ARCore gegen ARKit: Google kontert Apple

Es sollte keine Überraschung sein, dass Augmented Reality so langsam aber sicher Einzug in die Welt der Konsumenten einhält. Firmen wie Apple, Google und Snap versuchen alle, Fuß im profitablen Territorium zu fassen. Es ist also keine große Überraschung, dass Google sein ARCore schlauerweise kurz vor Apples iPhone-8- und -X-Präsentation vorstellte.

Augmented Reality verstehen

In unserem Glossar erklären wir die gängigsten Bergriffe zu den Themen Virtual und Augmented Reality. Augmented Reality (AR) ist dort als die Kombination aus virtuellen und echten Bildern in Echtzeit erklärt. Da die Technologie bereits verfügbar ist, liegt die Annahme nicht fern, dass fast jeder schon in Kontakt mit ihr gekommen ist. Ich weiß zwar nicht, warum man das tun sollte, aber man könnte sich riesige Tintenfische an den Kühlschrank projizieren. Sinnvoller erscheint mir da eher die IKEA App, mit der man sich Möbel in seinem Zuhause anschauen kann, bevor man sie kauft.

AR wird typischerweise mit einem beziehungsweise „durch“ ein Gerät betrachtet. Auch wenn es schon einige Augmented-Reality-Brillen gibt und weitere entwickelt werden, gibt es derzeit einfach noch keine großen Kanditaten für den Massenmarkt. Aus diesem Grund sind wir heutzutage fast ausschließlich auf tragbare Geräte wie Smartphones oder Tablets angewiesen, um die AR-Overlays in unserer Welt zu sehen.

 

Was sind ARCore und ARKit?

Auch wenn Augmented Reality sich in der Theorie toll anhören mag: entscheidend ist letztlich, ob der Content cool ist.

Nehmen wir also an, wir haben ein Smartphone, irgendein Smartphone. Nun stellen wir uns vor, dass wie Apps auf diesem Gerät haben. (Ich weiß, ich verlange viel von eurer Vorstellungskraft). Fragen wir uns also, wer hat diese Apps gemacht? Hat Apple vielleicht Angry Birds gebracht? Oder Google die Groupon App? Natürlich nicht.

Abgesehen von den vorinstallierten Apps kommen tatsächlich die meisten Apps von unterschiedlichen Entwicklern und Firmen. Vielleicht hast auch du schon eine App von einem Indie-Entwickler auf deinem Smartgerät.

ARCore und ARKit sind die Werkzeuge, mit denen Entwickler, ob klein oder große, Augmented Reality Apps für das Smartphone entwickln können. Es sind also nicht „die Apps“, sondern „die Apps, mit denen man AR-Apps kreiert“. Wenn ihr also darauf bestehen wollt, euch einen Riesenkalmar an den Kühlschrank zu pflastern, ist dies mit einem Tool wie ARKit oder ARCore verwirklicht worden.
Augmeted reality google apple

Nun ist es also soweit. Ein ausgereifter Wettbewerb zwischen zwei Tech-Giganten. Ja, es ist richtig, dass unzählige Firmen da draußen AR-Technologien entwickeln. Wenn es aber um die Big Boys wie Google und Apple geht, die sich zudem noch im exakt selben Feld der AR-Technologie betätigen, sollten alle in heller Aufregung sein.

Wie schlagen sich ARKit und ARCore im Vergleich

ARCore

  • Motion Tracking: Indem das Gerät Schlüsselpunkte im Raum erkennt, können Objekte punktgenau im Raum angezeigt werden, auch wenn man sich bewegt. Die Bewegungen des Gerätes können also sehr präzise erkannt werden.
  • Enviromental understanding: Die Software erkennt, wo sich etwas in der Umwelt befindet. Egal ob der Sichtbereich auf einen Tisch oder Stuhl, den Boden oder auf ein an der Decke hängendes Objekt gerichtet ist.
  • Light estimation: Die dynamische Berechnung des Lichteinfalls hilft der Software zu erkennen, wie die eingeblendeten Objekte „künstlich“ und dynamisch beleuchtet werden müssen.
  • Android Kompatibilität: Die ARCore-Technologie lässt sich ohne zusätzliche Hardware auf sämtliche Android-basierten Geräte skalieren.
  • Verbreitung: Da das Toolkit derzeit lediglich als Preview-Version ausschließlich für Smartphones mit Android 7 Nougat verfügbar ist, werden nicht alle Android-Geräte von der ARCore-Technologie profitieren. Laut Google Blog hofft das Unternehmen jedoch, 100 Millionen aktive Geräte bis zum Ende der Preview-Phase zu unterstützen.
  • Unterstützung: Unity, Unreal Engine, Android Studio.

