Devora Mason – The Future of XR in Museums, Archaelogical Sites and Tourism
Over the past four years TOD digital project has committed itself to furthering the visitor experience through its use of technology offering the chance to recreate the ancient grounds as they were thousands of years ago. The process naturally led us to AR/VR Technologies. Some of the TOD first projects include the AR Augmenti-guide, “Whose Tower is it?” detective game, “Swipe the Citadel” a visual recognition and location based adventure and winner of the BestAdverGame 2013 GameIS Awards, 360ᵒ Audio-Virtual Tour winners of Special Web Art, AVICOM 2015, QR codes linked to a smart treasure hunt, free Wi-Fi throughout. Our development of off-site experiences included a 3-D outdoor screen, as well as Google Street View.
Alon Getz – Augmented Reality for Outdoor Sports and Activities
Where is Augmented Reality needed?
At RideOn we believe that AR is really needed in outdoor activities, where the focus and attention of the user should be on the outside reality. The only application that we know of AR that makes the user’s performance 2-3 times better is Smart Helmet for fighter pilots. This is also the only AR use case that creates a huge income, from the 90’s.
The reason it’s that successful is that it makes the performance of the Aircraft-Pilot-Weapon 2-3 times better, since the pilot can see his friends, enemies, ground targets and important data overlaid on the real world.
To bring the same idea of AR to the civil outdoors in a cost reasonable product creates some great challenges –
1) How to build a product for “real” users with consideration of 10’s of contradicting paramenters
2) How to place the virtual objects on the real world in a fast, stable in an accurate way.
In this talk, we’ll try to describe the challenges and some general idea of how we can overcome them.