Augmented reality head mounted displays (HMDs) leave your hands free to be productive, but they also pose the greater challenge of how to interact with this new face-bound form factor. Voice control is one means of interaction that is well suited for navigating menus and inputting commands or text, but is inefficient for many of the tasks that we are accustomed to accomplishing with mice or touch screens. There are also situations where voice commands are socially awkward or not feasible.

There is another means for humans to interface with computers that will be integral to HMD use, and that is through gestures. Most of us have experienced gesture control using video game consoles. The Nintendo Wii uses a wireless handheld controller (a.k.a. the Wiimote) that has micro mechanical motion sensing capability. Its accelerometers and gyroscope allows the user to interact with and manipulate items on screen by recognizing motion patterns that the hand makes while holding it. A different type of gesture control system known as Kinect is built into the Microsoft Xbox gaming system which uses computer vision technology. Kinect is a small device positioned above or below the video display that contains a time-of-flight camera and depth sensor which control the onscreen actions through 3D body motion capture.

These two types of gesture recognition systems (sometimes referred to as “natural user interfaces”) can be adapted for controlling augmented reality experienced through HMDs. There are two classes of gestures to consider for interfacing with the HMD computer: The first is the navigation of menus which is analogous to the point and click of a mouse; the second is manipulation of on-screen content such as selecting, highlighting, scaling, rotating, dragging, etc. In this post I will be comparing the two types of gesture controllers capable of performing these gesture classes then reviewing the options available today for implementation. Read More →

In my previous entry, 07: Modes of Visually Implementing AR,  I discussed the various means by which an augmented reality experience can be visually rendered and I emphasized mobile AR since this is clearly where the compelling use cases lie and therefore where the commercial opportunities exist. While the visual rendering is at the heart of AR, there are many other technologies that must be integrated into an AR solution in order for it to be engaging, effective and attractive to the market place. In this entry I will be reviewing other hardware technology that is converging to make mobile AR happen. Software and services also play a crucial role and will be covered in upcoming posts. Read More →

In previous entries I have defined AR and the technological context in which it has evolved, but a further understanding will arise when one is exposed to the myriad use cases for it. Below I offer examples in a number of different categories, some of which already exist or are in development, while others are speculative in nature. What other use cases can you come up with? Be sure to let me know in the comments.

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