ARKit

  • Motion Tracking: Wie auch Android, werden vom ARKit bestimmte Punkte von der Kamera erkannt.
  • Plane estimation with basic boundaries: Funktioniert genau wie Googles Lösung. Die Software ist in der Lage, verschiedene Umgebungen und Ebenen zu erkennen.
  • Ambient lighting estimation: Dem Leser sollte mittlerweile auffallen, dass sich Apples ARKit nicht sonderlich von Googles ARCore unterscheidet. Natürlich wird das Licht auch von Apples Software erkannt, um die virtuellen Objekte so realistisch wie möglich zu beleuchten.
  • Verbreitung: Keine Android Smartphones und Tablets. ARKit läuft ausschließlich auf Apple-Geräten mit iOS 11 oder höher. Als Hardware ist zudem mindestens ein A9-Prozessor Pflicht, wodurch Geräte vor dem iPhone 6s, iPhone SE oder iPad Pro herausfallen. Da sich die Geräte millionenfach verkauft haben und Apple-Kunden im allgemeinen sehr Update-freudig sind, dürfte die Verbreitung anfangs weit höher sein als bei ARCore.
  • Unterstützung: Unity, Unreal Engine, SceneKit

Und der Gewinner?

Abgesehen von unterschiedlichen GUIs der Entwickler-Umgebungen gibt es eigentlich nur zwei Unterschiede zwischen ARKit und ARCore, die eine Rolle spielen (könnten):

  • Geräte: ARCore ist für Android, ARKit für iOS.
  • Qualität: Es ist zu früh, um hier aus Konsumentensicht zu urteilen. Wir müssen ausprobieren und warten, was die nahe Zukunft bringt. Auch kann man dann noch nicht das AR-Tool selbst, sondern letztlich eher den Entwickler in die Verantwortung für die  Qualität der AR-App nehmen.

Ein echtes Rennen zwischen Google und Apple um den AR-Thron

Als Apple im Juni das ARKit ankündigte, hatte Google in Sachen Augmented Reality nicht wirklich viel zu bieten. Klar hat das Unternehmen mit der Google Tango Technologie eine AR-Plattform. Diese setzt aber spezielle und teure Hardware voraus. Bisher hatten lediglich Lenovo und Asus ausprobiert, die Verbreitung ist also sehr gering. Mit der Ankündigung des ARKits war klar, dass alle künftigen Apple iPhones und iPads AR in einer neuen Qualität ermöglichen. Die Antwort von Google ließ nicht allzu lange auf sich warten. Tango ist erstmal Geschichte, und Google folgte Apples erfolgsversprechenderem Ansatz.

Langfristig werden alle Smartphone-Anwender von der Konkurrenz zwischen ARCore und ARKit profitieren. Während Apple und Google weiter um die Gunst der Konsumenten buhlen, müssen die Tech-Giganten immer ausgefeiltere Lösungen präsentieren. Dieser Konkurrenzkampf macht die Produkte besser.

Es passiert was im Augmented-Reality-Markt. Freut euch!

Der Beitrag ARCore gegen ARKit: Google kontert Apple zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Editorial: Why Apple’s Immersive Evolution Starts With Poop

Editorial: Why Apple’s Immersive Evolution Starts With Poop

People who watch technology closely — especially those optimistic about VR and AR — are scratching their heads this week trying to understand how Apple “undersold” those features so significantly.

At the Apple September Keynote, there was no mention of VR at all despite the iPhone X being the first device from Apple to use an OLED screen that would likely be ideal for completely immersive virtual worlds. And with AR, Apple showed its most advanced iPhone making use of its 2015 purchase of Faceshift. This technology enables intricate facial expressions to be transferred in real-time onto a cartoon character. Apple demonstrated it by animating poop and other emoji.

