Showing posts with label AR / VR / MR / XR. Show all posts
Showing posts with label AR / VR / MR / XR. Show all posts

Monday 25 July 2022

Demystifying and Defining the Metaverse

There is no shortage of Metaverse papers and articles as it is the latest trend in the long list of technologies promising to change the world. Couple of months back I wrote a post about it in the 6G blog here.

IEEE hosted a Metaverse Congress with the Kickoff Session 'Demystifying and Defining the Metaverse' this month as can be seen in the Tweet above. The video embedded below covers the following talks:

  • 0:01:24 - Opening Remarks by Eva Kaili (Vice President, European Parliament)
  • 0:09:51 - Keynote - Metaverse Landscape and Outlook by Yu Yuan (President-Elect, IEEE Standards Association)
  • 0:29:30 - Keynote - Through the Store Window by Thomas Furness (“Grandfather of Virtual Reality”)
  • 0:52:30 - Keynote - XR: The origin of the Metaverse as Water-Human-Computer Interaction (WaterHCI) by Steve Mann (“Father of Wearable Computing”)
  • 1:22:17 - Keynote - A Vision of the Metaverse: AI Infused, Physically Accurate Virtual Worlds by Rev Lebaredian (VP of Omniverse & Simulation Technology, NVIDIA)

Some fantastic definitions, explanations, use cases and vision on Metaverse. The final speaker nicely summarised Metaverse as shown in this slide below.

Worth highlighting point 6 that the Metaverse is device independent. I argued about something similar when we try and link everything to 6G (like we linked everything to 5G before). We are just in the beginning phase, a lot of updates and clarifications will come in the next few years before Metaverse starts taking a final shape.

Related Posts

Saturday 4 April 2020

5G eXtended Reality (5G-XR) in 5G System (5GS)


We have been meaning to make a tutorial on augmented reality (AR), virtual reality (VR), mixed reality (MR) and extended reality (XR) for a while but we have only managed to do it. Embedded below is video and slides for the tutorial and also a playlist of different use cases on XR from around the world.

If you are not familiar with the 5G Service Based Architecture (SBA) and 5G Core (5GC), best to check this earlier tutorial before going further. A lot of comments are generally around Wi-Fi instead of 5G being used for indoors and we completely agree. 3GPP 5G architecture is designed to cater for any access in addition to 5G access. We have explained it here and here. This guest post also nicely explains Network Convergence of Mobile, Broadband and Wi-Fi.





XR use cases playlist



A lot of info on this topic is from Qualcomm, GSMA, 3GPP and 5G Americas whitepaper, all of them in the links in the slides.


Related Posts:

Friday 20 March 2020

Real-life 5G Use Cases for Verticals from China

GSMA have recently published a series of reports related to China. This includes the 'The Mobile Economy China' report as well as reports on ‘Impacts of mmWave 5G in China’, ‘5G use cases for verticals China 2020’ and ‘Powered by SA case studies’. They are all available here.

China currently has 1.65bn subscribers (Excluding licensed cellular IoT) which is expected to grow to 1.73bn in 2025. The report quotes 1.20bn unique mobile subscribers that is expected to grow to 1.26bn by 2025. With a population of 1.44 billion, this would be assuming everyone over 10 years has a smartphone. 2G and 3G is being phased out so only 4G and 5G will be around in 2025. This would be different for IoT.

The 5G Use Cases for Verticals China 2020 report is comprised of 15 outstanding examples of 5G-empowered applications for verticals, ranging from industrial manufacturing, transportation, electric power, healthcare, education, to content creation, and zooms into the practical scenarios, technical features, and development opportunities for the next generation technology. Every use case represents the relentless efforts of 5G pioneers who are open, cooperative, and innovative.

