AR Addiction: Could Augmented Reality Get Too Immersive? [FROM THE ARCHIVES]

Can you be trusted to design your own reality?   Immersed in the Digital World Augmented Reality technology is all about customizing the world around us.  Through video-enabled smartphone and tablet apps, and soon directly through eyewear, it overlays digital data over our perception of the physical world.  The virtual world gets layered directly on top of the[...]

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FTC Issues Best Practices for Facial Recognition Privacy

On October 22, 2012, the Federal Trade Commission released a report entitled “Facing Facts: Best Practices for Common Uses of Facial Recognition Technologies”.  The FTC has had its eye on this technology for a long time–at least since the workshop it held on the subject in December 2011–aware that it is being implemented by a[...]

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Patent Troll Launches Infringement Litigation War on Augmented Reality Retailers

Last week I described a wide-ranging patent that Zugara received for its virtual dressing room AR technology.  This week I discovered* a series of six patent infringement lawsuits that another company has filed against 10 separate defendants over their use of similar technology–including at least one site designed by Zugara.  The AR patent wars that[...]

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Zugara Obtains Patent for Augmented Reality “Social Shopper”

For the past year, I have been advising my readers in the augmented reality industry to obtain patents on their inventions for quite some time now, and I’ve been warning that patent battles over this technology were just around the corner.  Both that advice and that prediction were vindicated on September 25, 2012 with the[...]

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Augmenting Perceptions of Society and Self

The following article of mine was published in the latest issue (No. 1 | 2012) of the Journal of CyberTherapy and Rehabilitation, a publication of the Interactive Media Institute.  Please check out the entire issue for a fascinating and in-depth collection of article on the use of augmented reality in health care. Social media have forever altered the[...]

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A Hollywood Insider’s Perspective on Location-Based AR and Physical Injury

Yesterday at Vox: the 4D Summit, Dreamworks’ Director of Global Interactive, Chris Hewish, gave a wide-ranging keynote address on Hollywood’s use of augmented reality. One of the examples he cited was “The Witness,” a choose-your-own-adventure-type “movie” that required users to trek all over Berlin looking for markers that unlocked video content.  He showed the following[...]

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[From the Archives] The Coming Conundra: Real Laws in an Augmented Reality

While I’m away on vacation, I’ve pulled this still-timely article from my archives.  It was originally published in the Winter 2011 issue of SideBAR, the newsletter of the Federal Bar Association’s Litigation Section, and was posted on Wassom.com in March 2011. Over the past decade, there has been no shortage of articles, CLEs, and speeches[...]

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VOX: The 4D Summit – Augmented Reality for Creatives

I am extremely excited to help announce VOX – the first annual summit dedicated to creative expression, storytelling, and user experience in augmented reality.  It will be hosted by the amazing folks at daqri–one of the world’s leading AR companies–and I am honored to be one of the small group discussion facilitators for the event.[...]

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Copyright in an Augmented Reality

Today I presented to the American Bar Association’s Intellectual Property Section on “Copyright in an Augmented Reality.”  I’m humbled by how well-received it was, and was thrilled by the audience’s many engaging and thoughtful questions and comments.  I think the group came away with an appreciation for some of the challenges that this emerging technology[...]

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Living in IPv6: What Happens When Everything & Everywhere Goes Online?

What happens when every physical object and place has an internet IP address?  This could happen in the very near future, and the impact on daily life could be profound. Several trends are already moving in that direction: Hardware: We already see RFID tags used to track the whereabouts of consumer goods.  Consumer electronics, vehicles,[...]

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