While Google Glass seems to be the hardware that gets all the attention, it turns out there are many, many entrants in the AR head mounted display (HMD) field. Some are recent entrants to the market while others preceded Glass by years. As part of my survey of the state of the AR industry, I thought I’d put together a comprehensive list of the hardware I could find. Read More →
In previous posts I have explored from a high level the types of hardware and software that are required to produce augmented reality experiences. In my next few posts I will cover the companies and products in this space. Specifically, in today’s post I will be running down the software development kits (SDKs) available to developers to create AR experiences.
Wikipedia defines an SDK as a set of development tools that allows for the creation of applications for a certain software package, software framework, hardware platform, computer system, video game console, operating system, or similar development platform. It may be something as simple as an application programming interface (API) in the form of some files to interface to a particular programming language or include sophisticated hardware to communicate with a certain embedded system. Common tools include debugging aids and other utilities often presented in an integrated development environment (IDE). SDKs also frequently include sample code and supporting technical notes or other supporting documentation to help clarify points from the primary reference material. 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 →