  1. Flexible Smart Manufacturing with 5G Edge Computing (RoboTechnik, China Mobile, Ericsson)
  2. 5G Smart Campus in Haier Tianjin Washing Machine Factory (China Mobile, Haier)
  3. Aircraft Surface Inspection with 5G and 8K at Commercial Aircraft Corporation of China (Comac, China Unicom, Huawei)
  4. Xinfengming Group’s Smart Factory Based on MEC Technology (Xinfengming, China Mobile, ZTE)
  5. SANY Heavy Industry 5G and Smart Manufacturing (Sany, China Mobile, China Telecom, ZTE)
  6. Xiangtan Iron & Steel's 5G Smart Plant (Xisc, China Mobile, Huawei)
  7. The Tianjin 5G Smart Port (Tianjin, China Unicom, ZTE, Trunk)
  8. 5G Intelligent Connected Vehicle Pilot in Wuhan (China Mobile, Huawei, et al.)
  9. 5G BRT Connected Vehicle-Infrastructure Cooperative System (China Unicom, DTmobile, et al.)
  10. 5G for Smart Grid (China Mobile, Huawei, et al.)
  11. Migu's "Quick Gaming" Platform (China Mobile, et al.)
  12. 5G Cloud VR Demonstration Zone in Honggutan, Nanchang, Jiangxi Province (Besttone, China Telecom, Huawei)
  13. 5G Cloud VR Education Application Based on AI QoE (China Telecom, Nokia, et al.)
  14. China MOOC Conference: 5G + Remote Virtual Simulation Experiment (China Unicom, Vive HTC, Dell Technologies, et al.)
  15. 5G-empowered Hospital Network Architecture Standard (CAICT, China Mobile, China Telecom, China Unicom, Huawei, et al.)

They are all detailed in the report here.

I have written about 5G Use Cases in a blog post earlier, which also contains a video playlist of use cases from around the world. Not many from China in there at the moment but should be added as and when they are available and I discover them.


Related Posts:

Friday 4 October 2019

CW Seminar: The present, the future & challenges of AR/VR (#CWFDT)


One of my roles is as a SIG champion of the CW (Cambridge Wireless) Future Devices & Technologies Group. We recently organised an event on "The present, the future & challenges of AR/VR". The CW team has kindly even summarised it here. I have also tried to collect all the tweets from the day here.

Why is this important? Most of the posts on this blog is about the mobile technology and I am guessing most of the readers are from that industry too. While we are focussed too much on connectivity, it's the experience that makes the difference for most of the consumers. On the operator watch blog, I wrote recently about South Korea and the operator LG Uplus. Average data usage by 5G users in Korea is as high as 18.3GB, and average 4G users use 9GB in the same period, according to MSIT in May 2019. 5G data is about 2 times than that of 4G. This remarkable traffic growth is driven by UHD and AR/VR contents. According to the operator LG Uplus, new services featuring AR and VR functions are proving popular and already account for 20% of 5G traffic, compared with 5% for 4G.

Coming back to the CW event, some of the presentations were shared and they are available here for a limited time. There were so many learnings for me, it's difficult to remember and add all of them here.

Our newest SIG champ Nadia Aziz covered many different topics (presentation here) including how to quickly start making your own AR/VR apps and how AR apps will be used more and more for social media marketing in future.


Mariano Cigliano, Creative Developer at Unit9 (presentation here) discussed the journey of their company and what they have learned along the way whilst developing their solution to disrupt the design process through integrating immersive technologies.


Aki Jarvinen from Digital Catapult (presentation here) explained about Brown-boxing and Bodystorming. Both very simple techniques but can help get the app designers story straight and save a lot of time, effort and money while creating the app.


James Watson from Immerse (presentation here) talked about VR training. So many possibilities if done correctly and can be more interactive than the online or classroom training's.



Schuyler Simpson, Vice President - Strategic Partnerships & Operations at Playfusion (presentation here) discussed the reality of enhanced reality, diving deep into the challenges about creating an experience that resonates best with audiences. In his own words, "Enhanced Reality blends visual, audio, haptic, and intelligent components to create highly personalized, immersive, and most importantly, valuable experiences for organizations and their audiences."

The most valuable learning of the day was to create an AR/VR app (just in theory), assuming there is no technology limitation. The whole journey consisted of:

  • Brainstorming of the Use Case
  • Key Pain Points
  • Sort the pain points in priority and select top 3 or 5
  • Map customer journey
  • Define persona for which the app is being designed
  • Map their journey
  • Touch points
  • What can be improved on those touch points 
  • Design a VR/AR application for the defined problem 
  • Storyboarding AR/VR use case
  • UX design considerations – spatial, emotional.. 
  • Scribe a prototype 
  • Playback to others.


Thanks to everyone who helped make this whole event possible, from the SIG champs to the CW team and the host & sponsors NTT Data. Special thanks to our newest SIG champ, Nadia Aziz for tirelessly working to make this event a success.

Related Articles:

Tuesday 12 March 2019

Can Augmented & Mixed Reality be the Killer App 5G needs?


