Augmented Reality Meets Music: Learn to play the piano with AR technology

16

September

2024

5/5 (1)

Have you ever dreamed of playing the piano but never really had the time to go for lessons or couldn’t have access to an instrument to play? Now, these problems can easily be solved with the help of the new emerging technology of Augmented Reality (AR).

The logo of the PianoVision app

PianoVision [1] is a new application that uses AR to teach its users how to play the piano, regardless of the user’s access to an actual real piano or a “virtual” one. The app is available on MetaQuest and the gamers can use their headsets to learn notes or hand positions, by either using a fully “virtual” piano or in addition to a real piano [2]. PianoVision is billed as “the next evolution of the world’s most popular instrument” [3].

Using the AR technology, users can see their hands and the real/virtual piano keyboards in front of them while the app overlays interactive animations through the headsets, showing how to play the chosen song on the instrument. What gives an exciting experience is that the app calibrates easily with your physical piano by touching the two end notes from the piano. Once you do this, you can see on your real/virtual piano the octaves and the type of notes from all the piano. The indication of which finger you should use to hit a note is another great feature, together with the app stopping the song when you hit the wrong note and waiting for you until the correct note is pressed. For those interested in learning the theory behind playing the piano, PianoVision also offers the possibility of learning the notes by showing a floating piano sheet above the piano while playing the song on your instrument.

Video showing a sample of a user playing the piano with the help of PianoVision

The founder of the revolutionary application, Zac Reid, launched the app in February 2022 and claimed that he created the app intending to help wannabe musicians learn the piano in the same style as Guitar Hero was intended to teach users how to play the guitar [3]. Guitar Hero is a rhythm game where players use a guitar-shaped controller to simulate playing the guitar [4].

So, are you excited to learn how to play an instrument with the help of the emerging technology of AR? Hop into this adventure that perfectly blends the most representative classical music instrument with the new possibilities offered by augmented reality technology!


References:
[1] – https://www.pianovision.com/
[2] – https://www.classicfm.com/discover-music/instruments/piano/metaverse-virtual-augmented-reality/
[3] – https://www.musicradar.com/news/pianovision-ar-learning-app
[4] – https://en.wikipedia.org/wiki/Guitar_Hero

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Wales Enters the Metaverse: A New Frontier for Tourism and Digital Strategy

16

September

2024

5/5 (1)

In 2014, Denmark made headlines when its government let the entire country be recreated in Minecraft for educational purposes, aiming to help students understand Denmark’s landscape and geography in an interactive and engaging way (BBC News, 2014). This pioneering project set a precedent for how virtual worlds could be used for educational and cultural exploration. Now, Wales has taken this concept further by entering the metaverse and becoming the first European nation to launch a dedicated tourism initiative within a virtual realm (Welsh Government services and information, 2024).

The Welsh metaverse, hosted on Spatial, offers virtual visitors an immersive experience of the country’s landmarks and cultural treasures without ever setting foot in Wales. The platform showcases iconic sites, such as castles and cable cars, while allowing users to complete mini quests like discovering hidden dragons. As part of a strategic effort led by Visit Wales and iCreate, the initiative aims to inspire real-world tourism by offering a digital taste of the nation that is accessible from anywhere.

The metaverse and other emerging technologies like AR, VR, and NFTs offer organizations innovative ways to reach global audiences and create value​. As noted by Shi et al. (2022), the metaverse overcomes geographic and temporal limitations, allowing organizations to transcend the boundaries of physical interaction​. Wales is reshaping the traditional tourism models and opening new opportunities for global engagement, by bridging physical and virtual spaces.

While the virtual platform promises global exposure, I think the challenge for Wales lies in converting the virtual engagement into real-world tourism. However, by being an early adopter of the metaverse for tourism, Wales positions itself as an innovator in the digital space. This move could serve as a model for other regions looking to blend cultural promotion with technological advancement. Do you think this virtual experience in the metaverse could actually inspire global tourists to visit Wales in person, or will it remain more of a digital curiosity?

References:

BBC News. (2014, April 25). Minecraft: All of Denmark virtually recreated. https://www.bbc.com/news/technology-27155859

Shi, F., Ning, H., Zhang, X., Li, R., Tian, Q., Zhang, S., Zheng, Y., Guo, Y., & Daneshmand, M. (2023). A new technology perspective of the Metaverse: Its essence, framework and challenges. Digital Communications and Networks. https://doi.org/10.1016/j.dcan.2023.02.017

Welsh Government services and information. (2024, May 13). Croeso i Gymru! Wales becomes first UK nation to launch metaverse experience. GOV.WALES. https://www.gov.wales/croeso-i-gymru-wales-becomes-first-uk-nation-launch-metaverse-experience

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“Beyond the Blackboard: How Technologies can Shape the Future of Education”

16

September

2024

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The phenomenon of digitalization is now present in nearly every aspect of modern life. In schools and universities, where blackboards and cumbersome projectors once defined the learning environment, there are now modern whiteboards and computers. In recent years, we have taken a step further with the increasing popularity of the Metaverse, virtual reality (VR), and augmented reality (AR) glasses among educational institutions, despite the high cost of such devices. Several companies already let employees take advantage of these technologies, enhancing efficiency and safety. 

