This magical interface will let you copy and paste the real world into your computer — from fastcompany.com by Mark Wilson
Wowza.
Excerpt:
But a new smartphone and desktop app coming from Cyril Diagne, an artist-in-residence at Google, greatly simplifies the process. Called AR Copy Paste, it can literally take a photo of a plant, mug, person, newspaper—whatever—on your phone, then, through a magical bit of UX, drop that object right onto your canvas in Photoshop on your main computer.
…
“It’s not so hard to open the scope of its potential applications. First of all, it’s not limited to objects, and it works equally well with printed materials like books, old photo albums, and brochures,” says Diagne. “Likewise, the principle is not limited to Photoshop but can be applied to any image, document, or video-editing software.”
4/10 – Cut & paste your surroundings to Photoshop
Code: https://t.co/cVddH3u3ik
Book: @HOLOmagazine
Garment: SS17 by @thekarentopacio
Type: Sainte Colombe by @MinetYoann @ProductionType
Technical Insights: ?#ML #AR #AI #AIUX #Adobe #Photoshop pic.twitter.com/LkTBe0t0rF— Cyril Diagne (@cyrildiagne) May 3, 2020
From DSC:
I wonder if this patent — or these types of technologies — might enable remote learners to select/control more of their preferred viewing angles?!
Apple Seeks Patent For AR/VR Video Recording With Multi-angle Playback — from uploadvr.com by Jeremy Horwitz
Excerpt (emphasis DSC):
If you’ve watched YouTube streams of conventional 2D videos — such as commentaries on games, TV shows, movies, or trailers — you know that the streams are visually flat: video of the content, sometimes with a person’s face superimposed in the corner for added discussion. But Apple appears set to change that paradigm for augmented and virtual reality streaming. A just-published patent application reveals that it’s been working on compositing multiple streams in a way that could let AR and VR viewers watch streamed content from their choice of angles.
DC: Hmmmm…I’m wondering if this type of thing will be integrated with something like Clearview #AI …unsettling to me.https://t.co/VZgbH5z29s https://t.co/ihNRknmt6r
— Daniel Christian (@dchristian5) January 20, 2020
XR for Teaching and Learning — from educause
Key Findings
- XR technologies are being used to achieve learning goals across domains.
- Effective pedagogical uses of XR technologies fall into one of three large categories: (1) Supporting skills-based and competency-based teaching and learning, such as nursing education, where students gain practice by repeating tasks. (2) Expanding the range of activities with which a learner can gain hands-on experience—for example, by enabling the user to interact with electrons and electromagnetic fields. In this way, XR enables some subjects traditionally taught as abstract knowledge, using flat media such as illustrations or videos, to be taught as skills-based. (3) Experimenting by providing new functionality and enabling new forms of interaction. For example, by using simulations of materials or tools not easily available in the physical world, learners can explore the bounds of what is possible in both their discipline and with the XR technology itself.
- Integration of XR into curricula faces two major challenges: time and skills.
- The adoption of XR in teaching has two major requirements: the technology must fit into instructors’ existing practices, and the cost cannot be significantly higher than that of the alternatives already in use.
- The effectiveness of XR technologies for achieving learning goals is influenced by several factors: fidelity, ease of use, novelty, time-on-task, and the spirit of experimentation.
NVIDIA announces CloudXR for AR/VR rendering of SteamVR applications over 5G — from roadtovr.com by Ben Lang
Excerpt:
At MWC Los Angeles this week, NVIDIA CEO Jensen Huang demonstrated the company’s CloudXR platform which is made to stream cloud-rendered AR and VR content over 5G connections. Built to support SteamVR/OpenVR content out of the box, Nvidia says it will release a CloudXR SDK to enable companies to offer AR and VR content from the cloud.
Nvidia wants to leverage GPU-based cloud infrastructures to enable businesses to render high-end AR and VR visuals remotely and deliver them to customers over 5G. The idea is to remove VR’s high-end hardware barrier by rendering the visuals in the cloud and streaming them to a host device which itself doesn’t need particularly beefy or expensive hardware. Nvidia already offers a very similar service called GeForce Now, but it’s for traditional games rather than VR.














