For centuries, playing cards have used illustrations and text to convey messages. While these attributes continue to serve a purpose with modern-day cards, Augmented Reality is redesigning the way we play card games, use playing cards, and learn new information.AR adds a visual element to enhance a playing card’s function. Images and descriptions may be limited to the types of cards you are trying to create. For example, an AR application will suit decks that showcase demonstrations, athlete highlight reels and trivia/educational games.
The History of Computer-Generated Reality
While AR was not labeled the official term until 1990, the journey to its development was actively tested many years prior. Technology introduced in the 19th century and beyond paved the way for today’s AR and VR devices.AR and VR history dates back to the 1838 Stereoscope. This gadget required a pair of 2D images to create an augmented 3D image. But that was just the beginning. The 1929 Link Trainer Flight Simulator and the 1938 View-Master contributed to future tech advancements. The Trainer simulated airplane movements and the latter allowed users to experience various 3D visuals when peering through a portable stereo lens.During the 1960s, headset designs launched. These consisted of motion-tracking features with the 1961 Headsight and sense simulations with the 1962 Sensorama and Motorcycle Simulator. But the first VR head-mounted display, which hung from the ceiling and presented real-life graphics, was Ivan Sutherland’s the Sword of Damocles.Flash forward to the 21st century, where it’s likely that you have heard of or personally used these AR and VR devices: the Oculus Rift, Samsung Gear, Sony’s VR headset and more.Augmented Reality & Virtual Reality
The origin of Augmented Reality and Virtual Reality is clear, but the distinction between the two gets muddled.The main difference that sets them apart is that AR displays a live view of virtually implemented elements. This means that your real-world setting has interacting, layered images present. Now with VR, your environment is not the background. Instead, it transports you to a different “world” that is as real as climbing Mt. Everest or as imaginative as exploring the inside of Hogwarts.Redefining Playing Cards
AR and VR have changed the way that we use playing cards today. This technology has seeped into our daily lives, impacting our gaming experience, education, etc. Here are some examples of this captivating function for playing cards.- Demonstration Cards: We recently manufactured a deck of cards for a Boy Scout troop in California. This sparked an idea to customize a deck of cards with 52 tips to use during a camping trip. Right now, we are working on adding AR to the mix, where each card will include a digitally demonstrated tip. This is a great hands-on lesson for visual learners. Rather than reading a description and attempting to mirror the practice, this AR experience will be accessible and simple. All you need is an electronic device and the designated card deck.
- Trivia Cards: Shuffled Ink is working on implementing AR into your playing card games. Trivia challenges are an entertaining way to test your knowledge of facts about various topics. These trivia cards featured below use video highlight reels to reveal the answer to the printed question. This new wave technology provides the card’s answer through an informative and exciting visual element.