Last October Deutsche Telekom, Niantic and MobiledgeX announced a partnership to create advanced augmented reality experiences over mobile network technologies. I was lucky to find some time to go and play it at Deutsche Telekom booth. The amount of processing needed for this to work at best also meant that the new Samsung Galaxy S10+ were needed but I felt that it also occasionally struggled with the amount of data being transferred.


The pre-MWC press release said:

Deutsche Telekom, Niantic Inc., MobiledgeX and Samsung Showcase World’s First Mobile Edge Mixed Reality Multi-Gamer Experience

At the Deutsche Telekom booth at MWC 2019 (hall 3, booth 3M31) the results of the previously announced collaboration between Deutsche Telekom, Niantic, Inc., and MobiledgeX are on display and you’re invited to play. Niantic’s “Codename: Neon”, the world’s first edge-enhanced Mixed Reality Multiplayer Experience, delivered by ultra-low latency, Deutsche Telekom edge-enabled network, and Samsung Galaxy S10+ with edge computing enablement, will be playable by the public for the first time. 

“The ultra-low latency that Mobile Edge Computing (MEC) enables, allows us to create more immersive, exciting, and entertaining gameplay experiences. At Niantic, we’ve long celebrated adventures on foot with others, and with the advent of 5G networks and devices, people around the world will be able to experience those adventures faster and better,” said Omar Téllez, Vice-President of Strategic Partnerships at Niantic.

The collaboration is enabled using MobiledgeX’s recently announced MobiledgeX Edge-Cloud R1.0 product. Key features include device and platform-independent SDKs, a Distributed Matching Engine (DME) and a fully multi-tenant control plane that supports zero-touch provisioning of edge cloud resources as close as possible to the users. Immediate examples of what this enables include performance boosts for Augmented Reality and Mixed Reality (MR) experiences as well as video and image processing that meets local privacy regulations. 

Samsung has been working together with Deutsche Telekom, MobiledgeX, and Niantic on a natively edge-capable connectivity and authentication in Samsung Galaxy S10+ to interface with MobiledgeX Edge-Cloud R1.0 and dynamically access the edge infrastructure it needs so that augmented reality and mixed reality applications can take advantage of edge unmodified. Samsung will continue such collaborations with industry-leading partners not only to embrace a native device functionality of edge discovery and usage for the mobile devices and consumers, but also to seek a way together to create new business models and revenue opportunities leading into 5G era.

Deutsche Telekom’s ultra-low latency network was able to deliver on the bandwidth demands of “Codename: Neon” because it deployed MobiledgeX’s edge software services, built on dynamically managed decentralized cloudlets. “From our initial partnership agreement in October, we are thrilled to showcase the speed at which we can move from idea to experience, with full end-to-end network integration, delivered on Samsung industry leading edge native devices,” said Alex Jinsung Choi, Senior Vice President Strategy and Technology Innovation at Deutsche Telekom.

From the gaming industry to industrial IoT, and computer vision applications, consumer or enterprise, the experience is a great example of interactive AR experiences coming from companies like Niantic in the near future.  As AR/VR/MR immersive experiences continue to shape our expectations, devices, networks and clouds need to seamlessly and dynamically collaborate.

This video from Deutsche Telekom booth shows how the game actually feels like



Niantic CEO John Hanke delivered a keynote at Mobile World Congress 2019 (embedded below). According to Fortune article, "Why the Developer of the New 'Harry Potter' Mobile Game and 'Pokemon Go' Loves 5G":

Hanke showed a video of a prototype game Niantic has developed codenamed Neon that allows multiple people in the same place at the same time to play an augmented reality game. Players can shoot at each other, duck and dodge, and pick up virtual reality items, with each player’s phone showing them the game’s graphics superimposed on the real world. But the game depends on highly responsive wireless connections for all the phones, connections unavailable on today’s 4G LTE networks.

“We’re really pushing the boundaries of what we can do on today’s networks,” Hanke said. “We need 5G to deliver the kinds of experiences that we are imagining.”

Here is the video, it's very interesting and definitely worth a watch. For those who may not know, Niantic spun out of Google in October 2015 soon after Google's announcement of its restructuring as Alphabet Inc. During the spinout, Niantic announced that Google, Nintendo, and The Pokémon Company would invest up to $30 million in Series-A funding.



So what do you think, can AR / MR be the killer App 5G needs?

