Source: Layar

In my previous two posts I discussed how hardware, software and services come together to deliver augmented reality experiences. Many AR apps are designed to perform specific functions within specific contexts. For instance, an app designed to provide enriched information about an art museum exhibit is only of use when visiting that particular exhibit and would otherwise be of little or no value outside of that context. Furthermore, it would detract from the art if the visitor were being constantly bombarded by AR throughout their tour of the exhibit. In this example the AR experience should be triggered at certain places in the exhibit and disappear at other times. So how does an app know when to perform its intended function? In this post I will be discussing the different ways by which an app can understand context and thus trigger the intended AR experience or content. Read More →

In my previous entry, 08: Mobile AR Hardware Technologies, I discussed the hardware technologies that are converging to enable mobile augmented reality experiences. Software and services are the other components that are crucial to the delivery of mobile AR experiences and I cover both in this post. There are several layers of software involved, some of which have to do with how developers create experiences while the others are about delivering the experience to the user. Services are applications that provide data or information that is consumed by AR applications over a network (i.e. the Internet). This data is much too diverse and vast to be stored on the device so it is made available upon demand. While hardware and software are responsible for rendering the AR experience, it is services that truly bring value to the user. Read More →