Showing posts with label mixed reality. Show all posts
Showing posts with label mixed reality. Show all posts

Thursday, July 7, 2011

Tesco Homeplus Virtual Subway Store in South Korea: go shopping through real world clicks

Tesco presents a nice example of how to boost traffic on their online shopping platform
through real world interaction: Large-scale photos of real supermarket shelfs are put as posters to metro subway walls where users can order products at the online store by interacting with 2D barcodes attached next to products:



I guess many other services could benefit as well from this one-"real"-click shop solution, such as travel, electronics, music. I really wonder why this is not yet happening.

Tuesday, January 27, 2009

Immersing into a robot

Just before christmas a new toy has arrived, the rovio robot. It really does look frightning (though the developers designed it to let hard working parents remotely communicate with their kids at home...)



Actually, it's not really a robot it's rather a remote controlled toy. The rather limited autonomous features, such as 'go home to base' or 'follow path' do not work that well (see also reviews at amazon).
However, it's funny to walk through a shared office space late at night spying on who's still there. The exciting part also is, that the other one doesn't see who's currently controlling the robot (showing it could also be a nice feature though). You really start immersing into the robot while controlling it through the web-interface. You learn the dimensions of the robot know what you can pass and what you can't. Navigation in the dark is rather poor, but luckily we our office lights react on motion. Another exciting part are colleagues the get annoyed and carry the robot away (which corresponds to 'tele-porting' in computer games) and you have to find your way back again to the base station - hopefully, before rovio runs out of battery.
Despite it's limited functionality and it's current flaws Rovio is really fun.

Friday, December 12, 2008

Real world meets virtual world

Today when I watching my colleague Thorsten playing with our Wii station I suddenly could observe how real-world experience can interplay with virtual feedback:



So what`s really the difference between doing sports and playing a computer game triggered through the very physical interactio? Besides the fascination about something new, it`s certainly safety, fun, and the possibility of trying something new. Real boxers will laugh about WII, but newbies get motivated to try movements they would have never done otherwise [1]. Assuming that the virtual experience might become better, the virtual characters on WII still look clumsy to me, the difference between boxing and Wii might become obsolete. Does that mean once we can acquire the same amount of information by our senses stemming from feedback systems as in the real-world, real-world activity and simulated activities in virtual worlds become the same? Does the equation total feedback = physical activity hold? What (apart from nutrition and excretion) does still stop us from moving our lives completely to virtual worlds where we can strip off our physical limitations?
At least it looks really funny watching people being engaged in virtual worlds...it looks like plain activity without context [2] - and we are getting closer to the The Lawnmower Man:



[1] Mhurchu, C.N., et al., Couch potatoes to jumping beans: A pilot study of the effect of active video games on physical activity in children. International Journal of Behavioral Nutrition and Physical Activity, 2008.
[2] Mayra F. 2007. The Contextual Game Experience: On the Socio-Cultural Contexts for Meaning in Digital Play. DIGRA 2007 Situated Play Conference Proceedings