I found this touchscreen store display window today in the middle of no where. I guess if you’re a store on Lincoln Rd in South Beach you have the money to rig something like this up.
Very kool to see our work being recognized. Great quote by our own Adam Hollander (Sr. Producer of Agency Operations):
“At Sapient, we’re seeing more and more of our consumer brand clients request concepts that incorporate Augmented Reality. The challenges we currently face in AR development are bandwidth and processing power of the end-user’s actual device. Our designers and developers are constantly pushing the boundaries to balance production quality with performance and accessibility.
As the novelty of the technology fades, a successful AR concept will need to be truly relevant to both the brand and audience. Sapient is well positioned for this future demand and stands out from other agencies with smart creative + strong technology.”
We built an AR piece for Healthy Choice recently. I must say that I am pleased with how it came out. Here’s the link. Let me know what you think.
This is a new Augmented Reality piece we recently launched. The technology is actually pretty kool. You can place a glyph/marker on the wall and a Samsung TV shows up in place, perfectly proportioned where it should actually go in the room. Alot of hard work went into this, we should all be proud of our efforts, I know I am.
First off, I am no mathematician. I’ve been doing a lot of Augmented Reality in Flash AS3 lately and there is one hurdle I’ve overcome that may be useful to document for some of you out there. How do you get the rotation properties of a 3D Object after the Matrix3D Transform has been applied to it in PaperVision? The problem is that if you have an object rotated in 3D space, those properties get overwritten once the Matrix3D Transform gets applied to it. All rotation values return as zero. I found this sliver of information on the Adobe ActionScript 3.0 Language Reference:
“Display objects cache their axis rotation properties to have separate rotation for each axis and to manage the different combinations of rotations. When a method of a Matrix3D object is called to transform a display object, the rotation cache of the object is invalidated.”
Of course there’s no documentation on how to get the rotation information in degrees for after the fact. That would be too easy. I couldn’t find any straightforward info from the PaperVision docs either. I’ll save you the story of pain and suffering on how I figured it out, but the solution is to use the matrix2euler() function in the org.papervision3d.core.math.Matrix3D package. What the hell is a Euler? I have no idea. Why hadn’t anyone explained how and why one should use it? I have no clue. Here is what I do know:
- you need to pass the transform property of a DisplayObject into the matrix2euler function after the Matrix3D transform has been applied to it.
- The matrix2euler() function returns a Number3D object storing its rotationX, rotationY, rotationZ properties deceivingly in the Number3D’s x,y, and z properties. rotationX = x, rotationY = y, rotationZ = z (I figured this out on my own at 3am the morning my project was due)
Here’s how your code should somewhat look like:
var rotationObj:Number3D = Matrix3D.matrix2euler(myDisplayObject.transform);
trace(rotationObj.x);// Whatever the current rotation on the X axis is.
If I have time in the future I’ll put up an actual example of it’s use. In the meantime, here is a graphic I made that explains what the rotations look like when converted to Eulers:
I came across this today. This is a very pragmatic way of using Augmented Reality. If there’s a right way to use AR as a business solution, this is one of them.
I came across this today. I remember his last tweet saying that Twitter wasn’t for him. Good short read.
http://danzarrella.com/alex-bogusky-whats-wrong-with-retweets.html

This is our new child. Built with lots of love and attention. There are plenty of fun games to play that took a good amount of time and energy make happen, enjoy them! One of the features that I am personally proud of is the preloader game that I built. As a diversion to kill time, an arm comes out of the sky that fills the coke bottle that follows your mouse. See how many YOU can fill!




