Posted tagged ‘augmented reality’

Less is more

3 December 2019

Well that’s my excuse, anyway.

2019 has been a tumultuous year for me, so I haven’t been able to write as much as I have in previous years.

Nonetheless, I hope the few articles I was able to publish proved useful and worthwhile.

Here they are again in case you missed them or fancy a refresh…

A mobile phone with earphones

20 real-world examples of Augmented Reality

As with VR, there’s plenty of talk out there about how wonderful AR is and the incredible potential it offers us. But I’m more interested in what people in the real world are currently doing with this emerging technology.

The L&D maturity curve

By looking through the lens of “Performance First”, an L&D team can work backwards to focus its energy on where it’s needed.

Micro-learning’s unsung sibling

While I’m an advocate of micro-learning, a less buzzy but perhaps just-as-important variant is micro-assessment.

5 podcasts every e-learning professional should listen to

If like me you’re just getting started with podcasts, or perhaps you’re looking for another one to add to your subscription, I offer you 5 of my favourites.

A mobile phone with earphones

I wish you loads of joy over the Christmas season, and I look forward to reconnecting with you in 2020!

20 real-world examples of Augmented Reality

26 January 2019

The 2019 instalment of Virtual Reality Working Out Loud Week kicks off next month. For a couple of previous VR WOL Weeks I’ve collated lists of the examples that the participants unearthed – see 20 real-world examples of Virtual Reality and 25 more real-world examples of Virtual Reality.

This time however I’ve decided to do something different. I’ve decided to focus my attention on Augmented Reality.

As with VR, there’s plenty of talk out there about how wonderful AR is and the incredible potential it offers us. There’s also a lot of talk about how much better it is than VR, which I find comically absolutist. Surely it’s circumstantial?

In any case, I’m interested in what people in the real world are currently doing with this emerging technology, so I’ve collated the following examples.

Mixed reality jet engine

In the post-Pokémon Go era, an increasing number of AR games pepper the market. While one game replaces Pikachu with robots, another goes a step further by leveraging the background environment as you ward off alien invaders.

For its part, Niantic is continuing to evolve Pokémon Go with occlusion, by which the augmentation integrates with the background environment. (For example, a monster pops its head up from behind your couch.) Word on the street is this kind of next level immersion will feature in their upcoming Harry Potter spinoff.

The trail being blazed by the entertainment industry is being quickly followed by workplace educators. For example, Japan Airlines uses AR to train its engine technicians, while Deakin University uses it to teach its healthcare students. In terms of performance support, doctors use AR to perform target guided surgery, while the Royal Navy uses it to aid the officer of the watch.

Some companies are also using AR to educate their customers. In my previous blog post Educate everyone I praised Hyundai’s virtual guide which helps Sonata owners maintain their vehicle. Another car maker, MINI, has glasses that not only provide its drivers with navigational prompts, but also lets them see through the car.

In the world of retail furniture, Ikea lets you see how their products look in your home and another app walks you through assembling them.

Customer education blurs with marketing, and prime examples of the latter are ModiFace’s hair colour and nail polish previewers. In a similar vein, Kinect lets you try on clothes, Lacoste lets you try on shoes, Shop 4 Rings lets you try on jewellery, while Speqs completes your look with glasses.

In regard to the point-and-play type of AR, one of the most impressive I’ve seen is that of winemaker 19 Crimes who brings the convicts on their labels to life. The eerie black-and-white treatment reminds me of Koko tormenting a cat in The Clown’s Little Brother – which was released back in 1920!

A cartoon clown riding a real cat.

My coverage of augmented reality here is by no means exhaustive; it simply represents the instances I’ve stumbled upon recently. If you are aware of another real-world example, please share it via a comment below.

For more virtual reality, follow the #VRwolweek hashtag on Twitter and I encourage you to participate yourself.

In the meantime, who fancies running an #ARwolweek…?

Cognitive Reality

7 December 2016

Yet another year has come and gone at the speed of light!

For me, 2016 has been the year in which the Virtual Reality rubber finally met the road, while Augmented Reality made a surprise splash into the mainstream via those pesky Pikachu.

As a consequence, VR & AR dominated much of my blogging attention this year. But they weren’t the be-all-and-end-all of the e-learning universe. Plenty of other topics occupied my mind, from 70:20:10 and 3D printing to the extended enterprise and our universally despised compliance training regime.

I hope you found something useful among my musings, and I invite you to catch up on any that you may have missed…

Pulp fiction cover entitled Amazing Wonder Stories: Cognitive Reality: Virtual Reality, Augmented Reality, and other stuff!

Virtual Reality and Augmented Reality

Other stuff

Vintage spaceship

To those who celebrate Christmas, I wish you a merry one, and I look forward to reconnecting with everyone in 2017.

Pokémon whoa!

9 August 2016

When I was a teenager I was addicted to video games. Not stay-awake-for-three-days-and-die-of-starvation kind of addicted, but I would spend every conceivable moment playing.

