Posts Tagged ‘augmented reality’

Remember when Apple and Google made us cyborgs?

Tuesday, January 6th, 2009

The announcements from Apple at its last Macworld may leave many yawning (or complaining about non-removable batteries, you know, FOR THE CHILDR—er, ENVIRONMENT), but one simple feature made me happy.

Facial recognition in iPhoto. Facial recognition in Google’s Picassa.

That’s not something entirely new, many companies have taken a stab at it– and we’ve been able to tag photos, improve upon search results for a while. It’s only curious because of Apple and Google are doing it. And it’s a huge start into putting those fancy-schmancy tools directly in our hands and pockets.

Here’s a scenario that may excite you, scare you, or perhaps, both.

You go to a party. Not even sure that you want to stay. Who’s here? You have your iPhone. So, you pull it out, hit the camera icon, and tap the not-yet-invented IDENTIFY button. Anything your camera sees will be shown on screen, with an overlay of information about what comes through the lens. The person, their job, how popular they are, etc. Hovering above someone’s head is their social profile– their myspace, facebook, twitter, friendfeed– whatever the trendy.app du jour is.

All this takes advantage of the facial recognition utility, which will certainly improve over time.

Apple is the retina. The camera app is the brain. Google is the memory. The experiences were created (and posted) by you. Social networking and media became the biggest user-generated database of humanity–for better and worse. Facial recognition at a social level means that now, we can google by sight. The interface-less interface.

Augmented Reality is simply combining the virtual with the real at the SAME time. My little party scenario is kinda silly, but the same concept can easily be applied to anything that requires additional information. Traveling to foreign countries, shopping for products (hello Amazon!) and playing video games (know anyone with an Xbox 360 or PS3? Ask to see Viva Pinata Vision or Eye of Judgement). Dozens of uses from the practical and educational, to the entertaining and frivolous.

Google has indexed everything from Earth and Mars, restaurants, 3D buildings, parts of the universe, and the rooftop of your mom’s house. If Apple can see something, pass it on to Google (or if Google can see it), then the slipstream of your data is made visible.

We are becoming software cyborgs (using tools). Perhaps next is augmented cyborgs (wearables), and after that we become hardware cyborgs (implants).

I leave you with a quote from some kinda famous guy: ;)

“The solution isn’t to limit the information you receive. Ultimately you want to have the entire world’s knowledge connected directly to your mind.” -Sergey Brin

Those little future things on the PS3

Monday, December 15th, 2008

This video compares the PS2 Eyetoy with the PS3 Eye. My excitement really starts with the Minority Report-ish stuff around :30 in.

Your whiz-bang tech faces a challenge: Regulation & Perception

Wednesday, October 1st, 2008

The state of California will soon have an additional law on the books regarding the use of mobile phones while driving. Motorists will not be allowed to use their mobiles for text messaging while driving– something that common sense *should* tell us, however, a law was believed to be needed. This recent piece of legislation joins the previous law about *holding* the cellphone while driving, despite studies that show that it’s not the handling of the device, but the conversation which is the distraction. The act of holding a bottle of water to your head while driving, while nonsensical, doesn’t have a law restricting it.

Aside from the obvious need for best practices (possibly read: laws), the way media presents current events surrounding misuses of safe use of technology is critical to how a new technology is pitched to the masses. A train engineer was discovered to have been sending text messages 22 seconds before the Metrolink train he was operating crashed in a Los Angeles suburb.

The short version: texting = bad. The extrapolated version: technology may = bad, when applied to environments where safety should prevail, such as the operation of a motor vehicle.

In our cars, we have had a staggering array of option to enhance our travel: GPS navigation screens, satellite radio (with song data prominently displayed), dialing controls on the steering wheel, temperature gauges in the rear-view mirror casing, etc. Arguments can go both ways about the safety or enhancements that these technologies encompass.

We must be cautious with our cheerleading of certain technologies, and augmented reality is certainly no exception. The notion of overlaying visual, virtual information over our field of view is a concept that will be easily challenged, regardless if there are benefits.

As technologists, we tend to be caught up in the mechanics of what we’re building. We obsess over standards and business models, interoperability and systems that are open and closed. Yet we tend to miss the relevance outside of our early adopter circles into the Main Street world of consumer adoption and law.

This is compounded by  headline-driven, media illiterate societies. The video game industry is no stranger to sweeping condemnation by way of headline. “Teenager stabs teacher” + “some video game reference” and the impression is set in the mind of the reader before diving into the details of the story. Ergo, “Video Games Cause Violence” becomes a de-facto assumption. Should we make the ’sell’ fit in 140 characters so your media business will grow and gain traffic? Or should we have a deeper responsibility to technologies that will inevitably be beneficial and dangerous.

We can’t control the conversation (but it’s easy to see why many wish to), but we can control *our*  conversation, by anticipating the headlines in advance. Concerning augmented reality, the perception that may play out in the media will have to do with distraction. Legislators exposed to that will create regulations that may or may not hamper the growth of an industry. The augmenting of realities in an entertainment sense (read: blurring) is ripe for targetting by those that wish to condemn an evolution of gaming (he couldn’t tell the difference if it was real or not).

