Google is launching 23 augmented reality (AR) insects on Google Search. If you remember collecting insects as a child, then you will enjoy playing with these AR insects in your home or on the move. Afraid of bugs? Look away now…
To see one of the AR insects, users can search for the name of the insect, e.g. “Hercules beetle”, on their smartphone and click [View in 3D]. Users can freely zoom in and out on the AR insect to better understand details of the insect’s form, detail and movements. On Android devices, you can also hear insect sounds. Users can use the feature to see the animals in 3D, as well as being able to capture the insects in photos and videos.
This time, the following 23 insects will appear in AR.
Dinosaurs may have ruled the Earth millions of years ago, but with augmented reality (AR), you can turn your home into “Jurassic World.” Google are partnering with Universal Brand Development, Amblin Entertainment and Ludia to bring 10 dinosaurs from the franchise film “Jurassic World” to Google Search. Watch the massive T. Rex stomp in your living room or gaze up at a majestic Brachiosaurus as it towers above a neighborhood tree.
Search for a dinosaur on Google using a mobile device and tap “View in 3D” to rotate or zoom in and see it up close. You can then bring the dinosaur into your space with AR and adjust its size to understand how big it is in relation to the things around you. On Android devices, turn up your volume to hear the thudding footsteps and roars of each dinosaur.
“Jurassic World” dinosaurs that are viewable in AR include: Tyrannosaurus Rex, Velociraptor, Triceratops, Spinosaurus, Stegosaurus, Brachiosaurus, Ankylosaurus, Dilophosaurus, Pteranodon, and Parasaurolophus.
A behind-the-scenes look at how “Jurassic World” AR dinosaurs are made
Using technology from Ludia’s “Jurassic World Alive” game, these AR dinosaurs are some of the most realistic models out there. Check out this video to see how an AR Brachiosaurus is made, including 3D modeling, texturing and animation.
“To create the 3D dinosaurs, our concept artists first did preliminary research to discover information about each creature,” says Camilo Sanin, Ludia’s Lead on Character Creations. “Not only did we draw research from various forms of literature, our artists also worked with paleontologists and the ‘Jurassic World’ team to make the assets as accurate and realistic as possible. Even the smallest of details, such as irregularities of skin color and patterns, are important.”
Unlike some of Google’s AR animals, like a dog or tiger, dinosaurs pose a new technical challenge: their massive size. The new auto-scale feature on Android can now automatically calculate the distance between your phone and a surface in your space and resize the dinosaur so it fits on your phone screen. If you tap “View actual size,” AR tracking technology automatically repositions the dinosaur in your space to make room for it.
How to access and share
On Android, search for “dinosaur” or one of the 10 dinosaurs on the Google app or any Android browser and tap “View in 3D.” You can see 3D content on devices with Android 7 Plus and you can see AR content on ARCore-enabled devices. Easily explore all dinosaurs using the carousel format.
On iOS, search for “dinosaur” or one of the 10 dinosaurs on the Google app or on Google.com with Chrome or Safari. 3D and AR content is available on iOS 11 Plus devices.
You can also create AR videos—or recreate your favorite scenes from the “Jurassic World” movies—with the recording option. Don’t forget to tag your photos and videos on social with #Google3D and #JurassicWorld. Safe traveling (back in time)!
The game-changing augmented reality app Fectar has reached a 100,000 user download milestone just 100 days after launching. Available for iOS and Android, the app turns any mobile device into a fully immersive AR experience, with no expensive headset required.
The Fectar app pairs with Fectar Studio, a groundbreaking, cross-platform content management system (CMS) for both augmented and virtual reality. Creators use the CMS to design and create interactive AR and VR experiences, which can then be published to the free app.
Eugène Kuipers, CEO and Founder of Fectar says, “Despite the disruption caused by the COVID-19 pandemic, Fectar has grown substantially since our January launch. We are very proud to reach a landmark 100, 000 app installations in just 100 days. During what are challenging times for all business globally, we are very fortunate that users love our app and our content.
