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Synopsis

I talk about the real world and augmented reality. The real world is not the beautiful street where you can walk your AR robot, not the park where you find Pokemons but the real gritty world with poor phone and data reception, the problems of dirt, weather and so on. Where danger means loss of limb or life instead of tipping your latte.

Real World Problems

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Close your eyes and for a moment go back to your childhood. Picture how you thought the world to be in the 21st century with the flying cars, the holographic adverts and billboards. Now open your eyes and look at our dull and bland world.

I put to you that we are too conservative with the use of augmented and virtual reality in our common, normal, world. This is the near future:

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2016 is indeed the year when Virtual Reality (VR) and Augmented Reality (AR) have gone from virtual to reality as the technologies have matured to benefit mass users. The surge in VR/AR and the releases of more affordable devices create new opportunities for museums and make it more possible to adopt the technologies. 2017 is around the corner so we want to take a step back to review how AR/VR has transformed the museum experience and will continue to influence the cultural sector.

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Last Monday we organised together with our friend Silencio a breakfast for museums in Stockholm. We talked about 3D scanning and its applications including 3D web exhibitions, virtual reality and augmented reality. Click to read the full story...

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