Oct 232009
 

A cross-post from Gary Hayes’s Personalizemedia Site (with permission!) … As promised a more specific ‘commercial’ follow up to my previous post on this topic which was more ‘story’ centric. I am developing and producing a range of Augmented Reality (or if you prefer AR, ‘blended or layered media’) applications at the moment. I have also been asked to present at a few conferences and create a detailed white paper on the implications of AR for government & business looking at privacy, legal, copyright & crime issues. As readers of this blog will know I also lecture, run workshops and work with creative teams to come up with future ‘social entertainment’ based around virtual worlds and augmented reality.

But the purpose of this short post is to simply list and try to categorise the many types of business Augmented Reality apps appearing in the market. The first manifestations of AR appeared in the late 60s, became real in the 70s and by the 90s were already being used by major companies. Now portable computing is finally powerful enough to deliver AR to anyone who has a smart phone or latest generation PC or console. But first my simple definition of Augmented Reality.
Information, 3D models or live action blended with or overlaid onto the physical world in real time. A camera & attached screen is used to view the combination of reality & real time virtuality. Devices or systems commonly used for AR include

But the purpose of this pretty detailed post is to simply list and try to categorise the many types of business Augmented Reality apps appearing in the market and to try to identify opportunities.

Augmented Dollar

Augmented Reality Business by Gary Hayes

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Jan 212009
 

We are well into 2009 and there is a lot of news popping about the likely growth of social virtual worlds and their adoption. As a tangent game based virtual worlds are also still in relative growth as covered in SMH’s post Video games thrash movies and DVD, referring to the shift in Australia and reflected in the rest of the world, of more money spent on interactive vs passive entertainment ” video games industry is now double the size of the box office and more than 40 per cent larger than the movie disc industry in Australia”.

But back to social virtual worlds and I have quickly mapped some dates and SVW events (most are recent) onto a slightly modified Gartner ‘hype cycle’ curve. For the uninitiated here is a brief wikipedia definition.

Since 1995, Gartner has used hype cycles to characterize the over-enthusiasm or “hype” and subsequent disappointment that typically happens with the introduction of new technologies. Hype cycles also show how and when technologies move beyond the hype, offer practical benefits and become widely accepted.

Gartner Hype Cycle SVW

Of course in reality we have really been through a sine wave quite a few times since 1987 through 2005 but since the relative maturity of services like Second Life, There and others true and robust applications are emerging, beyond the traditional ‘gamer/entertainment’ use. MUVED created a post a few weeks ago showing widespread investment in a range of niche virtual worlds and this trend is seemingly continuuing apace. Raymond de Villiers, CEO of Wisdom Games is very bullish about the use of these worlds for business communication in a post entitled Growth of Virtual Environment Expected in 2009…

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