Tuesday 16 January 2018

3GPP-VRIF workshop on Virtual Reality Ecosystem & Standards in 5G

Its been a year since I last posted about Augmented / Virtual Reality Requirements for 5G. The topic of Virtual Reality has since made good progress for 5G. There are 2 technical reports that is looking at VR specifically. They are:

The second one is work in progress though. 

Anyway, back in Dec. 3GPP and Virtual Reality Industry Forum (VRIF) held a workshop on VR Ecosystem & Standards. All the materials, including agenda is available here. The final report is not there yet but I assume that there will be a press release when the report is published.

While there are some interesting presentations, here is what I found interesting:

From presentation by Gordon Castle, Head of Strategy Development, Ericsson





From presentation by Martin Renschler, Senior Director Technology, Qualcomm


For anyone wanting to learn more about 6 degrees of freedom (6- DoF), see this Wikipedia entry. According to the Nokia presentation, Facebook’s marketing people call this “6DOF;” the engineers at MPEG call it “3DOF+.”
XR is 'cross reality', which is any hardware that combines aspects of AR, MR and VR; such as Google Tango.

From presentation by Devon Copley, Former Head of Product, Nokia Ozo VR Platform
Some good stuff in the pres.

From presentation by Youngkwon Lim, Samsung Research America; the presentation provided a link to a recent YouTube video on this presentation. I really liked it so I am embedding that here:



Finally, from presentation by Gilles Teniou, SA4 Vice chairman - Video SWG chairman, 3GPP





You can check and download all the presentations here.

Further Reading:

Sunday 22 January 2017

Augmented / Virtual Reality Requirements for 5G


Ever wondered whether 5G would be good enough for Augmented and Virtual Reality or will we need to wait for 6G? Some researchers are trying to identify the AR / VR requirements, challenges from a mobile network point of view and possible options to solve these challenges. They have recently published a research paper on this topic.

Here is a summary of some of the interesting things I found in this paper:

  • Humans process nearly 5.2 gigabits per second of sound and light.
  • Without moving the head, our eyes can mechanically shift across a field of view of at least 150 degrees horizontally (i.e., 30:000 pixels) and 120 degrees vertically (i.e., 24:000 pixels).
  • The human eye can perceive much faster motion (150 frames per second). For sports, games, science and other high-speed immersive experiences, video rates of 60 or even 120 frames per second are needed to avoid motion blur and disorientation.
  • 5.2 gigabits per second of network throughput (if not more) is needed.
  • At today’s 4K resolution, 30 frames per second and 24 bits per pixel, and using a 300 : 1 compression ratio, yields 300 megabits per second of imagery. That is more than 10x the typical requirement for a high-quality 4K movie experience.
  • 5G network architectures are being designed to move the post-processing at the network edge so that processors at the edge and the client display devices (VR goggles, smart TVs, tablets and phones) carry out advanced image processing to stitch camera feeds into dramatic effects.
  • In order to tackle these grand challenges, the 5G network architecture (radio access network (RAN), Edge and Core) will need to be much smarter than ever before by adaptively and dynamically making use of concepts such as software defined networking (SDN), network function virtualization (NFV) and network slicing, to mention a few facilitating a more flexible allocating resources (resource blocks (RBs), access point, storage, memory, computing, etc.) to meet these demands.
  • Immersive technology will require massive improvements in terms of bandwidth, latency and reliablility. Current remotereality prototype requires 100-to-200Mbps for a one-way immersive experience. While MirrorSys uses a single 8K, estimates about photo-realistic VR will require two 16K x 16K screens (one to each eye).
  • Latency is the other big issue in addition to reliability. With an augmented reality headset, for example, real-life visual and auditory information has to be taken in through the camera and sent to the fog/cloud for processing, with digital information sent back to be precisely overlaid onto the real-world environment, and all this has to happen in less time than it takes for humans to start noticing lag (no more than 13ms). Factoring in the much needed high reliability criteria on top of these bandwidth and delay requirements clearly indicates the need for interactions between several research disciplines.


These key research directions and scientific challenges are summarized in Fig. 3 (above), and discussed in the paper. I advice you to read it here.

Related posts:

Tuesday 4 December 2012

5 videos on Augmented Reality

Looks like Augmented Reality (AR) is getting hot, just in time for Christmas. I wonder how many products will be sold based on AR. As I suggested in an earlier post, there may be 1 Billion users by 2020. Here are the videos:

Google's Ingress is an AR baased game:



Augmented Reality Book of Spells, Harry Potter experience:

Wonder when/ever it will come to a mobile near you.