“Our unique benefit is that Fectar includes all kinds of AR experiences, such as life size cars, games, escape rooms, science projects and much more. Since this is user generated content, published by more than 100 unique content creators worldwide, we have new content added daily so there is always something to discover.”
The successful start-up’s app serves a multitude of applications, from offering enriched learning to students and enhanced training for business users to entertaining and informing those on the hunt for something fun. The abundance of user-created experiences on offer is diverse; app users could opt to explore an offshore windmill for example or discover the fossils of a Tyrannosaurus Rex before settling in to a hands-on lesson in the life-cycle of frogs and stopping by a chef’s kitchen to see what’s cooking.
Navigating the expansive library of AR content is also seamless for app users, with a holographic presenter on hand to showcase features. With a 360 Degree Bubble to discover new places on earth, 3D objects to explore and interact with and images and videos viewable from different perspectives and angles, there is always more to discover.
The latest app update has seen several new features added, including multi-language support (English, Spanish, Portuguese, French and Dutch) and a download functionality for access to content offline. There is also a Spatial Editing option, which empowers users to intuitively edit their own interactive 3D presentation in Augmented Reality using a smartphone by simply tagging and dragging content to the right place with no coding required.
To find out more about Fectar and Fectar Studio, visit www.Fectar.com
The market for extended reality products, which comprises virtual reality (VR) and augmented reality (AR) devices, will enjoy 21% growth in 2019, to slightly more than 10 million devices, according to the latest forecast by technology analyst firm CCS Insight. Marina Koytcheva, vice president of forecasting, notes, “Although this growth rate might seem disappointing for a market that has had so much hype, it should be assessed pragmatically. Right now, there are still just a handful of successful devices, and a lot rides on every new iteration or new model brought to market by the established players Sony, HTC and Oculus”.
CCS Insight believes that Sony is on track to record a solid 2019, and Facebook has also started gaining meaningful revenue from its Oculus devices. HTC, however, despite leading in the premium end of the market, looks set for less growth in 2019. But Koytcheva notes, “It’s still early days in the nascent VR market and I have positive expectations for this exciting product category”.
The recently published forecast projects that market demand will grow sixfold to 60 million units in 2023. Leo Gebbie, senior analyst at CCS Insight, covering wearables and extended reality devices, explains, “Our optimism is supported by our consumer research of early technology adopters: those who don’t yet own a VR device show a strong willingness to buy an extended reality device within the next three years, particularly as more attractive and affordable products with richer content and experiences become available. I believe this is particularly good news for entry-level devices like the standalone Oculus Go headset, which retails at less than $200”.
CCS Insight also notes that the variety of VR devices is growing. The company expects new products in 2020 from Oculus, HTC and others, including the highly anticipated Sony PlayStation 5, which is widely expected to be accompanied by an updated PlayStation VR headset.
A further boost to the VR market is coming from the advent of 5G mobile networks. In South Korea, currently the most advanced 5G market in the world in terms of adoption, mobile operators have successfully positioned 5G as a technology that can deliver an attractive VR experience. “Operators in other markets should be encouraged by the success of their South Korean counterparts, and we expect more consumer offerings to be built on the coupling of VR and 5G in the near future”, says Koytcheva.
China will also play an important role in the growth of the VR market. The Chinese government’s initiative to be a global leader in VR and AR technologies by 2025 will have an impact in the near future. Education is being targeted as one of the major sectors where VR should be adopted. This tallies with CCS Insight’s prediction that extended reality will become a standard educational tool in schools in at least two countries by 2025.
“All these trends support our view that the VR market is just heating up. Some quarters will be better than others, but the direction of travel is onward and upward”, concludes Koytcheva.
When it comes to AR, adoption by business users is picking up, although the numbers are currently very small. CCS Insight expects about 150,000 AR devices will be sold globally in 2019.
