technotecture [tech·no·tec·ture] is the project portfolio by Hartmut Seichter. Hartmut is an architect turned computer scientist. He specializes in the design and development of novel interaction techniques with emerging technologies. His expertise spans from Augmented Reality (AR) to Virtual Reality (VR), Human-Computer Interfaces (HCI), Computer Vision, Telepresence and Mechatronics. Hartmuts' vision is to fuse these technologies to design the next generation of digital design tools.
SSTT Simple Cube is a demonstrator application to test the feasibility of vision based Augmented Reality on a larger set of devices. The app itself is not doing anything exciting except that it was the first fast vision based AR demo on the Android Market.
Any ARM based device with Android 2.2 and higher and with a camera.
SSTT for Unity was the worlds first Augmented Reality application that demonstrated fast tracking and video rendering in Unity. The integration of SSTT in the Unity engine is realized purely through a plugin and script. SSTT core takes care of the video capture and tracking and provides a slim wrapper for fast video texture upload and transformation updates. The whole system was developed in and works with the free version of Unity.
For a project I was reviewing a number of WebGL engines. As WebGL is rather similar to OpenGL ES 2.0 there are numerous reasons to use an engine rather than rolling your own code. And there is plenty of choice of WebGL engines. Also reviews of WebGL engines can be found aplenty on the web, with varying depth and also scope here and here. Now, I would like to throw one in the mix that focuses on AR in conjunction with WebGL.
we would like to invite you to the 8th Winter Augmented Reality Meeting (WARM2013) to be held on February 13-14, 2013 in Graz, Austria. WARM is a workshop plus optional skiing event (February 15-17, 2013). It was founded in 2005 and has since grown in numbers of attendees each year.
Working with AR technology starts rather mundane with getting some sort of video from a video source, usually an USB webcam or built in camera in a phone. One would believe that is the easiest part. But trust me it is not. There are more APIs and approaches out there then you care to learn about. Everybody trying to do things different or easier. And for what is worth it, the underlying device drivers are doing the "right thing" sometimes, but not always. One has to deal with threads that are spawned by the underlying APIs and whatever format the frames come up.