LightBeam - Interacting with Augmented Real-World Objects in Pico Projections:



The next is a bit old but worth mentioning:

LuminAR from MIT


Finally, the science of Haptics will allows us to "touch" objects in a virtual world in future

Augmented Reality and Touch



Saturday 16 June 2012

1 Billion Augmented Reality (AR) users by 2020

It has been slow but I am getting more and more convinced that AR can do far more than what we think it can. Part of my pessimism was due to the fact that this is placed on the Peak of Inflated expectations on the Gartner Hype cycle and was predicted to go to the trough. But in the end success depends of what the available apps are like.

Part of my optimism stems from the fact that things have been changing rapidly. Take for example the 'Augmented Future' video. When I watched it I thought this would happen but maybe quite a few years down the road. Then came the 'Project Glass' video and suddenly you are thinking from 'how it would be done' to 'when will this be available'. The latest news I read was that the prototypes are being tested Google's offices.

I am sure the first few releases would be far from perfect and will have few features, security issues, etc. but we certainly think its possible. I dont know its working but it could be actually synched with a device in your pocket and is just an add on that communicates via something like Bluetooth.

In a recent event, Intel showed off their new Ultrabook features using Augmented Reality. See the video:



And there is another video of BBC frozen planet where people can put themselves with the Augmented creatures. See below:



These just go to show what can be done via Augmented reality. With more and more powerful devices that are available to us at reasonable prices, all that needs to be done is to create Apps and they will find the users trying to make most out of them.

I have already posted some videos and presentations from an event back in March that talk more about the apps and the platforms here.

The idea of 1 Billion AR users is not mine but has been used by Tomi Ahonen in a recent TEDx presentation and his blog post. The TEDx video as follows:



You can read  more about Tomi's idea on Aurmented Reality in his blog post here.

Sunday 8 April 2012

Security issues in new technologies

I have attended a lot of events/talks in the last month where people talked about Augmented Reality, Proximity Marketing, QR codes, etc. but nobody seems to talk about security. Its being taken for granted. For example MAC's have been said to be Virus proof and they probably are but other Apps may be infectable and in this case its the Java that has allowed a MAC botnet about 0.6 Million strong.

Some years back proximity marketing via Bluetooth was a big thing and we were lucky to be involved with couple of projects making it possible but then the Bluetooth virus came to light and people stopped leaving their Bluetooth on in public places. Doesnt look like Bluetooth based proximity marketing has gone very far since those days.

QR codes is a simple way to for advertisers redirect the end users to their websites but then recently I read that a rogue QR code can be used to redirect the end users to a site that can be used to hack their phones. The main thing pointed out is that 99% of the time QR codes are read by mobile phones and 99% of these phones are either iPhones or Android's, which can help narrow down the exploits.

There is a good chance that when there is mass adoption of these new technologies, Security is going to be a big issue. Not sure if enough is being done. If there are any pointers on security issues please feel free to comment.

Wednesday 4 April 2012

Project Glass: One day... By Google


I seem to like the Corning ones more that I blogged here.

** New Edits 05/04/12 09:40 **
From CNET:

Google's augmented reality glasses are real! Dubbed Project Glass, the long-rumoured lenses that show you heads-up information about the world around you have been confirmed by the company.
At the moment, Google's announcement is limited to a Google+ page
Here is a parody on above video from Tom Scott:

Friday 23 March 2012

Monday 19 March 2012

Vuforia™: Qualcomm's Augmented Reality (AR) Platform

As I mentioned yesterday, while some people think that Augmented Reality is losing its charm, Qualcomm certainly thinks that things are looking up for AR and it can only get better. They have branded their AR platform as Vuforia. A recent presentation from Cambridge Wireless event is embedded below:


There are some interesting video's on Augmented Reality using the Vuforia platform on Youtube. Some of them as follows:












All presentations from the CW event are available here.

Sunday 18 March 2012

Augmented Reality on the 'Peak of Inflated Expectations'


In a recent event in Cambridge Wireless, one of the topics of discussion was where does 'Augmented Reality' sit on the Peak of Inflated Expectations. While one of the speaker thought that it was on the Peak going towards Trough, most of the others thought that it had already passed the trough and is now going up.

Some six months back I put a picture up from the Gartner Hype Cycle that showed that the Augmented Reality is at the peak going towards the trough.

What do you think? Any opinions?

Monday 7 March 2011

Augmented Reality: Future Killer App?

