genARate Means to the Print Market

Colin McMahon
 Dec 14, 2018

Released last month, genARate is a new software tool from Konica Minolta. The platform specifically focuses on applying augmented reality (AR) technology to print products. Although it is not the first tool to encourage AR application creation, or even the first to target the print market (see HP’s Reveal platform), genARate is notable for its ease-of-use and its application focus.

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Prepare for the Fourth Imaging Wave

Ed Lee
 Sep 14, 2017

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Excerpt from Digital Imaging Reporter’s State of the Industry 2017

Analog film, the first wave of photography, lasted more than 150 years, with over 1.5 trillion photos captured worldwide during this timeframe. In the 1990s, digital cameras kicked off the second wave: digital photography. Smartphones were introduced in the late 2000s, marking the third wave: mobile imaging.

Always-connected smartphones and social networks have changed how people take and share photos and videos. Mobile imaging is led by companies with no background in photography, such as Apple, Samsung, Facebook, Instagram and Snap.

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Around the World in 50 Billion Customer Communications

Will Morgan
 Jun 26, 2017

Some might call it overkill. We just call it being thorough.

When we set out to interview 50 key stakeholders in the customer communications space, most of our peers thought we were being too ambitious. Well, 60 interviews (and 250+ pages of notes) later, we had managed to gather insight from customer communications service providers and other stakeholders who represented over 50 billion printed, electronic, and mobile communications delivered in 2016.

Highlighted in a press release today to announce its publication, the resulting report, entitled Enterprise Customer Communications—Trends and Strategies from Around the Globe, includes perspective from some of the largest players in the customer communications market, as well as important smaller providers with deep vertical and regional insights.

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This 43-page analysis examines in detail the top ten trends driving enterprise expectations and aspirations for customer communications. Here is some insight into three of them:

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PROKOM in Vienna: The First Konica Minolta User Community Meeting

Jim Hamilton
 May 22, 2017

On Thursday May 11th, around 150 Konica Minolta production print users gathered in Vienna for a day of presentations at the inaugural meeting of PROKOM, the Konica Minolta user community. Targeted at production users, PROKOM is part of a Konica Minolta customer-centric strategy intended to drive the move from analog to digital print processes. With the focus, at least at first, on users of cut-sheet light to mid-production color and black & white digital print, the opportunity for PROKOM is unlike many other user groups, which tend to focus on higher levels of production.

PROKOM logo

The journey toward PROKOM began over a decade ago when Konica Minolta began actively targeting users in production environments. A key date for this was drupa in 2004, Read more »

Augmented Reality Takes Center Stage @ARinAction

Ed Lee
 Jan 25, 2017
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Conference organizer John Werner and Bob Metcalfe on stage

On January 17 and 18, the inaugural AR in Action conference was held at MIT Media Labs in Cambridge MA. It brought together a wide range of speakers as well as some heavy-hitters in the technical industry to discuss their thoughts on augmented reality (AR) and how it is going to change our lives in the near future. They included Bob Metcalfe, co-inventor of Ethernet, Alan Kay, a pioneer in object oriented programming and the graphical user interface, and Steve Mann, considered the father of wearable computing. The conference included 32 panel discussions (with 127 panelists), 28 stage demos, 42 floor demos, and 2 stage performances.

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The Phenomenon that is Pokémon Go

Colin McMahon
 Jul 22, 2016

Pokémon Go, an augmented reality (AR) app for Android and iOS, launched in the U.S. and Australia on July 6, 2016 – less than one month ago. Since then, the app has exploded in popularity with gamers and the media. In its short lifespan, it has made multiple headlines and is engaging a larger active user base than some of the most popular social apps like Tinder, Twitter, and even Facebook. Spontaneous social gatherings – some with thousands of people – have been happening around the world. Pokémon Go is taking the world by storm, and it is not even available in every major country yet (Chinese release date is still TBA).

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