While it’s still early in the augmented reality and next gen interface and entertainment spaces, we won’t have much mainstream to battle for a long time to come. Yet we should be aware–regardless of our industry– of how media biases, literacy and legislative ecosystems work, so we can be prepared to make the case for technologies that will have greater positive effects than negative ones.

Can you see me now?

Tuesday, August 26th, 2008

Players in an online virtual map control runners in a real city tracked by satellite on an elaborate chase that mixes real and virtual space.

See Indiecade at PAX, Seattle. Hat tip to Andru Edwards from GearLive.com

Baby Steps to an Augmented Future

Thursday, July 17th, 2008

What do the new iPhone, fashion industry, and video games have in common? They might be baby steps towards a future world where the virtual overlaps the real.

The general definition of augmented reality is the combination of computer-generated data (images, videos, etc) with real, tangible things that are located in our ‘real’ world. Most early ventures with augmented reality involve overly-geeky headsets and contraptions to accomplish a simple augmentation of what we see in front of us.

Let’s pretend you are visiting Rome, exploring the ruins of an empire long gone. What is seen today are the fragments of stone columns, typically accompanied by a brochure or public sign that presents an artist’s interpretation of how they once were when built (or in more modern examples, old photographs). To augment this reality, a visitor might have a sort of headset or visor that maps a computer-generated Rome over the real Rome, in order to walk through Rome as it once was.

How do we get to this point in the not-so-distant future? Look at what we have now, and connect the dots toward the then.

iPhone 2.0 – Apple’s second major release of iPhone hardware included GPS and access to high speed mobile networks. The hardware release happened at the same time as their 2.0 operating system release, providing the ability of developers to write software of all varieties, for this popular multimedia device. Additionally, the existence of the iPhone (as well as the iTouch) prior to this release, was the first step in introducing human-touch interfaces to a wide audience in everyday situations. Apple wasn’t the first to introduce the technology, but are one of the key players in bringing it to the mainstream.

Why is this important? The answer is two-fold: First, we have familiarity with interfaces that we touch. Second, we have location-aware software and services available by the dozens. The timing for this is perfect. Software that is aware of its location, by way of GPS or user-shared, is arriving during a time when social networks like Facebook and MySpace have established themselves as tremendously popular vehicles for public and private sharing of activity and relationships. We are coming to terms with a world of maps and phonebooks and relationships that come to us and are aware of us.

Video Games – The video game industry is another place to look for future innovation– its foundation in entertainment means that consumers willingly participate in something for fun. This includes motion-control by way of controllers like the Nintendo Wii Remote, and visual motion-control by way of various web cam games and interactive art. Even more nuanced than just the control of interfaces with our movement, is our collective history of interacting with environments that contain overlays-Heads up Displays (HUDs)- as well as realtime maps that constantly update with our location, as well as the location of things ‘around’ us (enemies, teammates and such). These are by far, nothing new at all– and for those that actively play, the exposure to those interfaces are subconsciously training us to move and maintain location-awareness. And sometimes, ‘moving’ is quite a literal term.

Why is this important? We are being trained to navigate with the aid of realtime maps and interfaces that are overlays onto our field of view. We’re increasingly using the motion of our real bodies to control something virtual. This ‘training’ is multi-generational.

Fashion – This is perhaps one of the oddest items to be included on this list, however, as noted above: “Most early ventures with augmented reality involve overly-geeky headsets and contraptions to accomplish a simple augmentation of what we see in front of us.”

To power portable systems to view the world with an augmented eye, we involve a lot more than just energy (batteries) or wireless transmitters and radios. We bring the issue of display technology– most likely some that hasn’t clearly been defined yet. To avoid a cyborg-ish look, minimalism and discretion must be considered. Style, for many, is important. No where else is that apparent than the endless arrays of cellphone personalization kits, cases, straps, bags, and more.

Fashion, however, already puts a lot of accessories on the human body– hats, glasses, belts, hip bags, purses and man-bags, bracelets, rings, watches, chain necklaces, ear buds and headphones. Not all of these are worn by everyone -all- the time, but they are certainly comfortable accessories for many to wear. Some accessories are regulated– California drivers must use a handsfree device with their mobile phones when in a car, often in the form of a wireless ear piece.

Why is this important? There are plenty of attachment points to the human body. Some companies have made attempts to normalize this (think Oakley with the MP3 headphone glasses–interesting concept, very few styles), yet we’re still a way off. Fashion is trendy, disposable and constantly evolving. Yet it remains a vital part of our bodies–even when purely functional–and a stepping stone to cultural acceptance.

Each day that passes, we’re being trained for the future– little by little– by the mundane and regular things, that when stitched together over time, lead us into new territories like the navigation of data and visualized history in the real, tangible spaces of life.

I’m excited.

Heads-Up Display (HUD) design

Monday, June 16th, 2008

Some of my spare time is being spent working on prototype HUD user interfaces (UI) for augmented reality. Those familiar with all sorts of games from racing to first-person shooters are part of the generations being conditioned to understand and navigate in a location-aware map. From Warcraft to Halo and everything in between, we have learned to have an augmented awareness of fellow players and objects in a map-based environment.

If there was an ‘overlay’ (a consumer-friendly term for the HUD) for all that we see in life, what would it look like in various scenarios? Running, driving, shopping (especially shopping, yum, think of all the stuff that doesn’t move on the shelves).

First steps for me in something quite a long way out. Exciting!