While I enjoyed car games and classic shoot’em ups, my favourites were the more strategic kinds of games in which you could explore, think, and discover. There was always somewhere else to reach, something fascinating to find, another stratagem to try.

I ended up imposing a ban on myself in order to focus on my studies, and I did not lift a video gaming finger for years afterwards.

Then along came Ingress.

Ingress screenshot

Ingress is a mobile game developed by Niantic (an offshoot of Google). You choose to join one of two factions that are fighting for world supremacy by capturing virtual portals – which are represented by public landmarks in the real world such as statues and fountains.

Ingress is oft described as an augmented reality game, but I disagree. It’s an alternate reality game. And it’s addictive. There’s something about covering a swathe of land in deep green (or blue, if you’re one of them) which elicits that sweet dopamine of achievement.

The plot isn’t real, of course, but that doesn’t matter. The emotion is.

Eventually I had to give up Ingress because I could feel my dubious history with video games flooding back, and I was chewing through my data like a hot knife through butter.

Zubat over Sydney Harbour

It is in this light that I look on with amusement at Niantic’s latest offering: Pokémon Go.

I was vaguely aware of this game since I maintain a general interest in augmented reality. Then one day it exploded. Suddenly everyone was playing it!

I hadn’t planned to play Pokémon Go myself, but given its sheer popularity I felt it would be remiss of me as an e-learning professional to forgo an informed opinion. So I gave it a go.

Frankly, it isn’t my cup of tea. Indeed I find the game a bit childish and pointless. When you catch one Pokémon, you catch another, and then another… ad infinitum. So what?

Still, I can see why others enjoy it. All the key game mechanics are there: it’s intuitive to play; your first Pokémon is easy to catch; you level up quickly; and the Pokédex is an interesting element that taps into the collector’s mentality.

You can also earn ownership of a gym (reminiscent of becoming a mayor in Foursquare) and you can incubate and hatch eggs (reminiscent of the parenting responsibilities for Tamagotchi).

Pokémon Go players congregating undercover by the forecourt of the Sydney Opera House.

Predictably, Pokémon Go has provoked a torrent of criticism from non-players, and I say some of it is warranted. From public nuisances to privacy concerns, the game has also fuelled discourtesy, disrespect, and self harm.

Personally I don’t think that you are stupid just because you play Pokémon Go. However, I do think the game is a vehicle for stupid people to express their stupidity.

I also think the decision to assign churches as gyms was ill advised, though I realise there is a technical reason for this and thankfully some churches are using their lemons to make lemonade.

Pokemon Go screenshot

On the plus side, Pokémon Go gets people walking – that’s unusual for a video game, even a mobile one – and it has single-handedly introduced millions of people around the world to the concept of AR.

And if we needed it, it’s yet another reminder to L&D folks that people love games.

Educate everyone

19 April 2016

My all-time favourite example of augmented reality has been reinvented.

When I first saw BMW’s augmented reality glasses on YouTube over 8 years ago, I was excited. It heralded a new dawn in educational technology. A golden age in which learning & performance would be transformed.

Then… nothing.

For years afterwards, augmented reality seemed to be trapped in the mystical realm of what it “could” do in the future. Indeed it offered amazing potential, but with too few examples of the technology in use, not much reality was really being augmented.

More recently, Google Glass has been making in-roads, though I consider it more of a data display device than an AR headset. And Microsoft’s work on HoloLens is truly inspiring, but it’s not quite ready yet.

Then… BOOM!

At the 2016 Consumer Electronics Show, Hyundai unveiled its Virtual Guide. Overnight, the Korean boffins made BMW’s augmented reality glasses a reality for the rest of us.

Now, I use the term “overnight” with poetic licence. Hyundai actually unveiled its AR app in the previous year. And yes, there have been other practical applications of AR done by other companies. Heck, they’re not even the first car maker to do it.

But all that is moot, because the point is this is the first time in a long time that I’ve been impressed by a mainstream brand. To me, Hyundai stands out from the myriad other car makers as a leader – not only in innovation, but also in customer service.

I compare them to Honda, for example, whose Civic can’t even play the songs on my Samsung smartphone.

Surprised koala

Hyundai’s app prompted me to consider the relationship between e-learning and marketing in the corporate domain.

Traditionally, e-learning (along with the rest of L&D) is inward focused; its specialists are charged with developing the capability of the organisation’s employees. In contrast, marketing is outward focused; its specialists are charged with attracting more customers.

Indeed there has been consideration of combining marketing with e-learning to promote and motivate employee development, but how about the reverse? How about combining e-learning with marketing to engage customers?

As Hyundai has demonstrated, e-learning can be used as a vehicle to establish a leadership position for the brand. Yet it can do more.

Consider an insurance company. Like cars, this is another sector that is usually considered boring by the general public and faces stiff competition. How about another TV advertisement featuring a loving family and a dog and… yawn… sorry, I can’t be bothered finishing this sentence.

Instead, how about a customer education strategy that teaches the public the fundamentals of insurance, providing a clear explanation of the concept, untangling its mind-boggling options and variations, ultimately helping regular folks like you and me make better decisions about our finances.