Adoption of AR devices in logistics and remote assistance continues to rise, and other industries are also starting to follow suit, with important vertical markets such as medicine, entertainment and travel beginning to show signs of growth. Importantly, end-to-end AR solutions, consisting of hardware, software and support, are also improving, making adoption much easier than it was a couple of years ago.
The consumer market for smart AR glasses, however, is still a few years away. Gebbie comments, “We’ve seen some very exciting products starting to emerge, but they’re generally prototypes or early iterations of future device designs. It will be some time before mass-market products capable of delivering significant volume hit the market”.
CCS Insight also notes that component miniaturization remains a major challenge. Unlike warehouse workers and other enterprise users, consumers are unlikely to be willing to accept anything heavier than and much different in appearance from traditional eyeglasses in their everyday lives. However, Gebbie concludes, “We’re confident that this technology will improve rapidly, and predict that by 2022 a major consumer electronics brand will enter the consumer smart glasses market, opening the gates for strong growth in years to come”.
This is aimed at kids more so but it is also great for parents alike and a great tool using technology,this is a simple product executed well and its robust an easy product to set up and use be it with your smartphone or laptop.It is a new audio experience..
The idea works on storytelling and there is many character to pick from plus you get a creative tonie in the box and this is where it shines as it allows you to create your own story and not only that you can create messages for loved ones too and it works again via your smartphone or laptop and can be synced you can also use both to adjust some settings on the toniebox.
It is a simple well executed idea which can only improve with time and more options to add as time goes on, the current characters in the Tonie-Family already include some well-known faces such as The Gruffalo, Stick Man, Little Red Riding Hood and The Snowman, and whilst Creative-Tonies allow users to upload up to 90 minutes of their own audio content.
Portability also plays a roll here which allows you to take this anywhere once it is kept charged you can of course you bring the charger with you but the main thing here is you are not stuck to a power outlet to use it..
If your child is into reading or audiobooks this is a great idea and I can certainly recommend it and my only gripe with the product is that it has its own proprietary charger so if you loose it you are done.
Visitors to the tonies Facebook page via the mobile app can access the feature whether they have a Toniebox or not. Once the AR is activated, an animated Baloo or Simba Tonie will appear on screen and users will be able to preview an exclusive audio sample as well as having a glimpse of the characters in 3D on the box before they go on sale. It allows you to super-impose the new Disney tonies onto the tonie box, so that you can trial it without buying it which is pretty cool.
BUY – Tonies and Tonieboxes are available to purchase from selected toy retailers, bookshops and via the tonies® website www.tonies.com/shop.
We dont just cater for adults here we cater for all and a new product that has just launched called TONIES has just arrived which is really great idea and for your kids and a new way of story telling.
Invented by two dads in Germany in 2016, tonies offers users a new way to experience storytelling and songs, consisting of a soft speaker cube – a Toniebox – and “Tonies” audio characters. The Tonies are placed on top of the Toniebox and automatically play the audio content that is matched to that character.
Marcus Stahl, co-founder of tonies® comments: “Innovation has been central to the evolution of tonies from the very beginning, so we’re extremely excited to venture into the world of augmented reality technology to introduce our customers to our forthcoming Disney Tonies. This tech has already been used by the likes of Sephora and Nike for product launches but it’s uncharted territory for most children’s brands.”
Matthias Keudel, Country Manager UK/IRL for tonies® adds: “Augmented reality is a rising trend in the retail industry, and one we’ve been keen to experiment with for some time. It’s enabled us to create a buzz around the new launches and truly immerse users in the product – bringing a new meaning to try before you buy!”
Further Disney licenses will be added to the portfolio of Tonies this year. The portfolio, which already combines a wide range of stories, music and knowledge, is constantly being extended – with the number of Tonies available in the UK and Ireland set to grow from 45 to 60 by the end of this year alone.