 

While it is easy to joke about this feature, I look forward to using it enormously.

That said, iPhone X is too expensive for me at the moment, and at first glance the improvements over the more traditional iPhone 8 Plus don’t seem significant enough. Then again, I haven’t set eyes on it myself nor has anyone had the opportunity to do a proper review. Nonetheless, my initial reaction says nothing of its potential in the market. There are plenty of folks out there who will see the benefits of this lighter, larger-screened gadget and its world-class outward-facing camera as the perfect companion for the next year or two. In all likelihood, when it arrives in November sales of iPhone X will only be constrained by the number Apple is able to build.

Logistically, iPhone X uses different components from other devices in the iPhone’s lineup — critically that OLED screen. The high price of the device also means fewer people can afford it so Apple can still ship it worldwide at lower volumes. If Apple can bring in another supplier of OLED screens besides Samsung, like LG, you can expect certain aspects of the iPhone X to make its way down to less expensive and higher volume phones in the coming years.

From a market perspective, Apple just pushed iPhone into a new segment. And that segment could become incredibly important in future generations as more features are tacked onto the high-end iPhone. For Apple, iPhone X lays important groundwork for years to come.

AirPods, Apple Watch And Eventually Glasses

The below tweet is, at first glance, a very good joke:

But it speaks to some legitimate long-term trends underway as we move toward the next generation of computers. In many cases, Apple’s gadgets know more about you than you know about yourself. Over time, powered by Siri’s artificial intelligence, the company will start to surface more and more of that information in ways that help you. And even as the technology learns more about you, the 21st century trend is toward computers that are more and more invisible. This is what we’re seeing as the phone disappears more and more.

There is very likely a future where some combination of earbuds, watch and glasses form the basis of what is sometimes referred to as an “ambient” computing platform. Think of it like Star Trek’s computer, where it is there to answer your question at any moment. But instead of this computer being tethered to a spaceship, you’ll have your answer no matter where you are or what you are doing.

The other major addition Apple announced this week was cellular connectivity on the Apple Watch. With a pair of AirPods added, Apple debuted a first-generation of this truly wireless ambient computing system. Listen to music, take calls, ask a question or just forget you have a highly advanced computer system strapped to your body and waiting to respond to you at any moment.

Battery Life Is The Key

What is easily overlooked in this evolution is one of Apple’s greatest innovations over the last few years. The company is developing its own silicon to extend battery life, allowing it to put cellular connectivity in a device as small as a watch. As time progresses, this aspect of Apple’s development may be the most important part of any glasses or cellular-capable earbuds that might emerge to make ambient computing more flexible and usable.

We have to think about battery life as we consider the prospect of any company one day making phones obsolete by delivering great AR glasses. Phones are great at letting people read, surf the web, watch movies or connect with friends. Great AR glasses should be able to do this and a hundred other things that change our lives with the added convenience of being delivered straight to the eyes. The core enabling feature of this technology, though, will be how efficiently these devices consume electricity.

Just today we’ve heard Florida-based Magic Leap is again looking to add to the $1.4 billion in funds it already raised on a path to delivering a first generation developer kit that is unlikely to be as slim and comfortable as would be required in consumer AR glasses. For the whole thing to function you might need to store a battery and processing pack in your pocket, or worse, strapped to your back, with a wire running to the glasses. And this is from a company exclusively focused on solving this problem for more than five years.

Which brings me back to why Apple may have “undersold” the AR features of new iPhones. Something that can truly change our lives for the better — like being shown step-by-step directions to a place you want to go on the road in front of you — is an enormous undertaking. Google teased the feature for a long time now with its Tango devices, but instead of rolling it out to more high-end devices, we instead saw Google take a step backward and roll out “fun” AR features more broadly across the Android ecosystem with ARCore.

It is my guess that as we move into the next few years of personal computing, higher cost phones in the iPhone X segment or above will be the bridge to compelling AR. ARKit and ARCore from Apple and Google respectively are about kickstarting development with playful applications so when more compelling devices arrive — whether phones or glasses — they are flush with applications that can change our lives. As Adi Robertson at The Verge noted, “ARKit has a lot of potential uses, but many of them are still pretty silly, which sits uneasily alongside lofty rhetoric about the future of computing.”

