A bike rider using a headset to interact with entertainment and virtual reality. Photo by: Sebastian Voortman
A bike rider using a headset to interact with entertainment and virtual reality. Photo by: Sebastian Voortman

Take a Stroll with Augmented Reality

Augmented reality has picked up heat in 2016 with the release of Pokémon GO. The international sensation brought a new form of interacting in between entertainment and reality into the mainstream.

In a recent article by Google Australia, they discuss the updates taking place with Project Tango. This project focuses on using augmented reality to interact with spacial objects and smartphones. Watch the video below to get a better feel for the software. Currently, the software is available with the Lenovo Phab 2 Pro smartphone.

Tango continues to blend reality with augmented reality in a similar fashion to Pokémon GO. That blend of the two mediums looks like to be an overall trend occurring within entertainment.

Additional trends that have been in the works is computer-generated content. In cases where the content is straightforward, and data driven, I find that this trend will continue. Media producers will still need to be onsite to gather breaking news, live events, investigative journalism, and use their additional time to put more work into their stories.

In connection to the pervious two examples of augmented reality combining with reality; the way that computer-generated content is produced on the Web appears to me as a form of augmented reality. When it is broken down, augmented reality is really just coding set to inform the different devices where to display pixels. Computer-generated content is coding set to inform different browsers where to display text.

My theory is that a augmented reality will have a niche audience of early adopters. As technology expands to different regions of the world, the trends of interacting with digital interfaces will continue to build momentum.

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