The strategy might involve a YouTube channel, an expert-authored blog, a moderated discussion forum, a free webinar series, a corporate MOOC… all open to the public.

Could someone consume your wonderful content and buy their insurance from someone else? Of course, some people base their purchasing decisions solely on price. But many don’t. With the trust and goodwill your education generates, I’d wager that plenty of prospective customers will prefer the brand that empowered them.

At the very least, you’d attract more customers with an education strategy than without one.

So don’t just educate your staff. Educate everyone.

My blogging year in the rear-view mirror

8 December 2015

As the year draws to a close, I like to reflect on my blog posts.

I invite you to scan the list below and catch up on any that you may have missed. It’s never to late to comment!

Rear-view mirror

Thank you everyone for your ongoing support.

I wish you a merry Christmas and a happy new year!

The joy of UX

8 September 2015

One of the funniest tweets I have ever seen was brought to my attention by Vala Afshar…

Seeing this little animation was one of those serendipitous moments, as I had that very day experienced something eerily similar.

I’ve written previously about how I’ve been toying around with the augmented reality app Aurasma. In A way with the fairies I described how I used this app to replicate Disney’s fairy trail in my local botanic garden.

Impressed with what the app can do, I turned my attention to using it in the workplace. I decided to start small by using it to promote a new online course that my team was launching. I took a screenshot of the main characters in the course’s scenario and provided 3-step instructions for the target audience outlining how to: (1) Install the app onto their mobile device; (2) Visit the relevant URL in their browser; and (3) Point their device at the picture. When they did so, the names of the characters would magically appear above their heads.

This wasn’t just a gimmick; it was a proof of concept. By starting small, I wanted to test it cheaply and fail quickly. And fail I did.

Deflated sports mascot

When I asked several of my tech-savvy colleagues to test it, every one of them reported back saying it didn’t work. Huh? It worked for me! So what could be the problem?

After much tinkering and re-testing in vain, I decided to ask a friend of mine to test it. Bang, it worked for her first go. As it turns out, my colleagues simply weren’t following the second instruction to go to the URL. In their excitement to scan the image, they did so immediately after installing the app – but of course without the link, the app had nothing to connect the image to my augmentation. So when I pointed out their skipping of Step 2 and they re-tried it, voila it worked.

Despite this rough start, another colleague of mine cottoned on to my trial and was keen to use the idea to jazz up a desk-drop he was creating. Upon scanning the trigger image, he wanted a video to play. Aurasma can indeed do this, but I was trepidatious because my experiment had failed with tech-savvy colleagues – let alone regular folks. But I decided to look on the bright side and consider this an opportunity to expand my sample size.

Learning from my mistakes, I re-worded the 3-step instructions to make them clearer, and this time I asked a colleague to test it in front of me. But again we ran into trouble. This fellow did follow Step 2, but when the URL opened the app, it immediately required him to scroll through a tutorial. Then it asked him to sign up. Argh… these steps were confusing… and I was oblivious to it because I had installed Aurasma ages ago and had long since done the tutorial and signed up.

But that wasn’t all. After I grandfathered my colleague to Step 3, he held out his smartphone and pointed it at the image like a lightsaber. WTF? He read the instruction to “point” his device literally.

Another lesson learned.

Facepalm

Steve Jobs famously obsessed over making his products insanely simple. Apple goodies don’t come with a user manual because they don’t need them.

My experience is certainly a testament to that philosophy.

Three steps were evidently too many for my target audience to handle. The first step appeared simple enough: millions of people go to the App Store or Google Play to install millions of apps. And indeed, no one in my test balked at that. (Although convincing IT to tolerate a 3rd-party app would have been my next challenge.)

Similarly, the third step was easy enough when re-worded to point your device’s camera at the image.

The second step was the logjam. Not only is it unintuitive to open your browser after you have just installed a new app, but dutifully following this instruction mires you into yet more complexity. Sure, there is an alternative: search for the specific channel within the Aurasma app and then follow it – but that too is problematic as the user has to click a tab to filter the channel-specific results, which is academic anyway if you don’t want the channel to be public.

I understand why Aurasma links images to augmentations via specific channels. Imagine how the public would augment certain corporate logos, for example; those corporations wouldn’t want anything derogatory propagated across the general Aurasmasphere. Yet they hold the rights over their IP, so I would’ve thought that cutting off Joe Public’s inappropriate augmentation would be a matter of sending a simple email request to the Aurasma folks. Not to mention it would be in the corporation’s best interest to augment its own logo.

Anyway, that’s all a bit over my head. All I know is that requiring the user to follow a particular channel complicates the UX.

So that has caused me to wind down my plans for augmented domination. I am still thinking of using Aurasma: we might use it in our corporate museum to bring our old photos and artefacts to life. But if we go down this road, I’ll recommend that we provide a loan device with everything already set-up on it and ready to go – like MONA does.

In the meantime, I’ll investigate other AR apps.