Apple’s evolution into AR and VR might start with animated poop that seems to speak to some flaw in our selfie-obsessed culture, but that’s just a starting point. Too much of Apple’s foundation is rooted in helping professionals and students with their creative expression for it to stop here. Apple is leading the way developing core technologies like silicon that allow it to maximize battery life for very specific use cases. It’s my hope that as time progresses creative expression remains one of those core uses. We’re seeing VR used for enormous leaps in creative expression, from Tilt Brush and Blocks to Mindshow and Medium, and I would be very surprised this is going unnoticed by Apple.

People wishing Apple had been more “bold” in its 2017 releases need to recognize that compelling mass-market AR and VR — stuff that can ship at the volume of phones, PCs or consoles — requires better hardware that simply doesn’t exist yet. That doesn’t mean current AR and VR isn’t good, just that it isn’t good enough to appeal to tens or hundreds of millions of people. What we saw this year instead was Apple laying the groundwork for this roll-out in the years to come.

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ARKit: Neue App hilft bei der Parkplatzsuche

Wer kennt nicht diese nervige Situation, in der man gefühlte Stunden mit dem Auto um den Wohnblock kreist, in der Hoffnung, endlich einen freien Parkplatz zu erwischen? Doch damit könnte zukünftig Schluss sein, denn das Unternehmen Fybr kombinierte das ARKit von Apple mit ihren Techniksensoren. Dadurch entstand eine durchaus nützliche App, die die endlose Parkplatzsuche in Zukunft beenden könnte.

Freie Parkplätze dank Augmented Reality erkennen

Das Unternehmen Fybr entwickelte eine neue App mit dem ARKit für iOS, welche in Kombination mit den firmeneigenen Sensoren die Parkplatzsuche in Zukunft wesentlich vereinfachen soll. Die Sensoren analysieren die Umwelt und sammeln Daten in Echtzeit, um sie auf das Smartphone zu übertragen. Entsprechend sind die Fybr-Parkplatzsensoren in die Straße integriert. Die Technik wird bereits in einigen Städten in Amerika, beispielsweise in Kalifornien, verwendet.

ARKit-Fybr-iOS

Durch die Nutzung der App werden auf dem Bildschirm des iPhones oder iPads Informationen über die derzeitige Parksituation angezeigt. So zeigt sie an, ob ein Parkplatz frei oder besetzt ist. Zudem stellt die App dar, wie viele verbleibende Parkbuchten noch vorhanden sind. Somit ist es möglich, die Funktionen bei entsprechender Vernetzung in einer Form weiterzuentwickeln, in der sie über eine größere Distanz die wichtigsten Informationen überträgt. Dadurch können Autofahrer über eine große Distanz von freien Parkplätze in einer Seitenstraße zu erfahren. Und auch, wenn er auf dem Weg dahin schon weg sein sollte. Der nächste Schritt wäre sicherlich die Integration dieses Systems in eine AR-Brille, um nicht immer auf das iPhone schauen zu müssen.

(Quellen: UploadVR | Fybr | Video: UploadVR Youtube)

Der Beitrag ARKit: Neue App hilft bei der Parkplatzsuche zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Future AR Games and Apps for the new iOS11

At Apple’s special event, Apple revealed some exciting apps and videogames that Apple users would be able to download with the coming of iOS11. When Apple launched their ARKit, developers flocked at the opportunity to use augmented reality (AR) to the future Apple devices.

Alti Mar from Directive Games demonstrated competitive multiplayer AR game The Machines live on stage whilst Apple showcased other AR apps like Warhammer 40K: FreebladeMajor League Baseball’s At Bat app where you can learn about your players on the field or find star constellations in the sky with Sky Guide.

Watch the video below to see how you can chase pigeons in Pigeon Panic, see the capabilities of remote support from experts through Remote AR app, interact with AR objects using your hands instead of tapping the phone in Manomotion or play God in God simulation game ARrived.