Since the onset of Covid-19, digital classrooms have become familiar to almost every student. But can virtual and augmented reality enhance the student learning experience? To give you a preliminary idea, everyday AR glasses are priced between $300 and $700 (NRMyW, 2024), while high-end VR headsets cost between $600 and $1000 (Dai, 2024). While more affordable options exist, integrating AR and VR glasses into classrooms remains at a significant expense. Nonetheless, these technologies offer a novel and engaging learning environment. In such a virtual setting, students could engage in interactive simulations. However, is this suitable for every course? I believe not, but for many there are positive aspects. Several courses would benefit from such technologies, particularly those where visualization can significantly enhance understanding, such as in architecture, medicine, or engineering. This aligns with Danhoff’s (2021) observation that students who created experiences in AR showed increased engagement, illustrating how new technologies can positively influence traditional learning systems. I truly believe that additional courses can also benefit from such technologies, potentially at a lower level, but they can still profit. Within a business student aspect, benefits truly arise with the introduction of such technologies as for example data can be visualized and explored in several dimensions. Also, with regards to the complexity of several topics, IT systems can be visualized to understand and manage IT environments, and to prepare business students for digital aspects in their future career. 

If budgets are allocated for these new technologies in universities, schools, and courses, teachers and lecturers need to assess how the adoption of these technologies can enhance class participation and the learning experience. But one must also consider the implications new technologies may bring, so very careful consideration is required. 

References

Christine Danhoff. (2021, June 16). 7 augmented reality tools for the classroom. Edutopia. https://www.edutopia.org/article/7-augmented-reality-tools-classroom/

Daisy Dai. (2024, May 11). How much is a VR headset? Pimax Store. https://pimax.com/blogs/blogs/how-much-is-a-vr-headset?srsltid=AfmBOorwYwad9kr2WOEAYNuw9wQ1G9IPB34areTV_wQQRU4NEEq1kfpp

What’s the typical price of augmented reality glasses? (2024, May 26). NRMyW. https://nrmyw.com/blogs/articles/ar-glasses-price

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Bridging the Gap Between AR, AI and the Real World: A Glimpse Into the Future of Smart Technology

12

September

2024

5/5 (3)

Apple’s recent keynote showcased new products, including the iPhone’s groundbreaking AI integration. However, when you break it down, what Apple has really done is combine several existing technologies and seamlessly integrate them, presenting it as a revolutionary technology. This sparked my imagination of what could already be possible with existing technologies and what our future might look like. This sparked my imagination about what could already be possible with today’s technology—and what our future might look like.

Apple introduced advanced visual intelligence, allowing users to take a picture of a restaurant, shop, or even a dog, and instantly access a wealth of information. Whether it’s reviews, operating hours, event details, or identifying objects like vehicles or pets, this technology uses AI to analyze visual data and provide real-time insights, bridging the gap between the physical and digital worlds. Tools like Google Image Search and ChatGPT have been available for some time, but Apple has taken these capabilities and seamlessly integrated them into its ecosystem, making them easily accessible and more user-friendly [1]. The Apple Vision Pro merges AR and VR, controlled by moving your eyes and pinching your fingers [2]. I’ve tried it myself, and it was incredibly easy to navigate, with digital content perfectly overlaying the physical world. Now imagine the possibilities if Apple integrated the iPhone’s visual intelligence into the Vision Pro. This headset wouldn’t just be for entertainment or increasing work productivity; it could become an everyday wearable, a powerful tool for real-time interaction with your surroundings.

Picture walking through a city wearing the Vision Pro. By simply looking at a restaurant and pinching your fingers, you could instantly pull up reviews, check the menu, or even make a reservation. Or, if you see someone wearing a piece of clothing you like, you could instantly check online where to buy it, without needing to stop. With these capabilities, the Vision Pro could bring the physical and digital worlds closer together than ever before, allowing users to interact with their environment in ways we’re only beginning to imagine.

Do you think the existing technologies can already do this? Do you think this is what the future would look like? I’m curious to hear your thoughts.

Sources:

[0] All images generate by DALL-E, a GPT made by ChatGPT.

