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Augmented reality still seems more of a solution in search of a problem to some, but two promising applications show how virtual reality can bring real-world value. Trying on virtual clothes and shoes could be the killer application for augmented reality to hit its stride. Read more »

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Layar, creator of a mobile augmented reality (AR) platform, today announced $14 million in funding led by Intel Capital. The funds will be used for three purposes, all of which are meant to create “augmented reality experiences to people’s everyday lives,” says Maarten Lenz-FitzGerald of Layar. Read more »

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mhealth

Though still a somewhat loosely defined term, mobile health (mHealth) examines the structural and behavioral changes that occur as new technologies advance our health care system worldwide. We are in the early stages of a disruptive period in the health care industry, and mHealth is playing a significant role in that transition. This report examines the growth of mHealth specifically in the context of mobile health apps, from the medical arena’s use of the iPad to smartphone apps that combat chronic diseases and aging. And with research on the role of social networks in health outcomes growing by the day, the next generation of mHealth apps promises to bring further insights into the effects of social media on health outcomes. A number of challenges — sustaining viable business models, the specter of FDA regulation, and cost issues — exist in the space, but partnerships between employers, retailers and technology developers will continue to combat them and provide new innovation architecture in health care. With the help of this new generation of apps, health care, and indeed, our perception of wellness overall, will change dramatically. Companies mentioned in this report include Apple, mPedigree, Orange, Vodafone, Voxiva, Skyscape, Research in Motion, Google, Intel, Nike, Adidas, Philips, Twitter, Hope Labs, Virgin, Discovery Health, Telefonica I+D, Layar and Kendall & Son Solutions. Read more at GigaOM Pro »

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location

Location-based shopping services (LBS) have made many headlines recently, and studies have shown that users actually like receiving ads and offers well-targeted to their interests. Couple that with an influx of Tier 1 venture capital and the show-stopping Facebook Places, with which several startups have already joined forces, and it’s no wonder LBS is suddenly such a hot topic in the mobile sector. That doesn’t necessarily mean LBS shopping apps will be easy to implement. A number of challenges — privacy concerns, scaling issues and check-in integrity among them — provide a potential barrier to widespread adoption. This note examines both the drivers and inhibitors for making location-based shopping services a mainstream phenomenon, and includes focused profiles of Facebook, Twitter, Google, Loopt, Foursquare, BrightKite, Whrrl, Gowalla, Plancast, Groupon, AisleBuyer, Bizness Apps, Offeretti, ShopAlerts, Shopkick, Bakodo, Stickybits, Yelp!, Geodelic Sherpa, WHERE, MyTown, InCrowd, SCVNGR, Waze and Layar. Read more at GigaOM Pro »

Layarshootinggame

Layar, the augmented reality platform, is trying to both foster a new form of content and also bring that content to a wide audience. Now the company has develops its own augmented reality multiplayer shooting game to demonstrate what other people might not be imagining yet. Read more »

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Augmented Reality (AR) is a hot topic in the app stores these days. So, what’s AR? It’s multiple technologies being used simultaneously to provide you with data relevant to your location. This includes your phone’s compass to determine the direction you are facing, GPS to determine […] Read more »

With 197 million augmented reality-capable smartphones set to be in the global market by 2012, the building blocks are falling into place for people to merge digital information with their view of the physical world. But there’s still a long way to go. Read more »

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Mobile augmented reality (AR) brings computer-generated multimedia into an end-user’s literal field of vision. It merges real-time digital information with the user’s perceptions of his or her immediate physical surroundings. The mobile AR user simultaneously experiences physical reality and digital media consumption. This report looks at the growing mobile AR ecosystem, from the technologies and trends supporting its development to the applications, players, and business models driving innovation. The report includes a forecast for the number of mobile AR–capable devices, summarizes existing revenue forecasts for the nascent market, and leverages three in-depth case studies to demonstrate the intersections between markets, technologies, and companies in emerging applications. Read more »

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