KO_OP’s Puzzler GNOG is Coming to AR for iPhone

Yesterday Apple took the tech spotlight – as if you didn’t know – with a special event to mark the 10th anniversary of the iPhone. The company unveiled a new iWatch, iPhone 8 and 8s, plus the iPhone X. Hardware aside, on the software front – more importantly augmented reality (AR) – Apple showcased several apps and videogames built using ARKit that consumers would see once iOS 11 launches next week. While VRFocus knows of a few AR apps being created using ARKit, Unity Technologies has now revealed several more, one of them being PlayStation VR puzzler GNOG by KO_OP.

At present the studio hasn’t announced plans to bring the virtual reality (VR) version of GNOG to other headsets, so it’s surprising to see it go in the direction of AR. GNOG levels are designed as a type of puzzle box, where each one is self contained. Players can spin the box around to find all sorts of brightly coloured components that are linked with various levers and switches. With the AR version, players will now be able to put these puzzle boxes on a table in front of them.

Unity has only given sneak peek into GNOG’s AR development so it’s unclear if it’s an AR port of the VR version or something entirely fresh.

GNOG on ARKit

GNOG isn’t the only AR videogame being made with Unity that’ll be coming to Apple’s mobile devices. Cabbibo and Viacom Next have created ARQUA! an AR aquarium creation tool where players can add fish, kelp, coral, crystals and other rainbow objects to their world.

Then there’s The Walking Dead: Our World AR videogame being made by Finnish developers Next Games – which VRFocus reported on last month. Or how about RAC7 Games’ puzzle title Splitter Critters – currently available as a non-AR videogame for iOS and Android – which will have AR exclusive levels. Or lastly Mammoth Mini Golf from Ezone.com, a caveman-themed world of mini-golf.

None of these videogames have a confirmed released date just yet, but Unity expects to see them arrive this fall.

VRFocus will continue its coverage of Apple and ARKit, reporting back with the latest AR projects.

Apple’s New Visitor Centre to Feature AR Experience

Today, Apple held a special press conference event to make several big product announcements. Being held for the first time in the new Steve Jobs Theater, located at Apple’s new headquarters in California, the event went straight into an early mention of augmented reality (AR) that would greet visitors.

CEO, Tim Cook revealed that when the visitor centre opens later this year guests will have the opportunity to learn about the new campus using AR. It’ll be an informational app to Apple Park that’ll bring up info on the design and innovations used to create the complex with users aiming an iPad or iPhone at a model of the site.

Apple Visitor Centre AR

Naturally this will have been built on ARKit, the developer software that Apple announced during its WWDC event earlier this year. Since its release, studios around the world have been showcasing their ideas for AR apps and videogames that consumers will be able to play once iOS11 launches next week. Content revealed so far has included Luden.io’s ARrived, Combo’s Pigeon Panic, ApolloBox, ManoMotion, Scope AR’s Remote AR and many more. 

VRFocus will continue its coverage of Apple, reporting back with further announcements.

Apple is Bringing AR to “Hundreds of Millions” of iPhones and iPads Starting September 19th

Apple’s iOS 11 is coming to compatible devices starting September 19th, which means that if you own a recent Apple iPhone or iPad, you may have an augmented reality-capable device in your hands before the new iPhone line even launches.

Apple’s big iPhone 8/8 Plus/X unveiling this year promised a bevy of information surrounding augmented reality, thanks to the release earlier this summer of ARKit. As a tool that lets developers make AR games and apps on what Apple says will amount to “hundred of millions of iPhones and iPads,” we had our hopes pretty high for a slew of app announcements.

While we only saw four AR apps revealed on stage demonstrating the phone’s AR capabilities, Apple has said in the past that they’re working with Pokemon GO creators Niantic, IKEA, and Lego to name a few to bring AR apps to the App Store. To that end, starting this month any iPhone, iPad or iPod that can upgrade to iOS 11 will be able to get in on the action, which the company says will let you do things like “redecorate your home, explore a city you’ve never visited, or even try on a new tattoo.”

image courtesy Apple

Apple is advertising the new iPhone line as custom designed “for the ultimate augmented reality experience,” featuring specially calibrated cameras, a screen low on bezels, and the new A11 Bionic processor that drives the room and face-mapping power of the new devices. That may not be enough for many to take the $1000 iPhone X upgrade, but if you’re looking for the most capable AR-capable phone out there, you can bet it’s going to be an Apple product until other manufacturers get in the game.

