The app, called Notable Women, was developed by Google and former US Treasurer Rosie Rios. It uses augmented reality to let people see what it would look like if women were on US currency. Here’s how it works: Place any US bill in front of your phone’s camera, and the app uses digital filters — like one you’d see on Instagram or Snapchat — to overlay a new portrait on the bill. Users can choose from a database of 100 women, including the civil rights icon Rosa Parks and astronaut Sally Ride.
Researchers from MIT Media Lab and Adobe Research recently introduced a real-time interactive augmented video system that enables presenters to use their bodies as storytelling tools by linking gestures to illustrative virtual graphic elements. […]
The speaker, positioned in front of an augmented reality mirror monitor, uses gestures to produce and manipulate the pre-programmed graphical elements.
Will presenters go for it? Will students find it valuable? I have no idea—but props to anyone willing to push some boundaries.
“Why doesn’t it recognize The Finger?!” asks my indignant, mischievous 10-year-old Henry, who with his brother has offered to donate a rich set of training data. 🙃
Juvenile amusement notwithstanding, I’m delighted that my teammates have released a badass hand-tracking model, especially handy (oh boy) for use with MediaPipe (see previous), our open-source pipeline for building ML projects.
Today we are announcing the release of a new approach to hand perception, which we previewed CVPR 2019 in June, implemented in MediaPipe—an open source cross platform framework for building pipelines to process perceptual data of different modalities, such as video and audio. This approach provides high-fidelity hand and finger tracking by employing machine learning (ML) to infer 21 3D keypoints of a hand from just a single frame. Whereas current state-of-the-art approaches rely primarily on powerful desktop environments for inference, our method achieves real-time performance on a mobile phone, and even scales to multiple hands. We hope that providing this hand perception functionality to the wider research and development community will result in an emergence of creative use cases, stimulating new applications and new research avenues.
I’ve been collaborating with these folks for a few months & am incredibly excited about this feature:
With a beta feature called Live View, you can use augmented reality (AR) to better see which way to walk. Arrows and directions are placed in the real world to guide your way. We’ve tested Live View with the Local Guides and Pixel community over the past few months, and are now expanding the beta to Android and iOS devices that support ARCore and ARKit starting this week.
Like the Dos Equis guy, “I don’t always use augmented reality—but when I do, I navigate in Google Maps.” We’ll look back at these first little steps (no pun intended) as foundational to a pretty amazing new world.
In case you’ve ever wondered about the math behind placing, say, virtual spiders on my kid works, wonder no more: my teammates have published lots o’ details.
One of the key challenges in enabling AR features is proper anchoring of the virtual content to the real world, a process referred to as tracking. In this paper, we present a system for motion tracking, which is capable of robustly tracking planar targets and performing relative-scale 6DoF tracking without calibration. Our system runs in real-time on mobile phones and has been deployed in multiple major products on hundreds of millions of devices.
I’ve gotta say, they look pretty gnarly in 3D (below). I wonder whether these creepy photogrammetry(?)-produced results are net-appealing to customers. I have the same question about AR clothing try-on: even if we make it magically super accurate, do I really want to see my imperfect self rocking some blazer or watch, or would I rather see a photo of Daniel Craig doing it & just buy the dream that I’ll look similar?
Fortunately, I found the visual appearance much more pleasing when rendered in AR on my phone vs. when rendered in 3D on my Mac, at least unless I zoomed in excessively.