Spatial Computing Is Not a Revolution

The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it — Mark Weiser The tree of human computer interaction continues to grow. There are historic and established branches with examples like the mouse and keyboard, touch, and gaming…

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Images from the Future

A small gallery of augmented reality vignettes, featuring over-used and under-used images from popular films. ... Banned (Over-Used) Tom Cruise as the ambassador of all future interfaces Robert Downey Jr. with a serious HUD problem The Kingsmen collaborating via poorly rendered holograms Princess Leia politely requesting help Tom Cruise reliving tragic…

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Polymer: Immersive Computing Engine

Spatial computing and immersive media reaches far beyond games, inclusive of content creation, cinematic storytelling, visualization, and simulation. Game engines like Unity, Unreal, and Godot are flexible enough to support these experiences, but many AR/VR app developers have taken to codifying design patterns and feature implementations by way of…

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Visual Math

Every once in a while, I'll see a retweet of this image explaining the discrete Fourier transform (DFT) by Stuart Riffle: Though fully understanding this equation requires the requisite mathematical background to precisely decompose, it's visually apparent to observe how coloring the components might help form an intuitive understanding of…

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Explained: Inside-Out Tracking

A primary contributor to a sense of active presence in virtual reality is low-latency, high-accuracy six-degree-of-freedom head tracking (6DoF). Similarly for augmented reality, tracking is a major piece in creating augmentations that are believably anchored in an environment. Driven by the observation that the experience is the product of mixed…

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