The current characters in the Tonie-Family already include some well-known faces such as The Gruffalo, Stick Man, Little Red Riding Hood and The Snowman, whilst Creative-Tonies allow users to upload up to 90 minutes of their own audio content.
Mictic presents a wristband that uses your body movements to create sound through your phone or tablet in real-time. Forget air guitaring, think air drumming. Various activities are enriched using interactive sound patterns. This marks the beginning of a new era: audio augmented reality.
Do you want to play Bach, the Star Wars theme song or your favorite pop tune on the cello, and experience music like never before? Mictic allows you to play them all, giving everyone the opportunity to create or play music without an actual instrument. Thanks to wristbands with sensors, various instruments are controlled by simple motion – in other words: Mictic makes music following your movements. It is the perfect gadget for all those who love to express themselves through movement and sound.
The world’s first body instrument is as small as a watch and can be fixed to either wrists or ankles, making it portable as well as easy to carry. It is a tool developed to support musicians and performers, for instance when they are working on a new piece. Particularly developed sound kits have been tested and approved: The instruments are played by intuitive hand or leg movements. Mictic will provide additional instruments and individual sound kits, including robotic sounds or light sabers, thus also giving young ones a creative tool.
Rolf Hellat, Founder and CEO: «I want to empower everyone to intuitively create music with their own body!Everybody should experience the excitement of hearing sounds connected to their movements, something unknown so far. It just makes you smile – I can guarantee that much.»
Mictic AG is a rapidly growing startup founded and based in Zurich.To get their product off the ground and – quite literally – moving, the highly experienced and dedicated team has partnered with the Swiss Startup Factory.
The emerging company is currently looking for investors to finance their app as well as new developments and products. The pre-sale will be launched by July 2019 to raise funds for continued development. The product will be available in early 2020.
«After three years of developing the technology, we are finally ready for the last step: To develop the easy-to-use smartphone app. To finance this, we will start taking pre-orders,» says Rolf Hellat, Founder and CEO.
Stay tuned and check out the websitemictic.com to sign up for pre-orders and to become part of the next musical revolution.
Irish virtual/augmented reality (VR/AR) software firm, Immersive VR Education (IVRE), was announced as the winner of the Best Digital VR/AR Product at last night’s GESS Education Awards in Dubai. The Waterford-based company scooped the prestigious accolade for their work in developing their ENGAGE platform, an online virtual social learning and presentation platform. ENGAGE is a powerful virtual reality collaboration and creation tool, that allows educators and corporate trainers to host meetings, classes, private tutorials, training sessions and presentations with people from all over the world, participating in a safe, virtual, multi-user environment.
The GESS Education Awards are accolades of excellence that highlight and reward the quality and diversity of educational products, resources, services and people, as well as celebrate the best educational establishments and the most dedicated members of the teaching profession.
VR Education beat off stiff competition from hundreds of other award entrants and nominees to take home the prize, which was announced last night at a ceremony at the H Hotel, Dubai. The ceremony was part of the GESS Education Expo and Conference Dubai – a 3-day event which drew over 15,000 of education professionals from 92 countries together to hear inspirational talks and speakers, and take part in dynamic, hands-on workshops from global industry leaders and influential local practitioners.
Speaking of the win David Whelan, CEO and Co-founder of VR Education,
“Huge strides have been made in recent years in education technology and to have our role in this movement recognised by our industry peers and by the people we hope will utilise our creations, is hugely gratifying.
We believe so strongly in the role of VR in education. And we have put so much hard work into bringing our ENGAGE platform to fruition – we have strived to develop a best-in-class product and we see this win as a confirmation of that.
Our ENGAGE platform aims to fully immerse the user into their learning experience, in order to increase learning retention and engagement. It will allow people to receive the best education, from the best educators from around the world, all from the comfort of their own home using virtual reality”.