Google also recently released an AR developer kit, ARCore, which aims to give similar AR abilities to “100 million [Android] devices at the end of preview.” Google is working with Samsung, Huawei, LG, ASUS and unnamed others to accomplish it, making AR the next battle ground for the competing brands.

The post Apple is Bringing AR to “Hundreds of Millions” of iPhones and iPads Starting September 19th appeared first on Road to VR.

Selecting Countertops in AR with Cambria’s New App

With the launch of Apple’s ARKit, several companies have been exploring the possibilities presented by the enhanced augmented reality (AR) capabilities, including companies not usually associated with such technology, like furniture store Ikea. Another company is following in that direction by bringing AR to kitchen design.

Cambria, a producer of quartz countertops and surfaces have announced Cambria AR, an app that allows customers to sample Cambria’s various surface designs for their homes, or for commercial locations such as restaurants or bars. The images can even be saved and shared with family, friends or clients.

The ARKit technology allows surfaces such as kitchen counters, kitchen islands or bar tops to be accurately mapped allowing for the designs to be overlaid, allowing for an accurate impression of what the surface would look like.

“Augmented Reality will be a game changer in the design industry for consumers and professionals alike,” said Brian Peters, CMO at Cambria. “As the leader in stone surfaces Cambria is adopting and bringing the remarkable technology to our consumers in a very simple but powerful app. There’s no better way to see Cambria’s stunning designs then in your very own kitchen.”

“AR will change the way consumers design their homes, and Cambria is facilitating a new revolution in design innovation by integrating the virtual and real worlds nearly seamlessly,” said Marc Jensen, Chief Innovation Officer at space150, Cambria’s digital partner and developer of the Cambria AR tool. “Cambria AR has set a new bar for the consumer experience and solved a real challenge by making it as easy as possible to try before you buy.”

Cambria AR is expected to be launched on Apple App store in Autumn of 2017.

VRFocus will continue to report on new applications for ARKit technology.

Pixel Toys Giving Warhammer 40K: Freeblade an AR Makeover

While not a major feature of today’s Apple Special Event, augmented reality (AR) still had a part to play with the company showcasing several AR apps, The Machines, an AR enhance MLB app and Warhammer 40K: Freeblade.

Created by Pixel Toys, Warhammer 40K: Freeblade isn’t a new title having been available on the App Store for several years. With ARKit however, the studio is giving the space marine combat title an AR boost enabling players to utilise the photo mode to bring the freeblade knights into the real world.

Warhammer 40K Freeblade

Few other details were released about Warhammer 40K: Freeblade including a possible release of the update. As it has now been announced that iOS 11 will be launched next week expect further details soon.

With developers keenly making apps with ARKit since its launch a few months ago, when the system update rolls out there’s going to be an influx of AR software for iPhone users by the end of the year. As that occurs VRFocus will bring you the latest AR content releases.

iOS 11 Will Launch on 19th September

Today’s Apple event has featured lots of big product announcements from the tech company, but no major surprises, with a new iWatch, iPhone 8 and the iPhone X. On the augmented reality (AR) side the news has been so astounding with the company mentioning previously announced AR title The Machines. The most important news however was for iOS 11, with the operating software getting a release date of Tuesday, 19th September.

Whilst this will bring a range of new features, for developers working on AR projects with ARKit the date means consumers will be able to start using all these new apps that have been in development for the last few months.

Content revealed so far has included Luden.io’s ARrived, Combo’s Pigeon Panic, ApolloBox, ManoMotion, Scope AR’s Remote AR and many more. At present there’s been no confirmation about what apps will be available at launch, but over the course of the next week expect there to be plenty of announcements.

Apple had stayed quiet on its plans for any sort of AR and virtual reality (VR) development prior to the reveal of ARKit. With its consumer release next week Apple will beat its rival Google to market. Google unveiled ARCore last month, its yet to confirm a date for a consumer release.

VRFocus will continue its coverage of Apple, reporting back with the latest updates.