BACKGROUND

Augmented reality (AR) is an emerging technology in which computer-generated sensory simulations of virtual reality (VR) are applied to or otherwise integrated with the sensory simulations of the real world. One advantage of augmented reality over purely virtual reality, is that augmented reality may build upon a real world experience, which is not only, inherently, more realistic, but often perceived as more important, while simultaneously providing a virtual layer which may provide fantastic or imaginary material for entertainment or contextual information to explain or describe the real world. However, while the real world and virtual worlds may each be self-contained, with the former not requiring the latter and the latter only requiring the former to the degree that hardware is necessary for an individual to enter and experience the virtual world, augmented reality requires another type of technology and methodology to enable a seamless integration between the real and virtual worlds.

In particular, the spatial aspects of the real and virtual worlds are difficult to reconcile. AR markings are used to fix a virtual experience, in particular its visual or graphical data points, to a real spatial position. By scanning the AR markings using some sort of scanning device, a user may perceive a purely virtual object on a display device. If the display device is equipped with a camera, the user may simultaneously view, on the display device, the visual material of the real world. In particular, the user may view the virtual object in the spatial context of the visual material of the real world. If the user scans the AR marker from a different position, the user may then view the virtual object from a different perspective, and may therefore view a different side of the object. However, unlike real objects, virtual objects projected via augmented reality into the real world cannot be lifted or otherwise manipulated. In this sense, the virtual object loses its degree of realism. Also, there are many instances in which an augmented reality experience may be desired, in particular a three dimensional and multi-perspective experience thereof, in which it is inconvenient to actually walk around the AR marker in order to scan it from different vantages.

Virtual objects can often be manipulated via controllers, such as gloves; however, these controllers are expensive, but even more problematically, they are inconvenient to carry (unlike a smart device). Also, they must often be calibrated prior to use, which may be a relatively trivial step in regard to purely virtual worlds, but is unrealistic in the context of augmented reality, in which an individual traverses the real world and cannot be expected to recalibrate a device every time an augmented reality experience is desired. What is needed is an apparatus that enables the virtual object to be manipulated without requiring more than the ubiquitous smart phone.

SUMMARY

This application described a device for enabling an augmented reality experience and for facilitating the rotation of the visual aspect of that augmented reality experience. The device may comprise a main body rotatably connected to a base. The main body is a physical framework for supporting AR surface via a top surface on which AR markers are mounted, displayed, or otherwise attached. The main body may be connected to the base by a rotational mechanism, such as an annular ring or a shaft. The base may rest upon a fixed surface, such as a table or pedestal, or it may be held by a user.