[1] https://www.youtube.com/watch?v=uarNiSl_uh4&t=1744s

[2] https://www.apple.com/newsroom/2024/01/apple-vision-pro-available-in-the-us-on-february-2/

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AR in the US army: are they ready?

23

September

2018

No ratings yet. Augmented reality (AR) is a disruptive innovation that is entering many, if not all, industries globally. Many apps as well as AR glasses and headsets are already marketed commercially and thus available to the individual customer. For individuals, this is mostly just for fun, such as the famous Pokémon Go app. On top of that, AR can sometimes already be useful in professional industries. It is, for example, increasingly being applied in the healthcare industry and it is expected to continuously transform this industry in the future.

Now, AR has touched a new industry: the army. Multiple companies, amongst which Microsoft and Magic Leap, are said to be willing to give AR-headsets to the United States army. By using these AR-headsets in the US army, they can be used for combat training, which will aid in optimizing the trainings. With the program, the US army says it is intending to become more effective: enemies should more quickly be recognized, and the army’s readiness to act should be increased as well. They are intending to gain an edge on the battlefield by incorporating these AR headsets in their trainings. The collaboration may eventually lead to providing over 100,000 headsets to the US army and the agreement would be part of a program worth over 500 million US dollars. (Brustein, 2018)

If this collaboration indeed continues, a whole new area of technology should be developed: the headsets should be made compatible with new sorts of environments, which may vary from the jungle, to the arctic, or the desert. Currently, the AR headsets that are marketed commercially to individuals, still have their bugs and are far from optimized yet. Therefore, one may wonder whether technology is ready to take on such a challenge. What do you think? Should they wait until technology is more ready for this challenge, or should they take the risk?

Reference:

Brustein, J. (2018). Magic Leap is Bidding on an Army Combat Contract. Retrieved September 23, 2018, from https://www.bloomberg.com/news/articles/2018-09-21/magic-leap-is-bidding-on-an-army-combat-contract?srnd=technology-vp

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Augmented Reality in Heavy (Maritime) Industry

12

October

2017

4.91/5 (11) CapGemini (2012) finds that measuring firms along their digital intensity and transformation management intensity yields four categories of firms and industries. These are “digital beginners”, who score low on both digital intensity and transformation management intensity, “digital conservatives” who score high on the latter but low on digital intensity, “digital fashionistas” who score high on digital intensity but low on transformation intensity, and “digirati”, who score high on both. The crux of the report is that digirati perform better, and how firms can become digirati. Unsurprisingly, high-tech and retail industries generally fall into that category, while for example manufacturing is a beginner.

 

In general, heavy industry firms have been slow to adopt digitization. They operate in asset-heavy industries, and either believe that they are safe from disruption, that digitization will not have a large impact (if any) on their industry, and are even culturally reluctant to transform to a new way of way. Of course, they are wrong. Frontrunners like GE have already demonstrated how integrating various digital technologies in industry, characterized as “Industry 4.0”, can add tremendous value for customers.

 

One other, smaller company that is now looking to take their first steps towards using cutting-edge technologies to beat the competition is Dutch maritime service firm AEGIR-Marine. AEGIR’s core business if performing various after-market maintenance on ship propulsion systems and stern tube seals. It doesn’t sound like the sexiest industry, but the company is now experimenting with one of the flashiest new digital technologies: Augmented Reality (AR).

 

In particular, AEGIR is looking to use AR in two novel ways. The first is for training purposes. As this video demonstrates, AR makes it possible to look inside ship propulsion systems, while they are running. This gives insight into the functionality of such a system that was previously hidden. Secondly, AR goggles can assist service engineers during every step of the way of a repair job. Further applications await, and will surely add yet more value.

 

AEGIR’s case demonstrates that even the most unlikely candidates for digitization can often find new ways to augment their business, even if the gains initially seem small. After all, in today’s dynamic business environment, every little bit of value counts.

 

Capgemini Consulting. (2012). The Digital Advantage: How Digital Leaders Outperform their Peers in Every Industry. MIT Sloan Management Review, 1–24. Retrieved from http://www.capgemini.com/resource-file-access/resource/pdf/The_Digital_Advantage__How_Digital_Leaders_Outperform_their_Peers_in_Every_Industry.pdf

Lasi, H., Fettke, P., Kemper, H. G., Feld, T., & Hoffmann, M. (2014). Industry 4.0. Business and Information Systems Engineering, 6(4), 239–242. http://doi.org/10.1007/s12599-014-0334-4

Maritime Technology (2017).  AEGIR Marine opened its new Propulsion Workshop, R&D Center and AEGIR Academy. https://maritimetechnology.nl/en/aegir-marine-opened-its-new-propulsion-workshop-rd-center-and-aegir-academy/

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