Augmented Reality can be understood very easily with the two videos embedded below:





It may look cool and one may wonder how this can be useful practically, here is another video showing how this can be used:



So in future you may have quite a few people who can only look at you through the [phone rather than directly :)

The following is an extract from The Guardian article titled, "What is mobile augmented reality for?":

Mobile augmented reality is a relatively young technology, but it has already attracted a great deal of hype and scepticism in equal measure.

Overlaying digital information onto the real world, viewed through a cameraphone, is technically impressive, but the business models and usage patterns are still evolving.

That's a polite way of saying mobile AR is cool, but nobody really knows what it's for, or how it will make money. One of the more interesting conference sessions at this year's Mobile World Congress aimed to answer the key question: what is it for?

Tourism has been an early focus. Just this week, travel site TripAdvisor added an augmented reality feature to its iPad app (pictured above), while Lonely Planet has also used AR elements in several of its travel apps.

"You are most information-starved when you are in a completely new environment," said Jeremy Kreitler, vice-president of mobile at Lonely Planet. "Those are probably the environments where augmented reality will flourish the most."

The Layar chief executive, Raimo Van der Klein, pointed to the popularity of Twitter layers in his company's app, which allow people to see local tweets superimposed on their camera view of the world around them.

"In the future, it will be the physical world that will trigger usage," he said. "Your dynamic and changing context, as you interact with different media, products, packaging and people, and you would like to make sense of what you encounter."

Technology firm Qualcomm recently held an augmented reality contest for mobile developers, announcing three winners this week at Mobile World Congress. All three were games.

Qualcomm's vice-president of ventures, Nagraj Kashyap, took the view that games are often a good proving ground for new technologies in their early stages, with AR no different.

"It's just something that appeals to a wide cross-section of users," he said. "But to have augmented reality become mass, we need to move out of just the gaming context."

Qualcomm sees much potential in marketing, particularly when AR is used to add an interactive layer to print advertisements. Kashyap also thought educational and instructional AR content will be popular in the future. "Imagine pointing your phone at a newly bought washing machine and getting instructions for it on your phone."

However, Philipp Schloter, chief executive of developer Abukai, said that looking for individual killer apps is the wrong way to approach augmented reality.

"This is really more of an enabler that sits across many different areas," he said. He was backed up by Peter Meier, founder of Metaio, the company which makes the Junaio AR browser app. "I always see augmented reality as a new user interface technology, and less as something for which there's the killer app out there," said Meier.

"For me, this is about accessing and understanding information more easily, and enjoying information that is somehow related to the real world ... I don't think there's a killer app. This is more like the next touchscreen for mobile phones – more like the next user interface revolution."

David Marimon, who heads up mobile augmented reality and visual search for operator group Telefonica, suggested that new uses for AR will be found as different kinds of developers start to work with it, including visual and interaction designers.

He also said that Telefonica is keen to help developers find new uses for AR by providing them with technology and APIs to tap into the operator's customer data.

"We know where mobile phones are thanks to GPS and other sensors, which is a very intuitive starting point to get the context of the user," he said. "We are also working on visual recognition to acquire that context: we need to know what the user is looking at, for which we can use the camera."

In the recently concluded Mobile World Congress, there was a panel that discussed the options on Augmented Reality or AR as its better known. The slides are embedded below but only the initial slides provide some value.

I have heard of some and can can think of some more simple applications that can actually be very useful. Maybe some of them are already being developed.

1. reviews of Pubs/Clubs - If you planning to go to some Pub/club in an area you can just look at the places through your lens and immediately see the number of stars received in reviews.

2. Virtual tour guide - One of the apps Lonely Planet are working on is developing virtual tour guides that can tell you all the information about a place once in your mobile camera

3. In some countries where For Sale sign could not be put while selling houses, you can go in an area and look at the houses though your camera and it will tell you which house is for sale, which estate agent and what is the price

4. Some manufacturers have suggested that simple procedures required with gadgets like changing the toner or a printer can be done using AR apps.

5. Games is certainly and area that is going to be a major user of AR for effects and to get people excited

6. Dating apps could use AR to tell about the places where singles hangout in the real time.


8. CV's for Jobs - Personally, I think QR code can do the job in this case

9. AR could be used as your personal shopping assistant in the supermarket helping you do your shopping in the least amount of time - assuming you know all the things that need to be bought in advance

And many more uses of AR can be thought of and debated.

Finally, there is also a recent presentation titled "Augmented Research" embedded below: