Augmented Reality for Sales Performance Support

by Hari Kumar

There’s a lot of hype around innovation: It can turnaround businesses. It differentiates you from your competitors. It is present inside everyone…Blah. Blah. Blah. The constant, all-pervasive, repetitive jargon around the word “innovation” has taken it to a point of banality. Ah, what a paradox!

Renowned market leaders like Intel, Siemens, Motorola, Apple, Google, Sony, General Electric, and so forth have always been ahead of their times. Just consider the fact that the average number of patents filed in America is around 23,000. If one was to identify a common trait among these innovative organizations, it is the use of technology.

Successful organizations are never scared of toying with new ideas, thinking the unthinkable, and bringing to reality what looks too forward-thinking to be true. Much like we are fascinated today by sci-fi movies that show people conjuring computer screens out of thin air, who could have thought that some 20 years ago that touch screens would be common place today?

Bottom line: Constant innovation is inevitable to withstanding competition. An organization that ceases to innovate will quickly lose out sales and market share. For example, consider the story of Kodak: After enjoying unrivalled position in the film-based business for several years, the industry leader lost out to the digital photography revolution (a technology that Kodak actually invented in 1975) simply because it was too complacent to change.

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DAQRI Acquires Augmented Reality Software Pioneer ARToolworks

DAQRI to Offer ARToolKit Free and Open Source to the AR Community
ARToolworks CEO and CTO will Lead DAQRI’s Newly-Created Open Source Division


DAQRI, the leading augmented reality/4D company, today announced the acquisition of ARToolworks, pioneers in the field of augmented reality and creator of ARToolKit, the world’s most popular library for AR application development. DAQRI, already a leader in 4D hardware and software, will make all of the features of ARToolKit’s commercially licensed Pro version, such as the markerless, natural feature tracking libraries, iOS, Android and Unity versions, available free and open source under a LGPL v.3 License, as of today. This includes a commitment to expand ARToolKit, with DAQRI’s state-of-the-art industrial and mobile tracking technologies.

“When ARToolKit was released, it inspired a whole generation of augmented reality development. For over 15 years, when people entered the space, ARToolKit was one of the first things they picked up, and it helped them learn what AR was all about,” said Brian Mullins, founder and CEO, DAQRI. “We believe that it’s important to have free and open source software at the core of an industry. We’re hoping that with this acquisition, and our commitment to developing ARToolKit in the future, we can kick off the next AR revolution and inspire a whole new generation to pick it up and make things that haven’t been imagined yet.”

Founded in 2001, ARToolworks was an early advocate in making cutting-edge AR technology available commercially. As the creators of ARToolKit, the company has continued to develop AR technology and expanded into a robust slate of customized software. ARToolKit is one of the most widely used AR tracking libraries, with close to one million downloads to date and is available on all major operating systems and programming languages. The ARToolworks’ team will join DAQRI, with CEO Ben Vaughan and CTO Philip Lamb leading the newly created open source division.

“My original vision for AR involved a future where this technology was part of our everyday lives, providing a layer of information over everything in the world around us,” said Vaughan. “Now we are on the cusp of that vision becoming a reality. ARToolKit’s existing open source partners created an array of derivative products that helped drive the early growth of the AR industry. With DAQRI, we will be offering the community a host of new features and in-depth support to encourage a second wave of development.”


DAQRI is the leading augmented reality/4D company focused on transforming the future of work. DAQRI works with the world’s most respected companies, delivering innovative hardware and software products that enable creative play, and technologies that support a lifetime of work. DAQRI is headquartered in Los Angeles with a R&D facility in Sunnyvale, CA and a development center in Dublin, Ireland.

Brew Media Relations
Michelle Kim

Wowsomeapp uses augmented reality to bring wow factor in visual branding

In the good old yesteryears, each time a new shop or company was set up; it was promoted by word-of-mouth. Soon print advertising, followed by TV commercials, took over widening the reach of product and services promotions.

When the internet revolution happened in the early nineties, advertisements could actually be viewed online, without any geographical barrier. Just when individuals thought promotions couldn’t get any more interactive, augmented reality (AR) comes in.

No one perhaps thought of progress as the difficulty to differentiate between the real and virtual world. AR technology has been gaining immense popularity in the gaming sector the world over and given the huge thrust in its development in recent times, further growth cannot be ruled out.

This is exactly where Wowsome steps in, a rapidly growing Indian startup which uses mobile AR to help brands engage with their consumers by offering them real-time, interactive visual content on their mobile devices. A mobile AR app for iOS and Android, Wowsome aims to transform a user’s interaction with his or her surroundings. Currently, this app allows users to add stickers to their photographs that in turn can add props or popular celebrity images. Alongside, it allows brands to create AR sector advertisements.

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Augmented reality with spatial contiguity principle in learning sight words

Researchers from the faculty of Computer Science & Mathematics, Universiti Teknologi MARA, have proposed prototype takes advantage of the principle on how the human mind works to innovate learning strategies for those with Learning Disabilities (LDs).

Down syndrome (DS) children are individuals with  disabilities (LD), they differ from normal children their age, for instance in terms of cognitive, language usage, physical abilities and motor, as well as social and individual characteristics. Their strength is they are visual learners. Nevertheless, they face difficulty to memorize and recall information that they read. At the same time, Mayer’s cognitive theory of multimedia learning (CTML) has proposed that a set of instructional design principles grounded in human information processing research provide best practices in designing efficient multimedia learning.

Many researches have been conducted involving normal students; however, there is a lack of study in helping students with disabilities particularly the DS children. There is much to be gained from applying these principles to children with learning disabilities. DS students are learners with learning disabilities.

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