David Whelan, CEO and Sandra Whelan, COO, Immersive VR Education. Picture by Shane O’Neill, SON Photographic
Be ENGAGED
ENGAGE (See Appendix) is an online virtual social learning and presentation platform. It is a powerful virtual reality collaboration and creation tool, that allows educators and corporate trainers to host meetings, classes, private tutorials, training sessions and presentations with people from all over the world, participating in a safe, virtual, multi-user environment.
It is designed to either complement and enhance classroom teaching, or for use in a standalone environment, providing distance learners with access and opportunities to connect at a new level with their fellow students.
The Power of Ed Tech
Mr. Whelan spoke of the exciting future ahead for ed tech,
“Recent studies have shown the use of VR in education has a positive impact on knowledge retention and actually improves the learning experience overall. We are only at the cusp of the ed tech revolution and the possibilities and permutations of how technology can shape the education of future generations is endless. A 2016 report from Goldman Sachs predicts $300 million in revenue for VR/AR educational software in 2020, and that figure is expected to grow to $700 million by 2025.
The developments in automation and innovative technologies within the educational sphere are progressing at a rate of knots and a commonality we find in these advancements is that ed tech has the potential to immerse the student further into the learning experience than ever before – building on and complementing more traditional methods rather than replacing what has gone before.
ENGAGE is the perfect example of this – it has the potential to transform distance learning – taking the conceptual to the practical with the touch of a button.”
Irish virtual/ augmented reality (VR/AR) software firm, Immersive VR Education’s (IVRE), virtual reality Titanicexperience has launched on Sony’s PlayStation. Titanic VR puts players aboard the doomed vessel the night it hit an iceberg and sank in April 1912. The Titanic experience is already available on PC, Oculus Rift, HTC Vive and Windows Mixed Reality.
All aboard the RMS Titanic…
The project began its life through a Kickstarter campaign in early 2017, which raised over €57,000, with the intention of bringing the game to market on PCs and PlayStation VR, Oculus Rift and HTC Vive. Its first phase test reviews in 2017 consolidated the company’s steadfast belief in the project’s direction, and its release to market now, after an exhaustive 2-year process, is a source of great pride for the entire team.
Speaking of the game’s release, David Whelan, CEO of VR Education Holdings PLC, commented:
“Titanic VR is a factually animated VR experience that tells the tragic story of the sinking of RMS Titanic as witnessed by survivors. As well as creating a realistic VR experience that tells the story of the tragedy in a compelling way, the game will also serve as a valuable resource for discovering more about the stricken ship, through a realistic exploration experience, using detailed maps and 3D models of the historic wreck site. We have used motion capture, face-scanning technology and professional voice actors to immerse users in the story and to enable them to relate to the people involved. In developing this, we wanted to create an accurate portrayal of events, so it is not only educational, but also emotional and very engaging.”
The game shares two different types of educational VR experience that bring history to life.
Six hours of educational gameplay, where players are tasked with navigating the wreck using their submersible and ROV. It features eight dive missions and seven lab missions.
The second element is a fully immersive, historically accurate, animated experience which tells the story of the evacuation to lifeboats, based on the eye witness testimonies of survivors as the tragedy unfolded in 1912.
Players can:
Recover various artefacts and items from the seabed and complete missions based on their recovery.
Choose to undertake the missions or to simply explore, admire and learn about the sheer majesty and scale of the doomed vessel.
Check out all hidden passageways and areas inside the wreck.
Navigate around and inside the wreck using their submersible and ROV, completing missions such as rescuing a lost ROV, creating a photo mosaic, placing research equipment, and working with a world-famous Director.
Clean and preserve recovered artefacts, upgrade the ROV, and learn all there is to know about this awe-inspiring wreck.
IVRE has been praised for the game’s intricate and authentic build and design process. Some highlights from the project include:
It is the largest animated virtual cast of characters ever based on real people inside a single VR experience.
It took more than 8,800 working hours to create.
The sinking animation is based on first-hand eye witness testimony.